Arcane ship

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Savra
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Arcane ship

Post by Savra » Thu Nov 01, 2018 11:19 pm

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
Last edited by Savra on Tue Nov 20, 2018 1:09 am, edited 2 times in total.
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General Brave
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Re: Arcane ship

Post by General Brave » Fri Nov 02, 2018 12:30 am

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.

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Savra
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Re: Arcane ship

Post by Savra » Fri Nov 02, 2018 1:59 am

Well, this could be weaker variant of Warfells version. This is just to give them a mage on the waters.
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General Brave
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Re: Arcane ship

Post by General Brave » Fri Nov 02, 2018 2:46 am

Well I suppose I should make one 1st, can you help me with it.
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Savra
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Re: Arcane ship

Post by Savra » Fri Nov 02, 2018 2:57 am

Sure, make a topic of stick it in warfell and we shall see how it should work.
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Savra
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Re: Arcane ship

Post by Savra » Tue Nov 20, 2018 12:25 am

Updated.
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Savra
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Re: Arcane ship

Post by Savra » Tue Nov 20, 2018 1:24 am

How's this?
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Lynx Shafir
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Re: Arcane ship

Post by Lynx Shafir » Tue Nov 20, 2018 7:39 am

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.
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Savra
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Re: Arcane ship

Post by Savra » Tue Nov 20, 2018 4:19 pm

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.
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StormSaint373
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Re: Arcane ship

Post by StormSaint373 » Tue Nov 20, 2018 5:36 pm

It functions exactly the same as a mage in a transport. What sets it apart?
Carry Cap? Or just Magic missle?
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Savra
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Re: Arcane ship

Post by Savra » Tue Nov 20, 2018 10:55 pm

Magic missile, and you don't have to lose 2 units when you use it.
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Lynx Shafir
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Re: Arcane ship

Post by Lynx Shafir » Wed Nov 21, 2018 6:57 am

Time to draw the "DEFINITELY NO" Card.
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makazuwr32
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Re: Arcane ship

Post by makazuwr32 » Sat Nov 24, 2018 11:53 am

Double turn cost, remove magic missle, fireball. That way i can allow.
Specifically for not so genious persons
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Midonik
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Re: Arcane ship

Post by Midonik » Sat Nov 24, 2018 12:01 pm

Won't it be useless then?
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Savra
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Re: Arcane ship

Post by Savra » Sat Nov 24, 2018 5:09 pm

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
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makazuwr32
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Re: Arcane ship

Post by makazuwr32 » Mon Nov 26, 2018 11:04 am

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.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
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Lynx Shafir
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Re: Arcane ship

Post by Lynx Shafir » Mon Nov 26, 2018 6:10 pm

... Should save it to warfell
Or integrate in a tech.
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Savra
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Re: Arcane ship

Post by Savra » Tue Nov 27, 2018 4:43 am

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.
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