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Arcane ship

Posted: Thu Nov 01, 2018 11:19 pm
by Savra
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

Re: Arcane ship

Posted: Fri Nov 02, 2018 12:30 am
by General Brave
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.

Re: Arcane ship

Posted: Fri Nov 02, 2018 1:59 am
by Savra
Well, this could be weaker variant of Warfells version. This is just to give them a mage on the waters.

Re: Arcane ship

Posted: Fri Nov 02, 2018 2:46 am
by General Brave
Well I suppose I should make one 1st, can you help me with it.

Re: Arcane ship

Posted: Fri Nov 02, 2018 2:57 am
by Savra
Sure, make a topic of stick it in warfell and we shall see how it should work.

Re: Arcane ship

Posted: Tue Nov 20, 2018 12:25 am
by Savra
Updated.

Re: Arcane ship

Posted: Tue Nov 20, 2018 1:24 am
by Savra
How's this?

Re: Arcane ship

Posted: Tue Nov 20, 2018 7:39 am
by Lynx Shafir
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.

Re: Arcane ship

Posted: Tue Nov 20, 2018 4:19 pm
by Savra
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.

Re: Arcane ship

Posted: Tue Nov 20, 2018 5:36 pm
by StormSaint373
It functions exactly the same as a mage in a transport. What sets it apart?
Carry Cap? Or just Magic missle?

Re: Arcane ship

Posted: Tue Nov 20, 2018 10:55 pm
by Savra
Magic missile, and you don't have to lose 2 units when you use it.

Re: Arcane ship

Posted: Wed Nov 21, 2018 6:57 am
by Lynx Shafir
Time to draw the "DEFINITELY NO" Card.

Re: Arcane ship

Posted: Sat Nov 24, 2018 11:53 am
by makazuwr32
Double turn cost, remove magic missle, fireball. That way i can allow.

Re: Arcane ship

Posted: Sat Nov 24, 2018 12:01 pm
by Midonik
Won't it be useless then?

Re: Arcane ship

Posted: Sat Nov 24, 2018 5:09 pm
by Savra
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

Re: Arcane ship

Posted: Mon Nov 26, 2018 11:04 am
by makazuwr32
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.

Re: Arcane ship

Posted: Mon Nov 26, 2018 6:10 pm
by Lynx Shafir
... Should save it to warfell
Or integrate in a tech.

Re: Arcane ship

Posted: Tue Nov 27, 2018 4:43 am
by Savra
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.