The rallying system sounds like it could cause some real broken effects if you stuck a bunch of these together at level 9 or up. They'd be able to just pwn stuff with up to 5x stats to all of them, as well as heal each other if they're level 10.

Name: Templar
Stats:
Health: Above average
Attack: Average
Agility: Below average
Armour: Average
Speed: Average
Accuracy: Above average
Intelligence: Average
Manufacturing Skill: Below average
Training Rate: Average
Recovery Rate: Average
Luck: High
Wage: Above average
Skills:
Level 1: Attack
Level 2: Crossbow (bolt/arrow)
Level 4: Defend
Level 9: Upgrade Rally (passive)
Level 10: Holy Light
Passive abilities:
Rally
Skill explanation:
Level 1 Attack: Attacks the enemy with a sword.
Level 2 Crossbow (arrow): The Templar can now draw on a weak crossbow and will use it when being unable to attack enemies close up. Despite this ability, Templars cannot enter into sniper mode due to a relative short range. Also, this skill cannot be used in combination with the level 4 ability. The Templar takes some seconds to switch weapons.
Level 4 Defend: The Templar put his shield at front, taking reduced damage from small projectiles and has a chance to ignore damage completely at the cost of reduced moving speed and a penalty to agility. Defend offers no protection against large projectiles such as meteor and affecting projectiles such as freeze and lightning.
Level 9: Upgrade Rally (see below)
Level 10 Holy Light: Damages an enemy (1.5x versus undead) or heals an ally for a low-moderate pre-set amount up to a timeframe lasting 15 seconds from a small distance. Templars cannot cast this upon themselves. Multiple castings do not stack but instead reset the timer.
Passive abilities:
Rally: Units surrounding next to the Templar gain a bonus to morale, making them more likely to stand their ground rather than fleeing. This effect does not stack but Templars themselves do benefit from this aura, and even more when upgraded. When reaching level 9, the aura also gives minor bonuses (set values, not percentages) to the ‘’Attack’’ and ‘’Armour’’ . This aura also does not stack.
Information:
Templars are holy soldiers sworn to defend the people, faith and all what is Good. Templars are well armoured and trained soldiers famous for their swordfighting skills and can be theatening even to elite units, beings aligned to Evil especially are no exception. Templars are often seen with other holy Heroes such as Monks and Fairies, inspiring them to push themselves to greater heights.
Behavior in Dungeon:
Templars are extremely versatile; being able to do most jobs moderately well but will often choose to hang out in the temple rather than training or do guard duty. They can be introduced to the library or workshop when forced to. Though the battle is where they truly shine, being able to fulfil most combat roles but then again, they don’t excel particularly on any field.
Battle style: Blocker
Jobs:
Praying
Training
Guarding
Obtainable By:
Torture almost exclusively
Hates:
Torture
Loves:
Praying
Lair: DK1 Hero lair
Appearance:
Templars wear a combination of semi-cermonial platemail armor and clothing, but are generally less heavily armored than Knights. They wield a kite shield in one hand and a sword in the other, and got a crossbow on their back. The Knight Templar symbol is one way or another displayed on their armor.
Pictures:
Spoiler
The rallying system sounds like it could cause some real broken effects if you stuck a bunch of these together at level 9 or up. They'd be able to just pwn stuff with up to 5x stats to all of them, as well as heal each other if they're level 10.
The Awakening
Keeper Animus of Faircoast Skios the Brutal Arachnid Warrior
Realm: Faircoast Cavern
Level: 5
Gold: 0Voro the Warlock Vampire
Realm: Northland Iceland
Level: 4
Gold: 563Ouroboros & Ragnarok, the Bipolar Hellhound
Realm: Faircoast Cavern
Level: 2
Gold: 0Krua the Icy Arachnid Witch
Realm: Faircoast Cavern
Level: 6
Gold: 0Thela the Psycho Mistress
Realm: Northland Iceland
Level: 2
Gold: 0Grey the Trick Archer
Realm: Northland Iceland
Level: 1
Gold: 0
Hm, looking back it does make the Templar too useful... very well changed so it doesn't stack. About the level 10 skill; what about changing it to a relative weak DoT (Damage over Time) / HoT (Heal over Time) that does not stack but instead prolong the effect?
That would prevent the ability being spamable, and stop it from being able to instantly heal themselves back up to full Health. Problem is it might nerf it too much so that it isn't useful for when casting it on other Units. Perhaps they can't cast it on themselves, period. But then it is questionable if other Healers can Heal them.
When you say "themselves", do you mean the user cannot cast it on himself, or that he can't cast it on any other Templar at all, including himself?
Dungeon Keeper 1 Patch: Sexier Beetles and Reaper Control [Currently on Hold]
I like how HR is. Nearly Done with Quick Creature Revision. Playtesting through Deeper Dungeons - Thread/Level Revision on Hold
Batezek can go to hell. Never playtesting there again.
Dungeon Keeper 2 Patch: With More Balance and Pie [Updated: 5/18/12]
Playtesting while Remaking Official Campaign.
Screw the Change Log. Changes are so Drastic that it isn't relevant anymore.
The Awakening: GM Powers Activate!
Working on Secret Crystice x Emmra Story as Fanservice for Mothrayas
Fun DK1 Fact:
1 Armor = 0.390625% Damage Absorption
5 Armor = 1.953125% Damage Absorption
LOL, RAGEGUN, DRAGONFIST, LLW9, IMM0RAL, LQUIZ
It must be good enough it can ease the incoming damage, but not to the point the unit in question can totally ignore it.That would prevent the ability being spamable, and stop it from being able to instantly heal themselves back up to full Health. Problem is it might nerf it too much so that it isn't useful for when casting it on other Units. Perhaps they can't cast it on themselves, period. But then it is questionable if other Healers can Heal them.
The former.When you say "themselves", do you mean the user cannot cast it on himself, or that he can't cast it on any other Templar at all, including himself?
Perhaps defend could have a small chance to deflect some ranged attacks back towards the enemies ranks? Or perhaps a chance to absorb them and give a minor health boost?
{RPG} Creature Page: Here | My Maps, My Comic
Not even Vermillion reads the OOC threads
Current Awakening Creatures
Vermillion, the Unsightly Mad Rogue of Northland & Crystalbarrow
Grot de Groit, the Happy Troll of Red Crystal Islands and Frozengard
Asifet, the Martial Warlock of Crystalbarrow
Dregs, the Indentured Goblin of Frozengard and Red Crystal Islands
Ithique, the Brutish, Killer Dark Elf of Northland
Bastain, the Broken Veteran Rogue of Northland
Shaylum, the Dark Archer of Northland
Spindle, the Very Elderly Spider of Faircoast
Buzzard, the Annoying (and Thankfully Dead) Firefly of Red Crystal Islands
7 :Creatures Dispatched | Creatures Killed: 7
IMO that would give the ability too much power. And the latter doesn't really makes much sense to me...
Change: Holy Light damage/heal timer resets rather than be prolonged upon multiple castings.

