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Messages - Artemus Maximus

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1
General Discussion / Re: Summoning Malakai or Asyra?
« on: March 24, 2014, 11:58:57 AM »
I thought Malacoda and Adremelech were just great demons/eternal champions, not Dark gods... Am I wrong?

And I thought Asyra was the Holy god, Malakai's Order falling underneath that, which always meant to me that Malakai was a Saint or Angel or other type of legendary champion... Am I wrong there?

Anyway, I can understand summoning eternal champions, but not the gods themselves... That would seem beyond the power of a mage to me.  But maybe an Archmage could summon an avatar of a god?

2
General Discussion / Re: FIF: Construction Yard Preview
« on: March 24, 2014, 11:28:30 AM »
This card makes me super excited for the new Warlord possibilities!

1. Presumed new Warlord focus on conjurations paired with that God of War alt win condition that's been hinted at would make this a cornerstone of that type of book.
2. Maybe "Wallord"  strategy will be more feasible,  walling off half the arena and hiding behind your Steel and/or Stone fortifications. You can be sure to lose a wall a turn this way,  and this helps to get them built back up easier.
3. Being a useful outpost also helps Barracks channeling

Doesn't help cast Walls of Pikes all over the place or Gravikor, however :-/...  As would be my wont as the Orclord.
I'm afraid though we'll get only one copy in the expansion and not another copy Barracks (because I think there's only one of those in FvW, since Epic).  I really want to build simultaneous Orc and Dwarf books to battle each other

3
General Discussion / Re: FIF: Defend Preview
« on: March 17, 2014, 07:12:26 PM »
I could see possible abuse if it targeted mages in a solo build... Cheaper than a battle fury for an additional attack/too cheap to stall(deter) attacking?

I'm very excited to get a defensive analog to the other offensive novice command Incantations.  Can't wait to use in priest w/Guardian Angels and Temple high guards!  I hope there are more defense-oriented spells with the new warlord :-)

4
General Discussion / Re: Forged In Fire
« on: March 12, 2014, 04:47:17 PM »
With each preview, the Pyromancer in me is getting more and more excited... Particularly in the hopes for a "Burnthirsty"  trait

5
General Discussion / Re: Unoffical Android App - MW Tools
« on: March 12, 2014, 09:26:06 AM »
Thanks for sharing and thanks for creating, Gergo!
Intuitive interface, log to track adjustments, and even designed to include the codex when completed... Going to have to get a game in   today just to try it out in practice :-)

Oh and Thank Akiro that it's for Android!

6
General Discussion / Re: FIF: Conquer Preview
« on: March 05, 2014, 11:20:10 AM »
Also, given the hints at the Warlords new end game of dominating the arena through conquering (amassing conjurations/outposts?) for the God of War/Altar of Domination, I suspect that this spell will be crucial to removing opponent's zone exclusives in a much more efficient way.

7
Strategy and Tactics / Re: Poor gorilla
« on: March 04, 2014, 08:26:44 AM »
I've used him in J.  Beastmaster, to run point guard against Zombies after Fellella pricked him. I liked him there... Until he was reanimated.

8
Spellbook Design and Construction / Re: Spellbook Organisation
« on: March 03, 2014, 10:53:20 AM »
Equipment, Creatures, Conjuration in front
Enchantments, Attacks, Incantations in back.

Each type sorted by mana cost and/or spellbook cost. I try to keep multiples on the same page. I fill leftover space on a page when a type ends with a  backwards card in sleeve.

Although w/ Enchantments I usually put things like traps or harmonize & mage-intended Enchantments first if they exist.  And for Incantations, I put possible Mage Wand nominees together.

9
Hooray! Alchemy!

Now I'm REALLY wondering if there's going to be a Big Bad expansion with Griffins, Dragons,  Tanks,  Elementals...

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Maybe conjuration type fits better than creature,  although you could argue that youre summoning the creature(s) inside the tank,  which is merely an extension of a creature's armor.  Either way, it would be lame if it didn't move imo...I can't imagine AW would make it stationary. So if conjuration, would be the first moving conjuration?

Another possibility is that it turns out to be like the fabled box-cover Griffin lol

11
Tank... nonliving, high armor, acid weakness. Load Tokens. I  hope not lightning -2 or something like that.


"You see soldiers of Westlock. I see little lightning rods." - Did anyone heard about Faradays Cage? :) http://en.wikipedia.org/wiki/Faraday_cage

Yes, this is one of my biggest pet peeves about the game, theme wise. Metal objects should have Lightning +X (or immunity) if anything, not -X; a conductor is much less vulnerable to electricity than a resistor. I also see no reason for plants to have hydro immunity.

Same here! My delicate flowers are immune to your tsunami-like surging wave! Ha!

if the tank will have a size-related rule, like squishing non-fliers upon movement w/ critical damage, that would be interesting... Watch out necromancer

12
Mages / Re: I'd like to see an alchemist.
« on: February 24, 2014, 11:08:53 AM »
Would certainly be hard to make the resouce & action cost similar to other mages' if you have transmutation mechanics. Zombies are close though...But im confident that the designers are up to that challenge if they so choose  :) what i like about it is that it inherently can make it less attractive for other mages to implement the alchemist's spells, especially if the ingredients belong to different elemental schools - even affects the wizard if thats done.

Maybe his spellbook cost penalty could be non-arcane creatures cost triple? I dont know much about alchemists in fantasy fiction apart from the ones in game of thrones with the dragon fire (can see aligned with War there). Chinese alchemists focused more on herbal-based things (Nature). Became aligned with religion in India and post-roman Europe (Holy), and im sure there was the opposite (Dark). Mind might not fit. The elements and knowledge and esoteric nature of the Arcane seem to be a foindation for all of them however. Less arcane though when it entered the arab world and developed into chemistry...With that in mind, it would be a great opportunity to make duel-school potions that WOULD be attractive for other mages to borrow...like a Potion of Shadows, lvl 1 arcane + lvl 1 dark, requires fire, sulfur, bat blood for ex. Grants Obscure trait for X turns.

Another transmutation idea: turning Iron and/or Steel into Mercury! Weapons and Wall of Steel liquify, Iron in the blood poisions and kills :-D




13
League / Tournament Play / Re: Central Ohio
« on: February 20, 2014, 09:18:53 AM »
Will have to!

I'll research to find out what type of events i can expect, but what do players typically need to bring to those as far as game components? Hopefully just spellbook(s)...

14
League / Tournament Play / Re: Central Ohio
« on: February 19, 2014, 06:57:47 PM »
Also in columbus!

15
Mages / Re: I'd like to see an alchemist.
« on: February 18, 2014, 12:27:04 PM »
ok here's my thoughts fwiw:

Alchemy's roots were founded historically in ancient greek philosophy, developed by Aristotle, who contended that there were 4 primary elements of the universe (which happen to be the 4 elements we have in the game ;). Historically, all the other schools could be justified, but i'd like lvl 1-2 of each element and level 1-2 of arcane. not sure what the triple penalty should be in that case though....

Enchantment-heavy mage (alchemists often worked in secret, after all), prefers to turtle (always in the lab!), with a BIG spellbook (more than 120 pts?!?!). some initial ideas for spells:

Philosopher's Stone: epic equipment (hand slot) - turns metals (ingredient spells, see below) into gold or silver (uses tokens). Used to distract (bribe!) soldiers (i.e. stun), or used for alchemical spells that require gold or silver.

Elixir of Life:
epic potion enchantment - heals and increases life by a decent amount. discarded after use.

Panacea/Tar Water: epic potion enchantment - removes poison curses, poision conditions, increases life. discarded after use.

Ingredients: ingredient enchantment type - for alchemical recipes, often Cantrip, very low cost (2/0?), do nothing on their own usually. These are things like Mercury, Sulfur, Salt, Magnesium, Sea Water, Darkfenne Bat Blood, Eye of Newt, etc...

Potions: potion enchantment type - powerful spells that grant things that most other enchantments do but stronger and different things, requires 2 or more ingredients, when revealed discard the ingredients listed to activate the effect, sometimes the potion remains permanently or on timer, sometimes is discarded.

e.g. Potion of Sleep (instant Sleep condition), Crippling Potion (instant Cripple condition), Potion of Hiding (invisibility marker), Potion of Insane Rage (Bloodthirsty + attack creature in zone including your own), Delirium Potion (gets a Daze condition beginning of  activation), etc etc

Caduceus (serpent-shaped staff - the icon of alchemy, later medicine) - its critical attack can give the sleep condition (or removes it) if a  certain ingredient(which?) is revealed on the mage. Possibly reanimates the dead if (x ingredients are revealed).

"Lab":
Conjuration. Ingredient and Potion spawnpoint. When Mage begins a round in this zone, he may prepare 3 spells no increase in actions). Mage or Apprentice may spend an action when in its zone to place a token, when X tokens, all ingredients and potions gain the Cantrip trait and Lab may cast an addition spell each deployment.

Apprentices: familiar - may cast Ingredient or lvl 1 Potion enchantments.

Master Apprentice: legendary familiar - may cast any Ingredient, Potion enchantment, so your mage can stay out of harm's way.

and of course, lots of Acid spells, smoke, and creatures like Devouring Jelly, as said above!


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