Lord Wevilspore
02-24-2004, 10:19 AM
Necromancer
Unit Model for Stats: Cleric
Power: -------------- 12
Range: --------------- 3
Area of Effect: ------- 1
Concentration AoE: - All Units
Hit Points: ----------- 20
Armor: --------------- 0
Blocking: ------------- 0
Movement: ----------- 3
Recovery: ------------ 4 or 5
Action:
Focuses on a single unit to put a Reanimate status on them. This has no immediate effect but when the affected unit's hit points reach 0, the hit points refill to 80% of total and all stats are reduced by 20%. If damage would reduce hit points below 0, the remaining damage is done to the new life total as compared to the adjusted armor.
The new Zombie unit would be hurt by any clerics heal, yours or opponents. Also, the reanimation would end any continuous spell effects on the unit (such as the Stone Golem's armor bonus or a Frost Golem's Paralyze).
Breaking the Necromancer's Focus before the affected unit perishes does nothing to the living unit. A zombie unit will perish immediately if the Necromancer's Focus is broken.
The following units should NOT be allowed to reanimate: all Wards and all Golems.
Example:
Knight has been affected and is at 5 hit points. A Dark Magic Witch hits the Knight to finish it off. Normally, the DMW would do 18 damage to the Knight. The attack would finish off the remaining 5 Hit Points. The extra 13 damage would be recalculated (internally) based on the normal Knight's armor (25) back out to 17.333. This total (17.333) would then be applied to the refilled hit points (40) at the new reduced armor (20). The damage done would be 13.866 which rounds up to 14. That extra point of damage may not seem like much, but I have seen too many times where I hit a unit and I brought the unit down to just 1 hit point. Every point counts.
Formula: (E Power * (1 - L Armor(%)) - L Hit Points) / (1 - L Armor(%)) * (1 - (L Armor(%) * 80%) = Damage to new Zombie's Hit Points.
Concentration:
Hits all units, both friend and foe, including the Necromancer himself, with an Unblockable 12 Power attack.
Apearance:
Any ideas?
Sound Effects: When the focused unit perishes and reanimates, the Necromancer should utter, "Rise from your grave." (Suggest pulling the sound bit from the old Sega game Altered Beast.)
Unit Model for Stats: Cleric
Power: -------------- 12
Range: --------------- 3
Area of Effect: ------- 1
Concentration AoE: - All Units
Hit Points: ----------- 20
Armor: --------------- 0
Blocking: ------------- 0
Movement: ----------- 3
Recovery: ------------ 4 or 5
Action:
Focuses on a single unit to put a Reanimate status on them. This has no immediate effect but when the affected unit's hit points reach 0, the hit points refill to 80% of total and all stats are reduced by 20%. If damage would reduce hit points below 0, the remaining damage is done to the new life total as compared to the adjusted armor.
The new Zombie unit would be hurt by any clerics heal, yours or opponents. Also, the reanimation would end any continuous spell effects on the unit (such as the Stone Golem's armor bonus or a Frost Golem's Paralyze).
Breaking the Necromancer's Focus before the affected unit perishes does nothing to the living unit. A zombie unit will perish immediately if the Necromancer's Focus is broken.
The following units should NOT be allowed to reanimate: all Wards and all Golems.
Example:
Knight has been affected and is at 5 hit points. A Dark Magic Witch hits the Knight to finish it off. Normally, the DMW would do 18 damage to the Knight. The attack would finish off the remaining 5 Hit Points. The extra 13 damage would be recalculated (internally) based on the normal Knight's armor (25) back out to 17.333. This total (17.333) would then be applied to the refilled hit points (40) at the new reduced armor (20). The damage done would be 13.866 which rounds up to 14. That extra point of damage may not seem like much, but I have seen too many times where I hit a unit and I brought the unit down to just 1 hit point. Every point counts.
Formula: (E Power * (1 - L Armor(%)) - L Hit Points) / (1 - L Armor(%)) * (1 - (L Armor(%) * 80%) = Damage to new Zombie's Hit Points.
Concentration:
Hits all units, both friend and foe, including the Necromancer himself, with an Unblockable 12 Power attack.
Apearance:
Any ideas?
Sound Effects: When the focused unit perishes and reanimates, the Necromancer should utter, "Rise from your grave." (Suggest pulling the sound bit from the old Sega game Altered Beast.)