Magister Paladin

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makazuwr32
Posts: 4494
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Magister Paladin

Post by makazuwr32 » Thu Jul 26, 2018 5:55 am

Magister paladin
Magister of all paladins.

Cost - 12 turns, castle only.
Hp - 70
Damage - 19, 50% bonus to giants and dragons.
Range - 1
Actions/turn - 2
Armor - 5/5
Speed - 4
Sight - 6
Spell resist - 100%

Abilities:
Holy light - heals living ally for 15 hp or deals enemy undead/demon 10 magic damage, range 3, no cooldown.
Divine shield - caster gains +1000/+1000 armors, duration - 2 turns, cooldown - 5 turns. (100% longer than regular paladin's divine shield)
Ritual of divine protection - same as normal paladin's one but magister's has range 4 tiles and in this form magister has 2/2 armor.
Chain healing - same as regular paladin's, range 3 tiles, no cooldown.
Thunder strike - deals to target enemy 20 melee type damage and stuns hims for 1 turn (curse-like effect, ignores spell resist). Can't be casted on mechanical units, range - 1 (melee), cooldown - 3.
Divine guardian - passive self ressurection ability: if unit gains critical damage to die — remove all effects, restore hp to max. Cooldown 8 turns.
Disenchant weapon passive ability - applies disenchant to enemy on hit.

Affected by human blacksmith upgrades as usual (Infantry ones).
Last edited by makazuwr32 on Sun Jan 27, 2019 6:02 am, edited 3 times in total.

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Gral.Sturnn
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Joined: Tue Feb 13, 2018 11:29 pm

Re: Magister Paladin

Post by Gral.Sturnn » Thu Jul 26, 2018 8:09 am

It is similar to my holy knight of the sun idea it looks interesting and has healing abilities, any pictures to support it?
~Gral.Sturnn

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makazuwr32
Posts: 4494
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Magister Paladin

Post by makazuwr32 » Thu Aug 02, 2018 6:41 am

Not exactly – knight of the sun is more offencive unit while paladin is more defencive one.
And this magister as well.

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