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Re: Mage's tower
Posted: Tue Sep 18, 2018 1:06 pm
by Lynx Shafir
Bringing this up
Who is willing to make image?...
Re: Mage's tower
Posted: Tue Sep 18, 2018 4:42 pm
by Savra
Which image should be modeled after? I'm thinking first.
Re: Mage's tower
Posted: Tue Sep 18, 2018 5:13 pm
by Lynx Shafir
Let ur imagination go wide.
May put a listghting ball on top (my first failed attempt)
Re: Mage's tower
Posted: Thu Sep 27, 2018 3:46 pm
by General Brave
How so?
Re: Mage's tower
Posted: Sat Oct 27, 2018 7:38 pm
by Lynx Shafir
Well
How's this?
Re: Mage's tower
Posted: Sat Oct 27, 2018 9:47 pm
by Savra
That looks like a mages tower.
Every time I look at this topic I think it's just a tower but know it's actually a upgrade to the mage hut. So stats ready? If so, then attach this to them and I'll set this as ready, if needs minor changes I'll set as ready pending.
Re: Mage's tower
Posted: Sun Oct 28, 2018 5:57 am
by Lynx Shafir
No, it's not an upgrade
Its a separate tower!
Re: Mage's tower
Posted: Sun Oct 28, 2018 6:25 am
by Tankhead
Savra wrote: ↑Sat Oct 27, 2018 9:47 pm
That looks like a mages tower.
Every time I look at this topic I think it's just a tower but know it's actually a upgrade to the mage hut. So stats ready? If so, then attach this to them and I'll set this as ready, if needs minor changes I'll set as ready pending.
Are you telling him cause you think he doesn't know or..........
Re: Mage's tower
Posted: Sun Oct 28, 2018 9:38 am
by makazuwr32
Sunrise Samurai wrote: ↑Mon Sep 04, 2017 5:49 pm
Research time: 6, at mage's hut
Upgrades mage's hut to tower with
Hp 40
Armor 2
Pierce armor 5
Power 8 (lighting weapon)
Range 6
It's still a factory, just one that can now shoot lighting bolts at enemies. It doesn't have the durability of a tower, but it can help defend your base if enemies are close enough to start looking at your factories.
Re: Mage's tower
Posted: Sun Oct 28, 2018 10:36 am
by Lynx Shafir
Actually we agreed it's a separate building Mak.
I made the img so.
Re: Mage's tower
Posted: Sun Oct 28, 2018 10:54 am
by Lynx Shafir
Hp - 100
Attack - 7 (thunder /lightning weapon) slow 1?
Range - 6
Actions/turn - 2
Armor - 4/10
Construction Bonus: -10% (it will take 12 turns without Ambidextria to construct this tower and 9 turns with that tech)
Carry Capacity - 2
Heal Rate - 12
Abilities:
Lighthorne bolt-
Simple, deals blank 7 damage to any targets in range twice regardless of their armors.
? Switch fire weapon?
Re: Mage's tower
Posted: Sun Oct 28, 2018 11:32 am
by makazuwr32
ah.
Alright. So it is a tower?
Re: Mage's tower
Posted: Sun Oct 28, 2018 4:24 pm
by Savra
I knew something didn't seem right.

attach image to those stats and this is ready to be added.
Re: Mage's tower
Posted: Wed Oct 31, 2018 5:40 am
by Savra
I guess I'll put it together, and humans now have their first building in the ready section.
Mage tower

Hp - 100
Attack - 7 (thunder /lightning weapon) slow 1?
Range - 6
Actions/turn - 2
Armor - 4/10
Construction Bonus: -10% (it will take 12 turns without Ambidextria to construct this tower and 9 turns with that tech)
Carry Capacity - 2
Heal Rate - 12
Abilities:
Lighthorne bolt-
Simple, deals blank 7 damage to any targets in range twice regardless of their armors.
Re: Mage's tower
Posted: Wed Oct 31, 2018 5:49 am
by Tankhead
Ignores armor and slows you?
Hmmm
Re: Mage's tower
Posted: Wed Oct 31, 2018 10:32 am
by Lynx Shafir
Tankhead wrote: ↑Wed Oct 31, 2018 5:49 am
Ignores armor and slows you?
Hmmm
Well there was proposed some
We can select from.
1.the miss /hit random target, - lighting weapon. -with ignore armor.? can't be dodged?
2.the previous with "switch fire weapon"
(in this case I should edit img)
3.A.
Thunder weapon with slowing(evribody) -passive
(may add bonus to those creatures until is in eg. Fire and metal ones/
B. applicable dot effect like acid - "electrified" applies for corresponding elemental and some metal units.
4.armor ignoring magic dmg 7-10.
5.A strong active skill with CD 4.- stun, or thunder bolt - storm, aoe 1.
Re: Mage's tower
Posted: Wed Oct 31, 2018 1:48 pm
by Tankhead
I just don't like the extra turn it has
Re: Mage's tower
Posted: Wed Oct 31, 2018 3:07 pm
by Savra
Magic usually ignores armour so I can agree on that part. If we make resistance a armour against offensive spells then we could make 100% resistance reduce magic damage down to 1.
Re: Mage's tower
Posted: Wed Oct 31, 2018 3:19 pm
by Savra
Lynx Shafir wrote: ↑Wed Oct 31, 2018 10:32 am
Tankhead wrote: ↑Wed Oct 31, 2018 5:49 am
Ignores armor and slows you?
Hmmm
Well there was proposed some
We can select from.
1.the miss /hit random target, - lighting weapon. -with ignore armor.? can't be dodged?
2.the previous with "switch fire weapon"
(in this case I should edit img)
3.A.
Thunder weapon with slowing(evribody) -passive
(may add bonus to those creatures until is in eg. Fire and metal ones/
B. applicable dot effect like acid - "electrified" applies for corresponding elemental and some metal units.
4.armor ignoring magic dmg 7-10.
5.A strong active skill with CD 4.- stun, or thunder bolt - storm, aoe 1.
Fire form actually wouldn't be a bad idea. Just so long as the transformation doesn't kill the unit inside or something.
Re: Mage's tower
Posted: Wed Oct 31, 2018 3:55 pm
by Tankhead
I questioned the abilities cause of the 2 actions
Can you increase damage and reduce action to 1
Re: Mage's tower
Posted: Mon Feb 04, 2019 7:12 am
by General Brave
More.
Re: Mage's tower
Posted: Sun Jun 02, 2019 10:23 am
by Lynx Shafir
L.
Re: Mage's tower
Posted: Sun Jun 02, 2019 10:55 am
by Alexander82
That's awesome, even though I'd give it to elves
Re: Mage's tower
Posted: Sun Jun 02, 2019 3:17 pm
by Stratego (dev)
awesome image!
Re: Mage's tower
Posted: Mon Aug 02, 2021 2:37 pm
by makazuwr32
Is implemented as change from mage hut to mage tower.
2 images from topic will be used as skins for current mage tower.
Magic towers as actual fortifications will be a thing later.
Set as implemented.