Inquisitor DISCUSSING
Re: Inquisitor
He should be able to cast a Null magic spell giving him the aura of not being able to cast or be affected by magic. More specifically, units within the null field cannot be targeted by spells (splash damage can carry over though for simplicity.)
It also should cost a lot and only be trainable in the church
It also should cost a lot and only be trainable in the church
There never was much hope... just a fool's hope
Re: Inquisitor
i agree.
- Alexander82
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Re: Inquisitor
Animations
- Attachments
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- Anim 2.gif (12.58 KiB) Viewed 4870 times
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- Inquisitor Animated 2.png (20.25 KiB) Viewed 4870 times
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- Anim 1.gif (12.66 KiB) Viewed 4870 times
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- Inquisitor Animated 1.png (20.29 KiB) Viewed 4870 times
Age of Fantasy design leader
Re: Inquisitor
cool! i like the animation,the image is perpect
- Alexander82
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Re: Inquisitor
I was thinking to create a big animation for the anti magic field. Like the one for the group attack spell
It should cover all the tiles under the field
It should cover all the tiles under the field
Age of Fantasy design leader
- Alexander82
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Re: Inquisitor
Stats:
Cost: 8
HP: 60
Attack power: 15
Range: 1
Armor: 5
Pierce armor: 3
Speed: 3
Sight: 5
Action/turn: 1/1
Heal Rate: 10
Spell resistance: 100%
Size: 1×1
Buildable at: castle, church
Bonus Damage against arcane spellcasters (it shouldn't have bonus against divine spellcasters like templars, priest and such): as it is now it is useful only against warmage and mummy (other can already be oneshotted by basic infantry), but later on we might have stronger spellcasters (or hybrid units) for whom this bonus might come in handy.
Bonus Damage against undead: Inquisitors are extremely versed in fighting eresy. Undeads are the result of necromancy and they are specifically trained to fight them.
Special Skills:
Resistance aura: All allies within this aura (range 5) gain +50% spell resistance
Anti-magic field: All the allies inside this field (range 3) cannot be targeted by enemy spells. Enemy spellcasters inside the anti-magic field cannot cast spells.
Age of Fantasy design leader
Re: Inquisitor
Cool image.
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All help will be welcome.
- General Brave
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Re: Inquisitor DISCUSSING
Been wondering what are we doing with this.
Wise, Might, Loyalty. Forever stands Warfell.
- Alexander82
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- Joined: Thu Feb 26, 2015 8:18 pm
Re: Inquisitor DISCUSSING
I think I'll reshade a bit the image since it is pretty old but we should see what is possible to make for its abilities
Also I think it might be added as part of the Imperial army (at the embassy) since it is not a basic unit
Also I think it might be added as part of the Imperial army (at the embassy) since it is not a basic unit
Age of Fantasy design leader
- StormSaint373
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Re: Inquisitor DISCUSSING
Or Maybe holy units because of his abilities and purpose (removing herasy)
Beware the calm before the Tempest. . .
- makazuwr32
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Re: Inquisitor DISCUSSING
Resistance aura is possible.
Brave made once for scaledfolks aura that reduces spell resist so increasing it aura is also possible.
But not anti-magic field for now.
Brave made once for scaledfolks aura that reduces spell resist so increasing it aura is also possible.
But not anti-magic field for now.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Inquisitor DISCUSSING
Bonus sp against, for example, undeads for basic infantry sounds good enough?
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
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Re: Inquisitor DISCUSSING
Speaking of silence, why don't we just make his aura negate 20 from enemy arcane, nature, and cursed casters ability rng? It seems the easiest way.
Re: Inquisitor DISCUSSING
Would need upgrades though.
- Alexander82
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Re: Inquisitor DISCUSSING
That could work but we must make sure that it won't affect units that use spell range to cast mundane abilities (e.g. Jump effect of the elven sword dancer).
Age of Fantasy design leader
Re: Inquisitor DISCUSSING
So long as they all aren't in the same category you should be fine, I don't exactly see any spell range techs effecting elves lembas range for the blade singer so to me, they seem seperated.
Inquisitor
Main idea is a disabler type unit(im aware there already exists a suggested with this Name, consider it an alternate option). Name:Inguisitor cooldown:5(alternatively 6) hp:120 Dmg:30 armor, pierce armor:1 range :1 sight:5 type:melee,caster standard infantry anti building dmg bonuses, 50%bonus against casters, demons, scourge, undead, summoned units abilities:disenchant, silence(range 4,target unit cannot use abilities and spells, works as a debuff, and bypasses immunities) banish(destroys temporary and permament summons in 4 range, or second variant, deals percentage based damage, just as exorcism) exorcism
- makazuwr32
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Re: Inquisitor DISCUSSING
Inquisitor will be anti-caster unit in future with silence (when that feature will be fixed), anti-magic arrow (magic arrow that targets only caster units, has much higher range), disenchant (new one) and 2 more spells (will not post them here yet).
Also side note:
Disenchant will be separated into 3 spells:
1. Mend wound — heals around 10-15 hp target friendly unit and reduces by -2-3 turns all damage-over-time effects, on-hit effects (bleeding, chilling and such) from it. Heal spell will not be able to do that anymore.
2. Dispel — reduces by -2 turns left over counter for negative spell type effects on target friendly unit. WILL NOT affect in any way any other negative effects (monster hydra's gazes, bolas slowing, any auras and some others).
3. Disenchant — reduces by -2 turns left over counter for positive spell type effects on target enemy unit. Will not affect auras and other physical type effects.
Also side note:
Disenchant will be separated into 3 spells:
1. Mend wound — heals around 10-15 hp target friendly unit and reduces by -2-3 turns all damage-over-time effects, on-hit effects (bleeding, chilling and such) from it. Heal spell will not be able to do that anymore.
2. Dispel — reduces by -2 turns left over counter for negative spell type effects on target friendly unit. WILL NOT affect in any way any other negative effects (monster hydra's gazes, bolas slowing, any auras and some others).
3. Disenchant — reduces by -2 turns left over counter for positive spell type effects on target enemy unit. Will not affect auras and other physical type effects.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Inquisitor DISCUSSING
The anti magic caster arrow might be too op(especially against races who rely on casters pretty heavily like ud and elves) better to give him options to disable and hinder casters, than become a anti caster cannon
- makazuwr32
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Re: Inquisitor DISCUSSING
Anti-magic missle is fine since it won't be spammable and will not be able to one shot casters anyway.
It will be just slightly more powerful magic missile that targets purely casters (also it will not target such units as warmage since this one is not a pure caster).
Inquisitor will get silence as well (when it will be fixed firstly though).
And inquisitor is planned to be costly unit.
It will be just slightly more powerful magic missile that targets purely casters (also it will not target such units as warmage since this one is not a pure caster).
Inquisitor will get silence as well (when it will be fixed firstly though).
And inquisitor is planned to be costly unit.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Inquisitor DISCUSSING
Guess there will be some testing needed(also side note, inquisitor cannot be on any pretense a melle unit, or add 1 cooldown, or he will become a caster shredder, like double strike, 2 casts of arrow and its enough to kill average caster in just 1 turn)
- makazuwr32
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- Location: Moscow, Russia
Re: Inquisitor DISCUSSING
For 8-9 turns cost that is actually what is needed.
Silence will be an aoe spell by the way to be a bit more favourable when compared to magic missile.
Also not all casters will die that fast.
After magic update there will be lots of casters worked on including elite casters who may survive even 4 anti-magic missiles from this guy.
And inquisitor himself will be not way more tough than warmage. Do you have any problems dealinf with warmages?
Silence will be an aoe spell by the way to be a bit more favourable when compared to magic missile.
Also not all casters will die that fast.
After magic update there will be lots of casters worked on including elite casters who may survive even 4 anti-magic missiles from this guy.
And inquisitor himself will be not way more tough than warmage. Do you have any problems dealinf with warmages?
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Inquisitor DISCUSSING
I see, currently it still would be op(elven mage is a staple part of any elfs player playstyle) , but theres always new units to add(dont know if humans will become a counter against everything race though)