Green Mage
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NOOOOOOOOOOOOOOOO! THE SAPLING HAS NEVER BEEN USED
AND SHALL NEVER BE USED UNLESS IN A WOSE AND WOSE ONLY CAMPAIGN
AND SHALL NEVER BE USED UNLESS IN A WOSE AND WOSE ONLY CAMPAIGN
I am Oreb, Lord of the Darthien
Give your comments to the World of Orbivm
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- irrevenant
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- irrevenant
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- Joined: August 15th, 2005, 7:57 am
- Location: I'm all around you.
Here's an idea to integrate the plague(Wose) idea without making it imbalanced:
- The green mage's only attack is an impact+slow.
- He has a lot of HP (about 80), so it takes a long time to fully recover - see why below
- He turns killed enemies into Woses (or "uses their life essence to animate a tree"), but the trick is that it costs him most of his life energy: I suggest 70 HP. So he can't create a wose unless he's almost at full health. Since it takes 9 turns in the best conditions to recover from a 70 HP loss, the mage can't go around creating an army of walking trees.
Then you give regenerate and a better attack to the lvl.3 mage of nature, to make upgrading interesting.
Edit: of course, the Woses created that way would be normal, they would NOT have the plague ability.
Alternate idea: center the green mage on Slow magic.
Green Mage (lvl. 2)
- low HP
- low Movement Points
- forest movetype
- his only attack (green ball) is ranged slow+magical (so, different from the elvish priestess)
(- regenerate? fits well with the theme and he has low HP anyways)
Mage of Nature (lvl. 3)
- add Slow Aura. This would cause all adjacent enemy units on any terrain except castle/village (not natural enough) and beach/desert/mountains/deep water (not too many plants) to be automatically slowed. Yeah I know, pretty powerful, but he's lvl.3 (and it's cool).
- Still rather low HP
- his attack is now ranged magical (doesn't need to be slowing), and does a bit more damage than at lvl.2
- The green mage's only attack is an impact+slow.
- He has a lot of HP (about 80), so it takes a long time to fully recover - see why below
- He turns killed enemies into Woses (or "uses their life essence to animate a tree"), but the trick is that it costs him most of his life energy: I suggest 70 HP. So he can't create a wose unless he's almost at full health. Since it takes 9 turns in the best conditions to recover from a 70 HP loss, the mage can't go around creating an army of walking trees.
Then you give regenerate and a better attack to the lvl.3 mage of nature, to make upgrading interesting.
Edit: of course, the Woses created that way would be normal, they would NOT have the plague ability.
Alternate idea: center the green mage on Slow magic.
Green Mage (lvl. 2)
- low HP
- low Movement Points
- forest movetype
- his only attack (green ball) is ranged slow+magical (so, different from the elvish priestess)
(- regenerate? fits well with the theme and he has low HP anyways)
Mage of Nature (lvl. 3)
- add Slow Aura. This would cause all adjacent enemy units on any terrain except castle/village (not natural enough) and beach/desert/mountains/deep water (not too many plants) to be automatically slowed. Yeah I know, pretty powerful, but he's lvl.3 (and it's cool).
- Still rather low HP
- his attack is now ranged magical (doesn't need to be slowing), and does a bit more damage than at lvl.2
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I seem to have mixed suggestions.... either powerful magic/no melee, or more powerful melee/less powerful magic.gabba wrote:Here's an idea to integrate the plague(Wose) idea without making it imbalanced:
- The green mage's only attack is an impact+slow.
- He has a lot of HP (about 80), so it takes a long time to fully recover - see why below
- He turns killed enemies into Woses (or "uses their life essence to animate a tree"), but the trick is that it costs him most of his life energy: I suggest 70 HP. So he can't create a wose unless he's almost at full health. Since it takes 9 turns in the best conditions to recover from a 70 HP loss, the mage can't go around creating an army of walking trees.
Then you give regenerate and a better attack to the lvl.3 mage of nature, to make upgrading interesting.
Edit: of course, the Woses created that way would be normal, they would NOT have the plague ability.
Alternate idea: center the green mage on Slow magic.
Green Mage (lvl. 2)
- low HP
- low Movement Points
- forest movetype
- his only attack (green ball) is ranged slow+magical (so, different from the elvish priestess)
(- regenerate? fits well with the theme and he has low HP anyways)
Mage of Nature (lvl. 3)
- add Slow Aura. This would cause all adjacent enemy units on any terrain except castle/village (not natural enough) and beach/desert/mountains/deep water (not too many plants) to be automatically slowed. Yeah I know, pretty powerful, but he's lvl.3 (and it's cool).
- Still rather low HP
- his attack is now ranged magical (doesn't need to be slowing), and does a bit more damage than at lvl.2
Aren't some of those hard to code?
RIPLIB?
When I tried adding poison to the ranged attack, it colased into "magicalpoison" rather than "magical, poison". I'll have a look at the file.
If white was black and black was white, what would happen to zebra crossings?
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To get 10HP heal, you have to have not moved. Whenever you have all your movement points at the beginning of your turn, you get healed 2pts.
"you can already do that with WML"
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http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358