Monster skeletons

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makazuwr32
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Monster skeletons

Post by makazuwr32 » Fri Mar 15, 2019 3:26 pm

These skeletons were firstly raised as result of fails but were found quite useful and thus they began to be mass producted by liches and necromancers.

All these units are not affected by armored and golden skeleton upgrades.

I am providing 2 variants of stats for @Alexander82 so he will choose which will fit better.
makazuwr32 wrote:
Wed Feb 20, 2019 7:09 am
Also all these must be trainable in that monster factory building for undeads.
Giant skeleton shielder, can be raised from swordman corpse:
Cost - 3 turns
Hp - 30
Attack - 10
Armor - 2/9
Speed - 3 (1 in water)
Sight - 4
Spell resist - 20%
Standart bonus to buildings
Skeleton impailer, can be raised from pike corpse:
Cost - 3 turns
Hp - 22
Attack - 10
Actions/turn - 1
Range - 2 (1 large bone pike)
Armor - 0/2
No dodges
Speed - 3
Sight - 5
Spell resist - 20%
450% bonus against cavalry
Better archer, can be raised from archer corpse:
Skeleton elf archer
Cost - 3 turns
Hp - 11
Attack - 7, perfect accuracy
Range - 6
Armor - 0/2
Speed - 4
Sight - 9
Spell resist - 0%
100% bonus against flying
Skeleton centaur, can be raised from mounted corpse:
Skirmisher:
Cost - 5 turns
Hp - 25
Attack - 8
Range - 5
Actions/turn - 2
Armor - 0/6
Speed - 4
Sight - 8
Spell resist - 50%
50% bonus against archers
Skeleton 2 headed dragon, can be raised from dragon corpse:
Cost - 9 turns
Hp - 80
Attack - 18
Actions/turn - 2
Armor - 1/1
Speed - 5
Sight - 7
Spell resist - 30%
1% bonus against flying (full damage on counter against melee flying)
Abilities:
Poison breath
Fire breath
Last edited by makazuwr32 on Thu Apr 11, 2019 2:02 pm, edited 4 times in total.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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DoomsdayDragonfire
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Re: Monster skeletons

Post by DoomsdayDragonfire » Fri Mar 15, 2019 5:08 pm

Thats interesting, but i'm curious about how they would work... So would be nice if you could clear a few things...

1- You are suggesting them as produceable units on factories? Or spawnable on those reanimating spells from liches, necromancers or other undead risers? Or both ways?
1.1- If produceable (as you put a relative cost), where would they be produced?
1.2- Is there any pre-request for them to be produced?

2- If spawnable, what would be spawn chance for them?
2.1- Would these overlap the current units of normal reanimating methods?
2.2- Would them be added as advanced/upgraded reanimating spell or something?
2.3- would be required a new specific corpse formations/layouts to spawn them? (As 2 swordmans and 1 pikeman or 1 archer, 1 swordman, 1 pikeman...)

3- To allow these, would be required a tech/research?
3.1 If so, what would be requirements for it and where would it be researched?
...
Breaking the barrier of "work for the job" to "put the job to work for you" is a thing that i want to reach someday aswell... Probably i should make some notes about it...
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makazuwr32
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Re: Monster skeletons

Post by makazuwr32 » Fri Mar 15, 2019 7:27 pm

DoomsdayDragonfire wrote:
Fri Mar 15, 2019 5:08 pm
Thats interesting, but i'm curious about how they would work... So would be nice if you could clear a few things...

1- You are suggesting them as produceable units on factories? Or spawnable on those reanimating spells from liches, necromancers or other undead risers? Or both ways?
1.1- If produceable (as you put a relative cost), where would they be produced?
1.2- Is there any pre-request for them to be produced?

2- If spawnable, what would be spawn chance for them?
2.1- Would these overlap the current units of normal reanimating methods?
2.2- Would them be added as advanced/upgraded reanimating spell or something?
2.3- would be required a new specific corpse formations/layouts to spawn them? (As 2 swordmans and 1 pikeman or 1 archer, 1 swordman, 1 pikeman...)

3- To allow these, would be required a tech/research?
3.1 If so, what would be requirements for it and where would it be researched?
...
1. Both.
1.1. Butchery for monster units of undeads.
1.2. For production i think animation mastery as well as for raising them from the dead.

2. 30% chance to raise from the dead after researching current animation mastery. Here is more info about that.
2.1. No. They would expand.
2.2. Yes. It will be part of improvement of empowering of raise dead spell.
2.3. No. Trainable and raise dead spell.

3. & 3.1. Current animation mastery. Alas i think it must be researchable after empowered necromancy 1-2.

There are also planned mage type monster skeleton and i think that existing skeleton monster needs stat revamp.

But for those i have no ideas.
Alas alex said that he had some ideas for monster skeleton mage unit.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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DoomsdayDragonfire
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Re: Monster skeletons

Post by DoomsdayDragonfire » Fri Mar 15, 2019 8:36 pm

I see, that's looking really interesting, i would mention what would be made with the existing monster aswell, it is so underpowered nowdays... A boost on him would be very nice!

About the monster mage... Coincidently. I just made a post suggesting new stat parameters for units/effects on AOF, that will totally expand the horizon of all magic units on this game and ofc, bringing many new spells and effects to the game... So i think you can easily find a role for not only the monster mage but probably many other magic units in the game after that...

In general, i liked this expansion on skeleton monsters, and those details cleared a lot here. So i vote this up :lol:
Breaking the barrier of "work for the job" to "put the job to work for you" is a thing that i want to reach someday aswell... Probably i should make some notes about it...
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makazuwr32
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Re: Monster skeletons

Post by makazuwr32 » Sat Mar 16, 2019 7:23 am

That is up to alex but personally i don't want to expand current magic system.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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General Brave
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Re: Monster skeletons

Post by General Brave » Sun Mar 17, 2019 4:33 am

Interesting ideas, I would back a few of these.
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Alexander82
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Re: Monster skeletons

Post by Alexander82 » Tue Mar 26, 2019 8:51 am

Those stats seems good.

I will give you my preferences and we might go on eith that.

Also we might consider adding the fusion tech in the pack (so we might fuse 2 skeletons to obtains the related monster)

For the swordsman corpse I prefer the 3 turns variant

For the pikeman corpse I'd g for the big pike one, but both are nice

For the archer I like the 2nd variant

For the centaur I'm between the first and the second but I'd go more with the latter since range 3 might be a bit too low at higher levels.

Maybe raising actions to 2 and raising cost accordingly
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makazuwr32
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Re: Monster skeletons

Post by makazuwr32 » Tue Mar 26, 2019 9:22 am

Updated first post, removed extra variants, updated stats of skirmisher skeleton centaur.
I like idea of fusion tech.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Lynx Shafir
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Re: Monster skeletons

Post by Lynx Shafir » Sat Mar 30, 2019 9:48 am

This is very similar to the "ancient beast" concept I planned to cursed mine using the scattered monster ideas that lay around in forum. I think I mentioned under Bone mammoth..
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Lynx Shafir
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Re: Monster skeletons

Post by Lynx Shafir » Wed May 29, 2019 7:33 pm

Not sure what design you want but I put together this quickly..
Attachments
undead shielder V1.png
undead shielder V1.png (2.17 KiB) Viewed 288 times
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StormSaint373
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Re: Monster skeletons

Post by StormSaint373 » Thu May 30, 2019 11:24 am

Here...
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AoF Monster Impaler.png
AoF Monster Impaler.png (1.44 KiB) Viewed 263 times
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Alexander82
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Re: Monster skeletons

Post by Alexander82 » Thu May 30, 2019 12:35 pm

As I wrote on discord I thought that @makazuwr32 wanted monsters with younique looks.

If he just want the basic monster equipped differently, i guess we can implement all of them in 5 minutes
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makazuwr32
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Re: Monster skeletons

Post by makazuwr32 » Sat Jun 01, 2019 1:32 pm

Lynx Shafir wrote:
Wed May 29, 2019 7:33 pm
Not sure what design you want but I put together this quickly..
This one it great.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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