Arcane ship
Arcane ship
Arcane ship:
Cost:6
Trains:docks
Hp:35
Atk:0
S.rng:5
Sight:6
Spd:4
Arm:2
P.arm:5
Res:60%
Abilities:
Magic missile
Disarmour
Disenchant
Slowing
Fire ball - requires research
Cost:6
Trains:docks
Hp:35
Atk:0
S.rng:5
Sight:6
Spd:4
Arm:2
P.arm:5
Res:60%
Abilities:
Magic missile
Disarmour
Disenchant
Slowing
Fire ball - requires research
Last edited by Savra on Tue Nov 20, 2018 1:09 am, edited 2 times in total.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Arcane ship
Well I did like that idea but the only problem is. The name and concept seems to be a Warfell type thing and if not it seems to be should be built in the Mage Hut, and bits of the Spells seems a bit too much also.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Arcane ship
Well, this could be weaker variant of Warfells version. This is just to give them a mage on the waters.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Arcane ship
Well I suppose I should make one 1st, can you help me with it.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Arcane ship
Sure, make a topic of stick it in warfell and we shall see how it should work.
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Arcane ship
I don't like this idea.
1.u try to force a warmage in a ship - ridiculous
2. I don't support anything cheap dock magic unit for main humans like this
3.Let Warfell be the techno mages if they are accepted and to bring something new.
Not copying each other vice versa.
And just having stronger version of this.
1.u try to force a warmage in a ship - ridiculous
2. I don't support anything cheap dock magic unit for main humans like this
3.Let Warfell be the techno mages if they are accepted and to bring something new.
Not copying each other vice versa.
And just having stronger version of this.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Re: Arcane ship
How was this a warmage stuck in a ship? Because it has a magic missile?
It has one action, some debuf spells, and the fireball tech that must be researched.
It costs 6 turns and can't defend itself in melee, and has 1 action.
It has one action, some debuf spells, and the fireball tech that must be researched.
It costs 6 turns and can't defend itself in melee, and has 1 action.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Arcane ship
It functions exactly the same as a mage in a transport. What sets it apart?
Carry Cap? Or just Magic missle?
Carry Cap? Or just Magic missle?
Beware the calm before the Tempest. . .
Re: Arcane ship
Magic missile, and you don't have to lose 2 units when you use it.
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Arcane ship
Time to draw the "DEFINITELY NO" Card.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Arcane ship
Double turn cost, remove magic missle, fireball. That way i can allow.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Arcane ship
Won't it be useless then?
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Arcane ship
Double turn cost would be 12 cost for a unit with low stats and no offensive spells.
It would only have 3 spells
Disarmour
Slowing
Disenchant
It would only have 3 spells
Disarmour
Slowing
Disenchant
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Arcane ship
It still will be useful. For now there is little amount of sea casters with such high hp, armor. And even more there is nearly to no units with any spell resistance.
With those spells you can slow enemy naval and make them vurable to your own.
With those spells you can slow enemy naval and make them vurable to your own.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Lynx Shafir
- Posts: 1563
- Joined: Mon May 28, 2018 4:24 am
Re: Arcane ship
... Should save it to warfell
Or integrate in a tech.
Or integrate in a tech.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Re: Arcane ship
Ya, but 12 turns? For a supporter ship? I think it could have lower if that's all its getting, health is debatable. As for other naval casters undead have flying Dutchman, elves have siren, I believe scaledfolk snakeman shaman can move through water. This would be humans. Orcs and dwarves don't need them because they aren't necessary for races who shouldn't focus on spells, all orcs navy is, is a copy of their land units (some of the basic ones.) That move through water fast and land slow
@Stratego (dev) archive plz.
@Stratego (dev) archive plz.