Argent Spells and abilities
- StormSaint373
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Argent Spells and abilities
@Alexander82
You have mentioned that Argent units need more or unique abilities...
What would you suggest? I don't wish to steal ideas for already existing holy units.
I thought etherial (disenchant on hit)
Or smite (exorcism on hit)
... Would do nicely, but I trust opinions of those who see more than I.
You have mentioned that Argent units need more or unique abilities...
What would you suggest? I don't wish to steal ideas for already existing holy units.
I thought etherial (disenchant on hit)
Or smite (exorcism on hit)
... Would do nicely, but I trust opinions of those who see more than I.
Beware the calm before the Tempest. . .
- General Brave
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Re: Argent Spells and abilities
Would be interesting but let me think also.
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- Alexander82
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Re: Argent Spells and abilities
For example they might employ blessed silver weapons (they are called argent, after all)
Thst means that they would deal low damage on normal units but a high bonus against undeads, wetewolves, demons and such units.
For example the voulgier-like unit can have a single action, lower attack but an high bonus against undeads
The healing might be a good addition but I think that is not something that would make these units a must have.
This way we can make them lower cost units (for the infantry ones)
Thst means that they would deal low damage on normal units but a high bonus against undeads, wetewolves, demons and such units.
For example the voulgier-like unit can have a single action, lower attack but an high bonus against undeads
The healing might be a good addition but I think that is not something that would make these units a must have.
This way we can make them lower cost units (for the infantry ones)
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- StormSaint373
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Re: Argent Spells and abilities
Silvered Weapons (active or passive?) bonus dmg to undead, demons, and werewolves
Other abilities that I'd like to see For argent units (not for every unit)
Etherial spells
(Thunderstorm with disenchant)
(Blessed Weapons, apply disenchant on hit)
Convert
• as well as improvements
• also techs to make them Resistant to convert
First Aid
• Like AoS Templars ability to heal (main line units), adds to battle longevity. Especially in cases where units and rienforcements run low.
Armor of the Divine
• +3/+3 armor
• +20% SR, (if it can be done via a spell), or passive heal
• range (self and others) kind of like dragons might or strenghten
For casters... Maybe a passive healing aura (main line units)
Other abilities that I'd like to see For argent units (not for every unit)
Etherial spells
(Thunderstorm with disenchant)
(Blessed Weapons, apply disenchant on hit)
Convert
• as well as improvements
• also techs to make them Resistant to convert
First Aid
• Like AoS Templars ability to heal (main line units), adds to battle longevity. Especially in cases where units and rienforcements run low.
Armor of the Divine
• +3/+3 armor
• +20% SR, (if it can be done via a spell), or passive heal
• range (self and others) kind of like dragons might or strenghten
For casters... Maybe a passive healing aura (main line units)
Last edited by StormSaint373 on Thu Feb 14, 2019 4:58 pm, edited 1 time in total.
Beware the calm before the Tempest. . .
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Argent Spells and abilities
What about a trasformation?
They have certain stats when using steel and id you transform them to make them use silver weapons they have low attack (like 3 or 4) but a high (500%?) bonus against undeads?
They have certain stats when using steel and id you transform them to make them use silver weapons they have low attack (like 3 or 4) but a high (500%?) bonus against undeads?
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- StormSaint373
- Posts: 1801
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Re: Argent Spells and abilities
Mmm... Well, not a bad idea.
But I am not so sure about having stats lowered especially to an att of 3...
• how would one tell the difference between a silvered/silverite weapon, and a regular one?
• maybe an alternative? Like a smithing bonus
To compensate... (A custom made mineral)
(Argenite/Silverite)
A silver/ cold steel alloy.
• it has the durability of steel, and is impregnated with silver...
Similar to how Damascus steel is made.
When crafted, it is sanctified to bestow it's properties (being good vs undead) to the material crafted.
But I am not so sure about having stats lowered especially to an att of 3...
• how would one tell the difference between a silvered/silverite weapon, and a regular one?
• maybe an alternative? Like a smithing bonus
To compensate... (A custom made mineral)
(Argenite/Silverite)
A silver/ cold steel alloy.
• it has the durability of steel, and is impregnated with silver...
Similar to how Damascus steel is made.
When crafted, it is sanctified to bestow it's properties (being good vs undead) to the material crafted.
Beware the calm before the Tempest. . .
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Argent Spells and abilities
I mean that is simply less hard than steel and the stance change would allow to balance the first form to be an efficient unit, while the second form with the backup weapon will make it not efficient against normal units but extra efficient against undeads.
Of course, any unit made this way should have a specific image.
For example the spearman will have the spear on the back, in resting position or planted on the ground while he wield the anti undead weapon (a mace or a sword)
I think it is ok with flavor, it makes the argent name even more fit (in italian silver is "argento") and will give a specific niche for those units that, otherwise, would simply just be another set of infantry.
The transformation mechanic is better cosmetically (and explain why you have lower power and bonuses) and allow you to swap freely between both weapons without worrying of how long the effect will last
Of course, any unit made this way should have a specific image.
For example the spearman will have the spear on the back, in resting position or planted on the ground while he wield the anti undead weapon (a mace or a sword)
I think it is ok with flavor, it makes the argent name even more fit (in italian silver is "argento") and will give a specific niche for those units that, otherwise, would simply just be another set of infantry.
The transformation mechanic is better cosmetically (and explain why you have lower power and bonuses) and allow you to swap freely between both weapons without worrying of how long the effect will last
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- Alexander82
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Re: Argent Spells and abilities
We might also add a glow or some sparkles to blessed silver blades (or simply just add it into the description. After all silver is basically another gray metal)
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- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
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Re: Argent Spells and abilities
From base attack, how low does the dmg need to decline...
Dmg 3?
What weapon?
I can do auxillary weapon changes, but I'll need you to do sparkles... I'm not so good with animations.
Dmg 3?
What weapon?
I can do auxillary weapon changes, but I'll need you to do sparkles... I'm not so good with animations.
Beware the calm before the Tempest. . .
- Alexander82
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- Joined: Thu Feb 26, 2015 8:18 pm
Re: Argent Spells and abilities
No problem for basic animations. I can do those easily.
I was thinking a straight damage since is a totally different weapon with hos own bonus
For example every unit can employ a simple one handed sword with attack 5 no other bonus aside the one for undeads.
Since damage is 5 the bonus might be like 200% or 300% for a max damage of 15 or 20 that is more than enough to dispose of undead infantry.
I was thinking a straight damage since is a totally different weapon with hos own bonus
For example every unit can employ a simple one handed sword with attack 5 no other bonus aside the one for undeads.
Since damage is 5 the bonus might be like 200% or 300% for a max damage of 15 or 20 that is more than enough to dispose of undead infantry.
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- General Brave
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