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Mandragora

Posted: Sat Jul 07, 2018 8:51 am
by Lynx Shafir
Mandragora or Mandrake

A half plant half humanoid creature.
They are considered nature spirits, forest fiends, or cursed humans too. I fond many different description in both mititology and fantasy games.
(For look I prefer the woman shaped figure with leaves rooth legs. Not what looks like an ugly small Ent.)

I think I will make a female version

Buildings :Great tree, nature temple
Cost 6
Counts as caster, foot, plant

Hp 16
Attak 6(bonus 50% plants, 25%cheap archer)
Range 1
Arm 1/5
Speed 1(gains boost from specific ent spells)
Can be transported in Wagons !

Spell resist 30%
Immune to curse like effects (Stun, petrification) and poisons

Burnable

Spells and abilities
Spell range 5

Scream-banshee' one
regeneration-r3
2/hp turn last 3 turn - stacks

switch stance-?
Unmovable, gains armor and fire immunity +speel res.
Can't can't any spell.

"Leaf seal"-single target buff
protects target from poison and curse -
+15%speel resist.


Re: Mandragora

Posted: Sun Jul 29, 2018 5:54 pm
by Lynx Shafir
Just ignored? :|

Re: Mandragora

Posted: Sun Jul 29, 2018 6:12 pm
by makazuwr32
i just don't have time.
I am working on scaledfolk balancing.

After i want to balance elves (few tweaks in stats and addition of few new units which are NEEDED for sake of balance) and then i will look through ideas a'right?

Re: Mandragora

Posted: Sun Jul 29, 2018 6:14 pm
by Lynx Shafir
I understand and respect it.
But forum has other members.
I need opinions about unit.

Re: Mandragora

Posted: Fri Aug 10, 2018 3:28 am
by DoomsdayDragonfire
When the name "Mandragora" comes to my head, for some reason i always remember a root like creature... So i prefer the ugly one :lol: . I think it could come as mobile trap unit buildable by workers, that can dig in/out on the ground and be like the scalefolk trap, but when stepped in, it could imobilize by scream or even explode itself...

But lets see the woman version.
-Scream is a must have on any mandragora, so it is needed anyway... Also i see that sleep and resistance can be good for it too.

Re: Mandragora

Posted: Fri Aug 17, 2018 5:25 pm
by Lynx Shafir
Ok,
Other opinion.

Re: Mandragora

Posted: Wed Sep 12, 2018 5:59 pm
by Lynx Shafir
Draft. It's too big/hight?

Re: Mandragora

Posted: Wed Sep 12, 2018 6:27 pm
by Savra
Looks like a structure. A mobile structure.

Re: Mandragora

Posted: Wed Sep 12, 2018 6:31 pm
by Lynx Shafir
(What about concept btw?need stats )

Imige - more slim less roots?

Re: Mandragora

Posted: Wed Sep 12, 2018 11:39 pm
by Savra
Stats:
Buildable in entbourne enclave as well.
Abilities:
Curse
Self heal
Cleanse
Poison skin
Scream
That should be it.
Image seems fine to me but I think team colour should be lighter?

Re: Mandragora

Posted: Sun May 12, 2019 6:49 am
by Lynx Shafir
Updated first post

Also

Re: Mandragora

Posted: Sun May 12, 2019 7:02 am
by Moh556
Cool idea
I have an ability idea:
Ability name: plant wall
In this ability mandragora can build walls
In her corners ( i mean left right up dawn) ( spots that melee units can atack) ...
And she will protect her self from enemy

Re: Mandragora

Posted: Sun May 12, 2019 8:32 am
by Alexander82
This is the first time I see a mandrake used as a unit

I guess you have taken inspiration from harry potter.

I think that making a 6-cost unit out of a mandrake is not really fit.

Since in some setting is generally no more than an alchemic ingredient or a magical reagent, at most, i'd make it a more disposable kind of unit.

It might be an ent subtype and it could act like some sort of trap

It might be built or summoned (maybe no sacrifice but with a cooldown/vanishing) and it is invisible in its unmovable stance (I'd call it "buried" stance).

When it is in buried stance it can't do anything aside of unburying itself

When you unbury it you can sacrifice to deal some AoE damage or maybe a status effect.

Production cost at buildings should be no more than 1/2 and it should have like 1 hp (it is just a small root).