Skip to content

Dark champions of Necropolis.

User Avatar
#55
Auto-translated
The Vampirism spell will most likely already be in the hero's spellbook, and probably at a master level. In that case, there's nothing stopping you from casting this spell on a unit through the hero. So, I don't think there's much point in giving this as a spell to the unit itself.
By the way, I read about the Nosferatu's "Stun" ability, and even from the description, it seems quite powerful. But honestly, I don't remember how this ability works in the game.

Regarding the Dark Champions, maybe we should just leave them with "Forgetfulness" and give them the ability "enemy does not resist," so they can't be easily countered? It seems like a good ability that isn't too overpowered.
Actually, I'm in favor of giving each unit one passive and one active ability or spell. Because if you only give them active abilities, they become more like spellcasters, and a unit should still be primarily a combatant.
By the way, could we make it so that the dragon ridden by the champion can breathe fire? We could make the fire green and make this an activated unique ability for the Dark Champion. We could call it something like "Withered Breath." That way, we could replace "Forgetfulness" with this.