I'll be blunt, while there are alot of undead units that can be summoned by pets thre are only 1 MARK 1 unit that are undead from square 1, and to dop it offf even though it's bone it don't count as inorganic, seriously how can u poison something that's dead? makes no sence!!!
Anyways to remedy theese poor fellas I am hereby gonna post a bunch of units that will go into a cathegory by themselves namely: Undead
Undead can't be converted poisoned or Stunned, and are unnaffected by changeling
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Rotting Zombie Cost 200
Life 5
Power 3
Armor 1
Actions 2
Deploy 2
move to target location
Costs 1 action
Range 1
Attack enemy
costs 1 action
Range 1
Grave Rot
Enemy takes 1 HP damage at the start of every one of the unit owners turns until healed or it dies, triggers on attack
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Phantom Cost 150
life 3
Action 3
power 1 (this is NOT a typo)
armor 0
Deploy 1
Attacks ignore armor
Movement does not cost actions
Jump to target location within 2 can be done 2/2 times (not a typo)
Attack Target unit
Range 2x2
Cost 1
Energy Drain
damage Caused by the phantom are inflicted upon Actions and not Life
if target looses all actions it is returned to castle, cannot be dodged/parried, constructs loose actions but are not returned to castle
Gaseous Body
Immune to Ranged attacks
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
Can't Capture Castle
Returns to castle when killed
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Mummy Cost 300
Life 6
Power 4
Actions 2
Armor 1
Deploy 3
Move to target Location
Range 1
Costs 1 action
Attack Target Unit
Range 1
King of the Dead, skill
Killed units rises as a Minion (desctripiton after this unit)
Bandaged Body, passive
Damage reduced by 1
Fire Damage increased by 1 instead of being reduced (warlock explosion dragons breath etc.)
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Minion Cost 0
Summoned when Mummy kills an Organic unit
Life 3
action 3
armor 0
Can't Capture castle
Sacrifice Self
this unit dies
Plague Cloud Skill range 3X3 this unit in centre, triggered when this unit dies
Inflicts plague on living units, unit takes 1 damage at the end of the turn then 2 damage at the end of the next turn then finally 3 damage at the end of the last turn, removed if unit is healed by a clergy unit, or dies
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Anubis Warrior Cost 200
Life 6
Power 5
Action 3
Armor 1
Deploy 2
Move to target location
Costs 1 action
Range 1
Attack Target Unit
Range 1
Cost 1
Warrior of the Dead
Can only be killed at 1 range
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Ghost Hound 150
life 4
power 3
Action 2
armor 0
Deploy 2
Movement does not cost actions
Jump to target Location within 2
can be done 2/2
Returns to castle when killed
Can't capture castle
Attack Target unit
Range 1
Cost 1
Terrifying Howl Costs all actions
Stuns and causes 1 square knockback coned 3 range
Like so |--|
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Gaseous Body
Immune to Ranged attacks
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Headless Rider Cost 150
Life 4
Power changes (starts with 4)
Armor 1
Actions changes (starts with 2)
Deploy 2
Movement does not cost actions
Jump to target location within 4
Can be done 1/1 times
Head Hunt Spell
When this unit kills another it puts the killed units head upon it's shoulders gaining it's power and actions Minimum power is 2 (if this unit kills a warrior it's new Power is 5 and it's new actions are 3, if it kills an Acolyte new power is 2 and actions are 2) Units that destorys will result in power 4, affected by constructs
Discard Head
returns stats to default, costs all actions
Current Head
The name of the last unit that where killed by this is listed here
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Vampire Cost 400
Life 4
Power 4
Armor 1
Action 3
Deploy 3
Move to target Location range 1 Cost 1
Transform into Undead Vampire Bat (see below)
Attack Target unit
Range 1
Cost 1
Mesmerize - spell
Range 2
Costs 1
Enemy Unit becomes Mesmerized (stunned) for 1 turn
Transform into Undead Wolf
same stats as the Lycantrope Wolf, but undead
Transform into Mist
becomes indistructable, can move, can't attack, can't capture castle, can't use other abilities costs all actions to turn back HP reduced to 1
Drain Blood 1 range, skill, only works on Mesmerized or Tranced (see below) units
Heals the Vampire, affected units take 3 damage and if they die they become Thrall versions of themselves (same as Risen units from the dracolich) Thrall units gain Undead Status
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Undead Vampire Bat
Life 3
power 2
actions 3
Movement does not cost actions
move to target location within 2 can be done 3/3 times
Can't Capture Castle
Drink Blood- attack/skill
Causes damage based on power down to 1 hp if drained bellow target is healed to full hp amd gains Tranced Status is stunned for 1 turn and can be drained by Drain Blood at any time
Transform into Vampire costs all actions
Transform into Undead Wolf, costs all actions
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Skeleton Warrior 250
life 4
power 1-4 reflects current hp
armor 2
Actions 3
Deploy 3
Skeletal
Dodges ranged attacks 2/2 per turn, less power as HP goes down, due to loss of body parts
Reassemble
Heals at the end of the turn, works as the hydra's regeneration
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
Apart from that above it's identical to a normal warrior in terms of abilities
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Banshee Cost 350 (this is an anti-spellcaster unit)
Life 3
power 2
Action 2
Deploy 3
Movement does not Cost actions
Jump to target location within 2 can be done 1/1
Scream - Attack
Causes 2 damage to ALL units within 4X4 friend and foe alike, all damaged units can't use spell abilities, affects constructs, does not affect Banshee's
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Ghost Dragon cost 550 (Wyrm class Monster altough in undead section)
life 2
power 2
actions 2
Armor 2
Deploy 5
Can't Capture Caste
Returns to Castle when killed
Gaseous body
Immune to ranged attacks
Movement does not cost actions
Move to target location within 4 can be done 1/1 per turn
Attack Enemy units
range 1
cost 1
Aging Aura
Enemy Units loose 1 Power/Armor
Poison breath - attack
range 4
damage 2
Poisons unit's within 3X3 explosion
Spawn Shadow (see below) can be done once per turn costs all actions, 1 command
Cost 1
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Shadow Summoned by Ghost Dragon (Think a tiger made out of black flames with dark purple flames for stripes, and crimson eyes)
Life 5
Power 4
Actions 2
Armor 1
Move to target location range 2
Cost 1
Attacks does not cost actions
Attack Target Unit
Can be done 2/2
Magical Body
Parry and Counter point Blank Attacks (yes range 1 attacks, including Destroy by golems and assassinate by assassin)
Counter
triggers normal attack, free of charge (Shadow can still attack even after 2 counters)
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Hauntling 150
life 3
power 2
armor 1
Action 3
attack target unit
range 1
cost 1
move to target location
range 1
cost 1
Haunt
Attacker looses the same ammount of damage as Hauntling does
Gaseous body
Immune to range attacks
Can't capture Castle
Returns to Castle when killed
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Please leave a comment, and before I get spammed with Theese units are to powerful, well they aren't, seriously they can still be affected by insta kill chitch is more then I can say for golems that on top of it all insta-kills
some of them looks too powerfull =) but nice ideas there
and mayby 1 more structure:
cementary
life 5
armor 0
deploy 5
cost 300
deploy last killed unit (own or enemy). this unit cant be 'resurected' again.
nice idea, if that is not accepted then perhaps this will :P
Ghoul
life 3
power 3
Action 3
Deploy from cemetary
Undead
Healed by poison, Damaged by Holy Magic, Can't be Stunned, Control of this unit Can't switch
move to target area
range 1
cost 1
Attack target unit
range 1
Cost 1
Stuns enemy on attack
Lunaraia, i will say you the same said mongolian to me in my topic: The units skills are to much complicated.
Another thing, its hard to remenber all the things an undead can do and cant do, what a undead is affected and what its not... Not for mine but to begginers.
Now my opine. I do not liked the ghost dragon. Dont know why, maybe cuz it is immortal and can poison my entire army.
Cant understand the skill of the vampire in bat form. Also i cant understand: uses ALL actions. That means i use all actions i have no matter how much? Do the transformation stuns the unit? do you really think undeads cant be stunned? This is part of game strategy... and i particulary think that get DIZZY is not a feeling. I have no idea why you think them cant get disoriented.
And i think there are no definicion of what is a FIRE DAMAGE, that would change many units. such improvements would get months... Cant understand what is a HOLY magic. There are an kind of magic is not a HOLY magic? Dont like also many gaseous body... that may cause ranged units to get underpowered.
Cant see minion movement. Truely i cant see nothing may use minion actions. Explode do not cost actions?
After all i do not see why the changeling/mimic cant use their abilities in it. maybe i can understand the mimic, but the changeling? do it get transformed in the other unit? i thought they got just trade.
Well, i liked most units, but they need some corrections. Some are a bit overpowered too. And to make these units leave this forum topic and go to the game will take at least... a long time. ^^
Shadow and Huntling have no prices...
Shadow is summoned by the Ghost dragon, as for Hauntling im on it
UPDATES!!!!
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Soul Stealer 350
Life 2
action 2
move to target location cost 1 action
Steal soul
Range anywhere within 4
Cost 2 action
Target as his/her/it's soul stolen, increasing the soulstealer's health by 2 fo every soul it steals, deacreasing targets health by the same ammount, and causing affected unit to take damage from clergy spells, when a unit without a soul dies it becomes a Soul Hunter under the the control of the Soul Stealers owner
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Soul Hunter Free, ressurected to upon death, prioretize over Thrall, Risen and Minion
Life 4
power 4
action 3
Move to target location
Cost 1
Range 1
Attack Target Unit
Range 1
Cost 1
Hunt Soul
Range 4
Cost 2
Target unit are always in range, if the target is killed by the Soul hunter it becomes a Soul Hunter, if the Soul Hunter kills it's target it gains target's soul and becomes a Demon, (same one as the Summoner summons) due to the unholy act it committed by using another beings soul to return to life
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Dragon Zombie 550 (not the same as Ghost Dragon)
life 6
power 6
action 2
move to target location within 3
Can be done 1/1
Poison Breath
anywhere within 2
Cost 2
Damage 3
Explosion 2X4 (2 high 4 wide)
Poisons (gives Miasma Status, units that dies while having this status counts as having been killed by the Dragon Zombie)
Attack target enemy
Cost 1
range 1
Units this unit kills rises as Poision Ghoul
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Poision Ghoul
Life 3
Power 3
action 3
move to target location
costs 1
range 1
Attack Target Unit
costs 1
range 1
Poisons attacked unit
Poisons killer
When this unit dies it leaves behind a Thing (A disembodied hand)
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Thing
Life 1
Action 3
move to target location
range 1
Cost 1
Dodge 1/1
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Nice units... i think the the thing is not needed, but the unit is your ^^
The soul stealer looks much like my idea the Soulreaver, if possible, change it name :-)
Tried many names but im afraid that's the only one that fit
Soulhunter is much better. thanks
I haven't changed a thing ^^ Soul Hunter is a unit that has been killed wile affected by the Soul Stealer's ability
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Winged Skeleton cost 100
Life 4
Power varies min 1 max 4
Armor 1
Action 2
Movement does not cost actions
move to target location within 4 1/1
attack target unit
range 1
cost 1
Skeletal
Dodges ranged attacks 2/2 per turn, less power as HP goes down, due to loss of body parts
Reassemble
Heals at the end of turn
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Death Knight 200
Life 5
Power 4
Armor 2
Action 2
Move to target Location
Costs 1
Range 1
Attack Target Unit
Range 1
Cost 1
Rise Dead
Summon a Skeleton can be done 1/1 per turn, cost 2
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Bone Dancer cost 350
Life 2
Armor 1
Action 2
Move to Target Location
Range 1
Costs 1
Dance of the Dead
All enemies within 2
Give damage depending on armor, 0 armor 1 damage, 1 armor 2 damage, 2 armor 3 damage
Affected units are stunned, due to fatigue
Units are pushed back 1
Does not affect Undead units
Dance of Souls
Everytime a unit dies from Dance of the Dead This unit gains 1 hp and is healed
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Burrow Wight Cost 200
Life 2
Power 4
Armor 1
Actions 3
Move to target location
Range 1
Cost 1
Attack Target Unit
Range 1
Cost 1
Rise Burrow Mound
Can be done 1/1 Per game
Incorporeal
Dodges Ranged attacks 2/2 per round OR Melee attacks 1/1 per round
Resting Place
Returns to Burrow (Castle, but can be deployed from Burrow) if killed
Cannot Capture Castle
Killed Units becomes Wights and returns to Burrow Mound
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Burrow Mound
Structure
Inorganic
Immune to spells and skills
Life 9
Armor 2
Wight Lair
Deploys the Burrow Wight and Wights when they are killed, nothing else can be deployed from this building
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Wight
Life 4
Power 3
armor 1
Action 2
Life Drain
Gains HP equal to Damage
Resting Place
Returns to Burrow Mound when killed
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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The death knight is allmost the same as knight but stronger than it and same cost. ¬¬
Quote from: Kran on May 15, 2009, 09:07:31 AM
The death knight is allmost the same as knight but stronger than it and same cost. ¬¬
Agreed. It's just better than the knight in every way. Longer range, extra ability, several immunities. It looks like at lot of these are undercosted units that are impervious to the majority of the strategic options in the game. On top of that, it would require a complete rewrite of the clergy category, which would be detrimental to every other category.
scuse me? Longer range? don't think so bub, it has the same range as a normal knight has, it is in effect an undead knight, but if it is that bad i'll cchange it, sides the change to the clergy class would only affect theese guys noone else so I can't say I can see what's the big deal really further, also those immunities are just what the undead would be immune against in just about every other game I'm just trying to add that here, besides All undead can be petrefied and transfiigured so I don't see what's the big ruckus, also as I stated earlier Inorganic unit's are immune to everything yet I do not see anyone complatin about that, sheesh
Making it dismounted is much more fair. ^^
True figured that I needed to depower him a little, added a 2 cost to the summoning.... dunno why i kept the 1/1 per round though XD
You had it at move range 4 when I wrote that. Knight is 3.
knight have move 4
It can hit at range 4, sure, but:
Move to target location
3 range
Can be done 1/1 times
Is what the Knight moves.
really? *checks it up*nope range 4
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Boneyard Cost 300
Life 5
Power 5
Armor 2
Action 3
Deployment 3
Skeletal
Dodge ranged 1/1 per turn
Move to target location
Rage 1
Cost 1
Attack Target unit
Range 2
Cost 1
Bone Eater
When this unit kills another it is healed
Unholy Ritual
Sacrifice friendly non-undead, non-inorganic unit, this unit is healed and gains +1 life
Reassemble
When this unit dies it reanimates as a Reassembled Boneyard
Undead
Heals from Posion, Damaged by Holy Magic, Control can't be lost, This unit can't be stunned
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Reassembeled Boneyard
Life 2
Power 3
Action 2
Armor 1
Skeletal
Dodge ranged 1/1 per round
Attack Target unit
Range 1
Can be done 1/1 per turn
Bone Splinter
When this unit unit inflicts damage it leaves a bone splinter in the target.
Bone Splinter Link
If this unit is killed, all units with splinters from this in them dies
Undead
Healed by Posion, Damaged by holy Magic, Control can't be Lost, This unit Can't be Stunned
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I really liked this guy... The sacrifice thing should be max 1/1 times per turn. Otherwise looks very balanced. The problem behind all undeads is somethigs like when you get paladin or a healer in a random game. Also healed by poison looks at least strange.
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Ghost Ship Cost 550
Life 7
Power 5
Armor 1
Actions 2
Deploy 5
Movement does not cost Actions
move to target location range 3 can be done 1/1 per turn
Attack enemies anywhere from 3 to 4 range
cost 1
Reload
Can only attack before it has moves
Bombing run
Damages passed enemies for 4
Spawn Skeletal Pirate
Can be done 5/5 per game 1/1 per turn
Join The Crew
Everytime this unit kills an enemy that unit joins the ship as a Skeleton Pirate, adding another spawn
Shipwrecked Skeletal Pirate Captain
When this unit dies it spawns a Skeletal Pirate Captain
Inorganic
Immune to skills and spells
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Skeletal Pirate
Power 3
Life 4
armor 1
action 2
Attack Target enemy
Range 1
Cost 1
Move to target location
Range 1
Cost 1
Withdraw to ship
At any time this unit can return to the ship for patching up by the ship doctor, returns it to the spawn pool
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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Skeletal Pirate Captain
Life 5
Power 5
action 3
armor 1
Attack Target unit
Range 1
Cost 1
Move to Target Location
Range 1
Cost 1
Fire gun
attack anywhere within 3 for 4 damage
Cost 2
Reload
Reloads gun
Cost 2
Rally Crew
Passive
All Skeletal Pirates gain 1 power while the Skeletal Captain is alive
Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost
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wow. Liked it, but... Its stronger than 2 dragons
not really, it's closest range is 3 within that it can't attack so range 2 and range 1 is fair game, sides the ghos captain is open for hit as soon as the ship goes down, sides theese ideas are just that ideas, meaning they can and with 99''''''''''''''''''5 certainty WILL be changed if they ever are to be added to the game
Well, it can hit any enemyes for 6 anywhere within 8! Really it can't attack at range 1, 2 but...
It can move less, move attack, that make it attack anything, also, much life in the ghost ship..., hard to kill it, that can massacre armyes, summon strong captain in death, summon lots of power 4 skeletons, dont know. Loots extremely overpowered for me. Dont know, 7 life man. Thats stronger than dragon, innorganic... I would make it attack enemyes anywhere within 2, make skeletons like the necromancer, make it 1 action, man, it have 2 action, that cause it to attack 2 times and 6 power 8 range. I'm still scared with 2 of that in 2v2 + artificer, lots of spawns... Anyway, liked the idea of spawn per kill, and captain at death.
Kran
problem solved
I'm not so sure. Even at 750 points it's still leagues better than, say, two warlocks, for 50 points more. Spawns have three actions, immunities, and return-to-castle? Turns into a 300-400 point unit when it dies?
I know it's just a concept, but it would have to be nerfed significantly to ever see the light of game, and there's no guarantee you'd even consider it playable once it was balanced.
Bombing Run isn't really likely since the ship moves anywhere within 3. If it doesn't move in a straight line, then determining the squares crossed is less simple. That's not to say the computer won't figure it out, it's still a simple calculation, but it's less apparent to the player.
Range 3-5 on a unit that's that freely mobile is completely overwhelming. Nothing can withstand it. The pirate spawn are unimportant, the captain is unimportant. The ship would dominate every game except against AI (just because killing only 2 things a turn loses vs. AI.
eh? move enywhere within range? wenen't suppose to do that... sigh, me and my typos, well it is suppose to move as a horse does, not anywhere, wouln't be able to get it accepted even at 1k price tag with that XD, nerfed it a little too now it only have a 3-4 range, also can only attack before or after it has moved, so if it fires once then moves it can't fire again
Even so, if you can afford to move any allied units out of the way, it can still hit anything within 7 for 6, twice. It would be the highest-power *and* highest-range unit in the game.
Yes, the ship can move less to attack closer units.
well it' an idea nothing more, honestly if I planned to get that ship into the game as is, I wouldve made HUGE changes to it and units, still not sure how to nerf if to make it fair though, any ideas?
maybe artificer skill should be changed so that it doesn't work on undead, i think it would help balance this out
Undead Tree 400 +
Life 7
Power 3
Action 2
Armor 2
Move to target Location
Rage 1
cost 2
Tree Like
Not affected by ranged attacks
Attack Target unit
Range 2
Can be done 3/3 per turn
Inorganic
Immune to skills and spells
Undead
Immune to Allies, Stun, Poison, Cannot Change control
Ok changed around on the Ghost Ship, Crew, Captain and the Shadow Unit from page one, it was WAAAAAAAAAYYYY to pwerful as it was, it has been given a considerable nerf
also HUGE CHANGE!!!!!!
Due to the many complaints about undead units the undead Status Is hereby changed Dramatically to give you a feel that the untis are rather balanced, the new Undead status are as follows:
Immune to Allies, this way they can't be healed nor get powered up way beyond what's normal in any way
Immune to Stun, they can't get stunned, easy as that
Immune to poison, no they can't get poisoned, they don't have a pusle and thus no bloodstream to affect
Cannot change control, Undead arent religious and since they are quite dead any Changeling attempting to exchange with them WILL die, since they are replacing someone who's already dead, makes sense.. no?
There is no need of making "undeads" more "realistical". lol
you get the point Kran as they were the chanses of them entering the game was 0 what I was making more realistic was their chanse of getting admitted
Bog Spirit cost 100
life 3
action 2
Movement dosn't cost actions
Move to target area anywhere within 2
Mist - passive spell, just like aegis
All units within 3 use 1 more action to move, up to their maximum ammount of actions, dosn't stack
Drain Life - spell
Range 1
Target unit current and total HP is lowered by 1
Bog Spirit's current and total HP is increased by 1
cost 1 action
Can't capture Castle
Spirit
Returns to castle when killed
Undead
Immune to Allies, Can't be poisoned, stunned or converted
I liked it!. Its to overpowered, but its nice.
how is it to powerful?
Its immortal, make moves cost more, its very strategical against enemyes. I think it would be nice even without the return to castle thing. Then maybe could add 1 dodge.
true it's immortal, on the flip side it's only attack is a spell, so it can't touch inorgs, also the same goes for it's mist spell, it doesn't affect inorgs nor horse units at all it has no power rating so cavs and axemen will make mincemeat out of it and to top it off it can't capture castle, I think it's perfectly balanced as is
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Haunted Mansion Cost 150
Life 5
Armor 2
Actions 1
Deploy 4
Summon Ghost
Summons a ghost, the same kind that the Diabolist summons, nothing more nothing less
Inorganic
Immune to skills and spells
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