Dangle
04-08-2005, 01:00 PM
HP: 33
Armor: 20
Blocking: 100% (all sides)
Range: One (Knights Range)
Recovery: 4
Movement: None
Focus Spell: (Only the cleric may use this contrapion.) When a cleric is within range of the Focus Ward you may choose to enable a focus spell using both the cleric and the Ward. This will allow the cleric to use his healing abilities in conjuction with the ward resulting in them healing all friendly units for 3 HP every turn (after your turn is over).
-Initializing the focus spell takes up one turn, and results in +3 HP for friendly units.
-Only by attacking the ward can the enemy break the focus spell.
-The Ward can be barriered while the focus spell is in effect.
-Friendly Units of the Ward will gain +3hp every turn until the focus is broken.
-The Ward heals itself AND the cleric as well
-Two Clerics will result in +6 HP everyturn. (Rules on Two Clerics using this may get complicated but i will try to explain if you cant figure it out on your own.)
-After the focus is broken The ward requires 4 turns to "cool down" and the cleric requires 3 turns to recover.
Note: If you initialize this focus spell you better protect the ward either with some knights, or a barrier ward. This will not pay off unless you can keep it protected for a long time. The only way to keep it defended from a GA is to put up a Barrier around it then beat the snot out of the GA as it recovers.
This unit may not be totally helpful to golds, but could be used wisely in grey vs grey battles. This takes up one unit slot so you have to make a sacrifice in order to utilize it.
IF the cleric dies first: Tough luck. :p
This unit may be underpowered and too hard to use, but in certain battles it has it's uses, plus if positioned correctly it can help defend the cleric in some situations.
*My apologies for any units Similar to this one*
Armor: 20
Blocking: 100% (all sides)
Range: One (Knights Range)
Recovery: 4
Movement: None
Focus Spell: (Only the cleric may use this contrapion.) When a cleric is within range of the Focus Ward you may choose to enable a focus spell using both the cleric and the Ward. This will allow the cleric to use his healing abilities in conjuction with the ward resulting in them healing all friendly units for 3 HP every turn (after your turn is over).
-Initializing the focus spell takes up one turn, and results in +3 HP for friendly units.
-Only by attacking the ward can the enemy break the focus spell.
-The Ward can be barriered while the focus spell is in effect.
-Friendly Units of the Ward will gain +3hp every turn until the focus is broken.
-The Ward heals itself AND the cleric as well
-Two Clerics will result in +6 HP everyturn. (Rules on Two Clerics using this may get complicated but i will try to explain if you cant figure it out on your own.)
-After the focus is broken The ward requires 4 turns to "cool down" and the cleric requires 3 turns to recover.
Note: If you initialize this focus spell you better protect the ward either with some knights, or a barrier ward. This will not pay off unless you can keep it protected for a long time. The only way to keep it defended from a GA is to put up a Barrier around it then beat the snot out of the GA as it recovers.
This unit may not be totally helpful to golds, but could be used wisely in grey vs grey battles. This takes up one unit slot so you have to make a sacrifice in order to utilize it.
IF the cleric dies first: Tough luck. :p
This unit may be underpowered and too hard to use, but in certain battles it has it's uses, plus if positioned correctly it can help defend the cleric in some situations.
*My apologies for any units Similar to this one*