Lonely Tylenol
02-20-2005, 06:51 PM
All right, in my quest to provide as unique units as I possibly can, I have come up with another new idea, the Shaman. I haven't quite gotten the details down pat, but here's the general idea of it.
Shaman
HP: 30
Power: --
Armor: --
Blocking: --
Recovery time: 4
Movement range: Attack range: Key:
0 0 X 0 0 0 0 X 0 0 S = Shaman
0 X X X 0 0 X X X 0 X = Movement square/Attack square
X X S X X X X S X X 0 = Empty square
0 X X X 0 0 X X X 0
0 0 X 0 0 0 0 X 0 0
Healing aura: The Shaman's attack ability allows it to heal the spaces near a Shaman for 4 HP/turn in the same manner that the Wisp deals damage. The spell is a Focus ability that creates a sort of "Healing pad" around the Shaman. Units within the healing pad are not affected by the Shaman's focus, I.E. they can still move and attack normally; however, if the units within the healing pad leave the area of the Shaman's focus, they will no longer be healed at the end of each turn.
The Shaman is not affected by its own healing ability.
Tactics
The Shaman's aura only works at a limited range, so it is wise to position it in a place where its aura will be well used in the event of an attack.
The Shaman's aura will affect every unit within healing range, so be careful not to let too many units within the Shaman's range.
The Shaman's "healing pad" range makes a great space to retreat. When your units are injured in battle, retreat them to the Shaman's aura range to heal them without the danger of leaving them in enemy territory.
Since the Shaman's healing ability is a Focus spell, it is wise to try and protect it from enemy attacks as long as you plan to use him.
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Opinions and suggestions are always welcome. The Shaman, like all my other units, is subject to change based on opinion. Sorry if someone's taken the idea.
Shaman
HP: 30
Power: --
Armor: --
Blocking: --
Recovery time: 4
Movement range: Attack range: Key:
0 0 X 0 0 0 0 X 0 0 S = Shaman
0 X X X 0 0 X X X 0 X = Movement square/Attack square
X X S X X X X S X X 0 = Empty square
0 X X X 0 0 X X X 0
0 0 X 0 0 0 0 X 0 0
Healing aura: The Shaman's attack ability allows it to heal the spaces near a Shaman for 4 HP/turn in the same manner that the Wisp deals damage. The spell is a Focus ability that creates a sort of "Healing pad" around the Shaman. Units within the healing pad are not affected by the Shaman's focus, I.E. they can still move and attack normally; however, if the units within the healing pad leave the area of the Shaman's focus, they will no longer be healed at the end of each turn.
The Shaman is not affected by its own healing ability.
Tactics
The Shaman's aura only works at a limited range, so it is wise to position it in a place where its aura will be well used in the event of an attack.
The Shaman's aura will affect every unit within healing range, so be careful not to let too many units within the Shaman's range.
The Shaman's "healing pad" range makes a great space to retreat. When your units are injured in battle, retreat them to the Shaman's aura range to heal them without the danger of leaving them in enemy territory.
Since the Shaman's healing ability is a Focus spell, it is wise to try and protect it from enemy attacks as long as you plan to use him.
----------
Opinions and suggestions are always welcome. The Shaman, like all my other units, is subject to change based on opinion. Sorry if someone's taken the idea.