knight of the sun

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Gral.Sturnn
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knight of the sun

Post by Gral.Sturnn » Thu Jul 19, 2018 5:45 pm

Elite unit for the human faction, applies cpmbat bonuses to himself as his abilities.

(Its actually more powerfull to the one in the image but just for comparison)

Hp:45
Attack:20
Armor:4
Cost: 18 turns
speed: 5
Line of sight: 6
Actions:2

Abilities:

Blade of the sun: adds 8 attack for 4 turns

Shield of the light: gets inmune to magic for 4 turns

Reborn from the ashes; heals himself with a 70% chance of succes (can only do once).

Beam of purification: selected enemy unit recieves 35 damage with fire effect, (4 turns of cooldown).
~Gral.Sturnn

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makazuwr32
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Re: knight of the sun

Post by makazuwr32 » Thu Jul 19, 2018 7:27 pm

uhm.......
Uhm......
18 turns?!!!

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Gral.Sturnn
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Re: knight of the sun

Post by Gral.Sturnn » Thu Jul 19, 2018 7:31 pm

Its a uniqie unit
~Gral.Sturnn

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makazuwr32
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Re: knight of the sun

Post by makazuwr32 » Thu Jul 19, 2018 7:55 pm

@Gral.Sturnn
45 Hp and 18 turns???
I'll better make 2 Imperial Knights and 1 imperial Crossbowman.
Also remember that "unique means that you can get at any time only one this unit - not 2/5/100500.

i like abilities partially though but:

beam is too op (35 damage is too much, lower to 20), lower cooldown to 1 turn (so he can either use this ability to deal 20 magic damage and apply burn effect if possible instead of his default attack but only once per turn).

Shield of light raises spell res? if yes i think it must be castable on target units, not only on himself, raises spell resist by +50% for 3 turns. if it is against offencive magic than i don't like this because abilities which deal magic damage are designed to ignore armor and i don't like idea of unit immune to this. Range of ability - 3.

Blade of Sun must have cooldown 6 turns, not spammable.

Reborn from ashes must be passive ressurection ability with cooldown : unit when gains critical damage and must die - remove all effects, restore his hp to full, cooldown 8 turns.

His armor is 4/0? 4/-100? 4/9001? i think he must have actually at least same armor as imperial shielder - 6/8.

Hp is waaay to low. Raise to 90.
Cost is too high - lower to 12. Add places where he is trainable. Is he affected by blacksmith upgrades?

To what units he has bonuses? How big? i suggest 50% to giants and undeads.

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Gral.Sturnn
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Re: knight of the sun

Post by Gral.Sturnn » Thu Jul 19, 2018 8:10 pm

Thx for the notes.

ok so he is trainable at cathedral he is supposed to be a gods send Angel (somewhat), I agree on 12 turns and 90 hp
he is not affected by upgrades so 6 armor?

Bonuses to dark undead units like dark knights necromancer, monsters and dark wizards.

His beam ability has 4 reach it is supposed to be a range ability (i forgot lol) and burn effect.

The shield of light uuuuhmmmm..... 50% resistance? so and targeted unit too?

blade of the sun should add 5 attack an burn damage.

I agree to reborn from the ashes
~Gral.Sturnn

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makazuwr32
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Re: knight of the sun

Post by makazuwr32 » Thu Jul 19, 2018 8:23 pm

30% bonus to all undead units, dragons, giants.

Shield of light yes can target allied units and raise their spell resist. 3 tiles range, no cooldown. This will also help humans to deal with newest dragons because they have ability to decrease passively enemy units' stats including spell resist.

Beam of light is good to have 3 or 4 tiles range but lower damage to 20 and cooldown to 1 turn.

I suggested armor taking into account blacksmith upgrades as well. But if this unit is celestial being than he can't be affected by mortal's weaponary and armory so no blacksmith upgrades if this is angel or like that.

If in church trainable than he must cost higher and 15 turns is a bit better.

Also please no flying to him. Flying is sometimes is a disadvandage: many units deal full counter damage to units with flying. Especially orcish giants.

Blade of the sun – agree here. But only if cooldown is 6 turns while effect lasts 4 turns only.

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Gral.Sturnn
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Re: knight of the sun

Post by Gral.Sturnn » Thu Jul 19, 2018 8:30 pm

Agree on your points.

And no this is no fliying unit
~Gral.Sturnn

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Menselot
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Re: knight of the sun

Post by Menselot » Sat Jul 21, 2018 11:15 am

Lol people love the most:
-Tolkien
-Warcraft
-Warhammer


(i am both a player and a fan of games based by this fantsy settings)

Also Gral. Sturnn do you want an awesome blazing effect at the lance of the knight ?
Image maker and (hope to be) professional artist

Sometimes one of the lazest too

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Gral.Sturnn
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Re: knight of the sun

Post by Gral.Sturnn » Sat Jul 21, 2018 11:54 am

Sure!!! That would be awesome.
~Gral.Sturnn

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makazuwr32
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Re: knight of the sun

Post by makazuwr32 » Sat Jul 21, 2018 2:38 pm

I am gaining ideas from Warcraft, Minecraft (mods only), Heroes of might and magic series, Titan Quest, Grim Dawn, real legends and myths.

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Gral.Sturnn
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Re: knight of the sun

Post by Gral.Sturnn » Sat Jul 21, 2018 4:16 pm

Cool
~Gral.Sturnn

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General Brave
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Re: knight of the sun

Post by General Brave » Sat Jul 21, 2018 5:21 pm

I recommend a name change. Phoenix Knight.
Wise, Might, Loyalty. Forever stands Warfell.

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General Brave
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Re: knight of the sun

Post by General Brave » Sat Jul 21, 2018 5:22 pm

And his shield has the symbol of the Sun or a phoenix.
Wise, Might, Loyalty. Forever stands Warfell.

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Gral.Sturnn
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Re: knight of the sun

Post by Gral.Sturnn » Sat Jul 21, 2018 5:33 pm

General Brave wrote:
Sat Jul 21, 2018 5:22 pm
And his shield has the symbol of the Sun or a phoenix.
And a shininh halo around him
~Gral.Sturnn

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