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enril
11-20-2005, 07:28 PM
Soul Channelers are the slaves of Dark Lords imbued with the power to search for soul wells which contain energy from the victims of the Dark Lord that is spread across the lands and well hidden beneath ground. Above that, the Soul Channelers are able to extract the power of the soul well and spread it among the forces of the Dark Lord and enable to fight better. These units are extremely loyal to the Dark Lord and after they die, their spirits would still remain and try to guard the soul wells. However, when the spirits perish, the location and the benefits of/from the soul well would be lost.


Soul Channeler

HP: 30
Power: na
Armor: 0
Blocking: 20%
Range: 3
Movement: 2
Recovery Time: 3


Normal Move: Raises a soul well in any square in its range.
Special Move: Sacrifice itself to create 4 soul wells in any square inside the channelers range.

Notes:
*After the soul channeler is killed, a spirit is risen in the exact spot that it died on.
*If both the spirit and the soul channeler are killed, then all soul wells created by the soul channeler would be destroyed.
*Channelers can be healed.
*Channelers can only raise soul wells onto empty squares using the normal method, for the special move, read under the soul well section below.


Spirit of the Soul Channeler

HP: 30
Power: na
Armor: 0
Blocking: 0
Range: 0
Movement: 2 (Teleportation)
Recovery Time: 1


Notes:
*Spirits can no longer raise anymore soul wells, it just makes sure they are not destroyed instantly.
*Spirits also block LOS and are considered to be occupying the square that they are on.
*Spirits cannot be healed.
*Spirits will return without any modifiers that the Channeler was killed while having. (i.e. If the channeler is paralysed, then killed, the spirit will come back without being paralysed.)
*Spirits also cannot be paralysed or poisoned but does not have to be killed as victory condition.


Soul Well

HP: 28
Power: 0
Armor: 12
Blocking: 0
Range: 4
Movement: 0
Recovery Time: na


Abilities:
*Soul Wells provides a +2 power to all friendly units within 4 squares.
*Soul Wells do not block LOS
*Soul Wells can be healed.
*The maximum no of soul wells that can be on the field is 8. Be it yours or your Opponents. thanks to hellblazer for reminding me. (:
*Soul Wells stop working if the Soul Channeler is paralysed but they still work if he/she is poisoned.
*Soul Wells also do not affect contraptions.
*When the Soul Well is raised onto a square with a unit on it via the special move, the unit will gain +5 power until its next attack and the soul well will not appear on that square.
*The maximum power added that a unit can have is +5.
*They also cannot add power to units originally having 0 power (i.e. chanty, the channeler and spirit etc.)

The Soul Channeler is now Certified Gold. Thanks to all the people who have helped in one way or another. i tidied up the post a bit and removed all the colours to facilitate reading. cheers.

Hellblazer
11-20-2005, 07:34 PM
So this unit imputs part of its soul into any unit and then what happens? I mean, is there any point to the soul wells?

enril
11-20-2005, 07:36 PM
haha.. blazer.. the soul wells are the main thing. the wells are the things that add 2 power. sorry if the post seems to be a bit messy. i'll try to tidy up later cause i am in school now and the idea just popped into my head.

Hellblazer
11-20-2005, 07:43 PM
Oh! So the more wells, the more attack power. You'd have to set a limit to the number of wells, though. Otherwise it'd be overpowered.

legacy67
11-21-2005, 01:30 AM
I'm not sure about this unit yet, I need some more time to mull over it.

What I do know is that you have a bright future in CAU, your early creations have been very impressive for a rookie creator. In fact, I can easily say that your early work is some of the most promising I have seen from a rookie. Don't get too proud of yourself, you still have some way to go, but I just wanted to say that you are on the right track.:cool:

Cuathon
11-21-2005, 06:44 AM
do the spirits need to be killed to win the game? seeing as paralysis doesnt affect them it seems a little over powered. units should not have immunity to other units.

enril
11-21-2005, 08:12 AM
thanks to leg for the praise. rep u as soon as i can (: + edits have been made in response to cuathlon and blazers posts.

as for the immunity to poison and paralyse, i think the spirit is a ethereal being so it should not be affected by these effects, in fact i am considering whether would changing it to being indestructible and removing its movement be too overpowering.. hmmm.. might take me a while..

Cuathon
11-21-2005, 03:00 PM
ag but it doesnt matter. the game balance is more important than theat unit being a spirit. immunity is unbalanced.

enril
11-22-2005, 06:29 AM
ag but it doesnt matter. the game balance is more important than theat unit being a spirit. immunity is unbalanced.

is it? i think not. because the spirit can't attack, can't break focus, can only move and is not needed to be killed as victory condition so why do you want to paralyse it? the only threat i see that it would pose is that it would block your enchantress from moving in maybe? i understand your argument but i think that the crux here is that immunity if given to a harmless unit would not provide unbalance right? sorry if my argument seems flawed but i would see why you think that it is unbalanced. thanks in adv.

Cuathon
11-22-2005, 03:18 PM
well once all th wells have been made or even some you are better off with the spirit as you CAN paralyze the channeler which clears/prevents the wells from working, i didnt see the edit for that post about it not needing to be killed. it might have been there though. i will focus more in the future. great unit man!

Guilded Dragon
11-22-2005, 04:28 PM
its very creative i give u a thumbs up and the unit seems ok

enril
11-22-2005, 07:56 PM
thx to cua n dragon.
and cua. just to clarify that u are not exactly better off with the spirit cause the spirit cannot reproduce the wells if the wells are destroyed. but of coz if your wells are in nice positions that the enemy can't get to then ya, the spirit is more of an advantage. its all about tactics. ;P


edit:i was tinking of whether the mud-quake should be made to be able to instantly kill the Soul Well.?

Moon Scribe
11-24-2005, 10:44 AM
Is the +6 power cap PER Soul Channeler? Or just overall? If it's overall having the max # of wells as 8 gives you 5 USELESS wells. It's a good unit overall though. For contraptions should it be like...+2 armour? Or nothing at all?
EDIT: The mud quake thing is a good idea. I think yes.

Cuathon
11-24-2005, 11:46 AM
moon, the wells have a range. they dont cover the whole field.

:Bluelightning:
11-24-2005, 12:44 PM
Lol basically u can make it invinceible if it doesnt have a limit to its power or ud just sit there shrub some people then just keep channeling souls or w/e. You might want to change that.

enril
11-25-2005, 06:45 AM
Is the +6 power cap PER Soul Channeler? Or just overall? If it's overall having the max # of wells as 8 gives you 5 USELESS wells.

i made a mistake with the +6 power thingy. i edited it. i forgot the special ability of the channeler can only be activated once. :P

For contraptions should it be like...+2 armour? Or nothing at all?

i'll mull over what you suggested but currently contraptions do not benefit.

Lol basically u can make it invinceible if it doesnt have a limit to its power or ud just sit there shrub some people then just keep channeling souls or w/e. You might want to change that.

firstly since there is a limit to the total no of soul wells there can be on the field, there is a cap to the power and in this case its +16 with that being the case whereby only you create soul wells. and all the 8 soul wells overlap on this square. however, i thought bout it and decided that the range of the soul well is probably too big. cause if i do a sac on the first turn and you do not kill the spirit then on the second my DT (which has +8 power) can wreak havoc. lol. so i am changing the range to 4 and each unit can only receive at most +5 power.

thanks for all the feedback.