Walrus
07-05-2004, 03:59 PM
just been thinking of ideas for units...as one does in their spare time :P
ok heres my best thought so far: (yes it is based off warcraft 3 dont whine)
Paladin - A human with a large 2 handed hammer
Life : 50
Power : 24
Armor :10%
Blocking : 50%
Move : 3
Recovery : 1 move, 2 attack, 2 both
Special : -Only takes half dmg from dark magic witches
- When in play,if you have 1 cleric, that cleric will heal for 15 points instead of 12
- If you have 2 clerics, each will heal for 13 instead of 12.
- Can heal a friendly unit for 10 points, with 2 recovery
- Only 1 allowed
Background - Pure of heart, and mind, the Paladins are mighty warriors who are also trained in the divine arts. They bring not only their weapons to the battlefield, but also their knowledge of basic healing magics. Because of this purity, they are naturally resistant against the forces of dark magic. And by utilising their own healing powers they can join forces with allied clerics to enhance their healing power.
Uses - Slower than a knight, less armor and blocking, so not as good a choice for the front row.
- Good to keep one in play for the healing bonus
- Healing ability should only be used in dire situations, as it isnt very powerful and only affects 1 unit.
ok heres my best thought so far: (yes it is based off warcraft 3 dont whine)
Paladin - A human with a large 2 handed hammer
Life : 50
Power : 24
Armor :10%
Blocking : 50%
Move : 3
Recovery : 1 move, 2 attack, 2 both
Special : -Only takes half dmg from dark magic witches
- When in play,if you have 1 cleric, that cleric will heal for 15 points instead of 12
- If you have 2 clerics, each will heal for 13 instead of 12.
- Can heal a friendly unit for 10 points, with 2 recovery
- Only 1 allowed
Background - Pure of heart, and mind, the Paladins are mighty warriors who are also trained in the divine arts. They bring not only their weapons to the battlefield, but also their knowledge of basic healing magics. Because of this purity, they are naturally resistant against the forces of dark magic. And by utilising their own healing powers they can join forces with allied clerics to enhance their healing power.
Uses - Slower than a knight, less armor and blocking, so not as good a choice for the front row.
- Good to keep one in play for the healing bonus
- Healing ability should only be used in dire situations, as it isnt very powerful and only affects 1 unit.