Page 2 of 2

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. :lol: 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
Image
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.