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Rune Mage

Posted: Fri Jul 06, 2018 9:35 am
by makazuwr32
all Runes that are not affect current unit are immovable units with 5 hp, 20/20 armor and vanishing.

Rune mage:
Cost 6 turns, trainable at rune mansion only.
Hp - 18
Attack - 0 (can't attack)
Armor - 1/1
Speed - 3
Sight - 6
Spell Resist - 60%
Abilities:
Rune of True Sight - Places invisible rune with sight 9 and ability to see invisible units. Range - 5 tiles, cooldown - 2 turns, has vanishing 10.
Rune of Healing - Places rune that has healing aura (like elf wizard one with standart 3 tiles range of aura). Range - 2 tiles, cooldown - 5 turns, has vanishing 3.
Rune of Shielding - Places rune that has aura to give allied units around it +1/+1 to armors (range of aura - 3 tiles). Range - 2 tiles, cooldown - 4 turns, has vanishing 3.
Rune of thunderbolt - summons at target place invisible trap rune that deals 10 magic damage and applies slowing 1 to unit that stopped on it. Range - 2 tiles, cooldown - 3 turns. Trap rune has vanishing 4.
He will also have 2 more rune traps.

Can't get Doble Strike/Strenghten Buffs.
Can't be affected by blacksmith upgrades.

Image

Re: Rune Mage

Posted: Fri Jul 06, 2018 10:01 am
by Midonik
That should work without additional coding, and sounds good. However, isn't that mage little to tanky? 30 hp? How about 15 or something about that.

Re: Rune Mage

Posted: Fri Jul 06, 2018 10:05 am
by makazuwr32
Dwarven Priests have 25 hp and 2/1 armor while cost 3 turns.

Re: Rune Mage

Posted: Fri Jul 06, 2018 10:09 am
by Midonik
But he has rather weaker spells, with low (3 tiles) range and is meant to be unit able to both cast and fight. That one obviously isn't a unit to fight, given it has no attack. Only one of runes really have three tiles range, because all others have auras with additional range. So that is a mage support that can easily be keep far from front. Such units should be quite easy to kill once you break frontline, otherwise they are quite unbalanced.

Re: Rune Mage

Posted: Fri Jul 06, 2018 10:12 am
by makazuwr32
Lowered casting range of 2 runes.
And this one too is still pretty frontline.
At least i tried to make him so.

As for Dwarven Priest - he has great healing (15 hp!) and strenghten. And speed 3. And can get double strike buff.

Re: Rune Mage

Posted: Fri Jul 06, 2018 10:18 am
by Midonik
Well ok, we will see how it will work.
About double strike on any casters, that's insane.

Re: Rune Mage

Posted: Fri Jul 06, 2018 10:25 am
by makazuwr32
Also check out other units i suggest for Rune Mansion.

Re: Rune Mage

Posted: Sat Jul 07, 2018 3:27 am
by General Brave
This seems decent.

Re: Rune Mage

Posted: Sat Jul 07, 2018 3:58 am
by makazuwr32
Also range 2 tiles means that he has even lower range for some of abilities than dwarf cleric.

Re: Rune Mage

Posted: Fri Jul 13, 2018 2:10 pm
by Menselot
Lol we have already 2-3 units with the exact same keyword (runes)
I would start making an image for this but old cool ideas are forgotten and i want you to revisit those pages and unite the posts.
Not make new ones.

Rune smith:
http://www.androidutils.com/forum/viewt ... 68f103a2dd

Rune caster:
http://www.androidutils.com/forum/viewt ... 68f103a2dd

Re: Rune Mage

Posted: Fri Jul 13, 2018 2:25 pm
by makazuwr32
I don't like older ideas: too many abilities, too varied ones
rune smith's ability that acts completely different for each unit will be really hard to coding, some effects are a bit too powerful (+heal rate for Priest/cleric or +health to dwarven warrior).
Rune caster's abilities are also way too powerful: for example "Abundance" casted on barracks will allow to spaqm 1 turn dwarven warriors, "Boulder" will allow to stop some units completely, "Breeze" is just too much for dwarves - +1 speed! JUST NO.

Also another no for rune caster is that EACH rune must be researched first. i rather research upgrade to clerics and after train some clerics.

And last one - dwarves have lots of buffing spells including this current mage's ones and Battle priest's, they don't even more as well as they don't need debuffing spells exept of slowing and disenchant.

Re: Rune Mage

Posted: Fri Jul 13, 2018 2:33 pm
by Menselot
hmm ok because I really like the image you posted I will make a image.
But a unit named rune smith must be made because I already like the idea of dwarfs forging runes (can you go to the rune smith post and try make some new stats for them ? )

Re: Rune Mage

Posted: Fri Jul 13, 2018 2:34 pm
by makazuwr32
I will make a mix of Rune Smith and Rune Caster along with few my personal ideas later.

Re: Rune Mage

Posted: Fri Jul 13, 2018 2:37 pm
by Menselot
Thanks.

Re: Rune Mage

Posted: Fri Jul 13, 2018 2:42 pm
by makazuwr32
He will become Unique unit (that you can get only one at any given time) but with great abilities.

Re: Rune Mage

Posted: Mon Jan 21, 2019 9:36 am
by makazuwr32
Updated first post.
Nerfed hp, rune of shielding's aura. Removed rune of etherealness.
Added first of 3 planned rune traps.