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Messages - Arcanus

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241
Rules Discussion / Re: channeling stack?
« on: September 18, 2012, 07:55:25 PM »
Hi Guys,

That is absolutely correct.  They certainly stack.

Officially, Channeling is an Attribute, as is Life, Armor, and Defense.

Effects and spells which increase or decrease an attribute, always stack.

242
Player Feedback and Suggestions / Re: Card distribution in future products
« on: September 17, 2012, 11:53:49 AM »
Great thoughts - thanks for letting us know how you feel!  It is our desire to provide players with all the copies they need.

We have had to make some tough choices, because if we provide plenty of each card, then the variety of cards goes down. For example, in the base set, we provided everyone with a pretty good mix of cards, and out of 322 spells, 174 are unique.  If we instead included lots of copies of everything, players would have ended up with half as many different spells, or even a third.

We created the Core Spell Tome to immediately help players to get a few more of the most important spells.  In the future, these "Spell Tomes" will have some NEW spells in them, but also provide additional copies of past spells.

We want your opinion please!  Would you prefer these Spell Tomes to be keyed to specific Mages and schools of Magic?  In this manner, if you like playing the Priestess, you could get extra copies of all of her Holy Spells, plus a few new ones.  

Or would you prefer them to be keyed to a THEME.  For example the Creature Rush Pack has extra copies of all of the creatures for all of the Mages?

Also, these Spell Tomes should not be confused with a Mage Expansion Set. For example, our first Mage expansion set, The Forcemaster vs. the Warlord, will come with 220 spells, the majority of them new, and all related to the new Mages.  The only older duplicate spells in these sets will be a few Dispels, Minor Heals, etc. which each of them will need to help round out their spellbook.

243
General Questions / Re: Damage barrier cards
« on: September 13, 2012, 05:21:58 PM »
That is correct sir!  

In future sets we will release enchantments that add Damage Types to your attack ("Electrify Sword") or add Dice Modifiers to a target (so you can increase their Flame vulnerability).

Imagine stacking up on all the Flame -1 and Flame -2 equipment and enchantments on your Mage.  Then drop cheap "flame attack" enchantments on enemy creatures so they deal harmless Flame damage to your Mage.

244
Rules Discussion / Re: Gate to Voltari
« on: September 11, 2012, 08:55:06 PM »
Thomas Huzl is Good!

245
General Discussion / Re: Meet the Mods
« on: August 12, 2012, 10:32:28 PM »
Hello All,
This is Bryan Pope, the creator of Mage Wars.  I love games of all kinds, and have been making and playing games since I was 7 years old. I live in Dallas, Texas with my wife and 5 kids.  
I am so excited to see the game finally come to fruition and the level of reception its getting.  Those 5 long years of development were worth it!  The game was designed by gamers for gamers. We made something we wanted to play ourselves - a REAL Mage battle that works and feels like real magic.  Much deeper and more satisfying than a card game.  Yet still quick enough so you can play it a couple times in one evening and still have time to tweak your spellbook later that night!
I will be on the Forums as much as possible. I am also keeping busy working on those expansions!
Thanks again everyone for the enthusiasm and support!   :)

246
General Questions / Re: Dawnbreaker Ring
« on: August 12, 2012, 10:21:05 PM »
Klaxus:  The short answer is yes.

The ring grants the Melee +1 and Ranged +1 traits for all of the Priestesses attacks which deal light damage.

Essentially, that adds 1 die to each of her attacks, which could be a weapon that deals light damage (like her Staff of Asyra), or an attack spell like Pillar of Light.

Note that the Melee +1 and Ranged +1 traits have certain restrictions.  For example, Ranged +1 does nothing for a zone attack.  So if the Priestess casts Blinding Flash, the attack does not gain an extra die for each object in the zone.

247
World and Lore / Re: Angels in Etheria
« on: August 11, 2012, 09:42:55 PM »
Ayumi- appreciate the interest!
There absolutely will be Dark Angels. You probably won't see one until the second expansion - the Necromancer vs. the Druid.  They will be both Holy and Dark schools.
Angels are amazing - we worked hard to ensure they are particularly powerful, and not easily ignored.  Flying makes them immune to most other creatures melee attacks.  Also, most are imbued with a layer of "holy protection" which reduces all attacks against them. We named this trait AEGIS.  Its better than armor and makes them very tough to deal with.  Strategy tip:  Give your Angel a little armor (most have light armor), and between the armor and their AEGIS, they are very very difficult to stop.  
With the Priestess and her clerics healing the Angels too, other Mages need to beware!
With the exception of the Gray Angel, most Angels will be Legendary, with special powers and abilities.  We have 2 more poised for release, one with healing powers, and one with the power of Wind ("Selesius - the East Wind").

248
General Discussion / InD20 gives a nice plug for Mage Wars!
« on: August 09, 2012, 04:55:42 PM »
Larry Fettinger of the InD20 group gives Mage Wars a nice plug in his pre-Gencon review yesterday.

See the video here, we're at the 9:27 mark:

http://www.youtube.com/watch?v=G_nIJIb0Vyk&feature=player_detailpage#t=567s

249
General Discussion / Re: Average Game Time
« on: August 06, 2012, 07:40:16 AM »
Average game time is about 60-75 minutes.  Short games can last 30 minutes. One player may get an early advantage and win quickly.  Long games can last 2 hours, where players are building bases and timid about attacking.

Your first few games will take longer as you learn your spells and all the clever ways you can play them.  After a few games you should be able to play in 60-75 minutes.

250
General Discussion / Re: 4 players from one box?
« on: August 05, 2012, 01:53:15 PM »
It will be an add-on with extra game board, spellbooks, dice, markers, status boards and color pieces.

251
General Discussion / Re: 4 players from one box?
« on: August 05, 2012, 11:20:52 AM »
If you want to play 4-player free for all, the easiest way to do this is to have 2 sets of the game.  If at least 2 people in your foursome own the game, you can readily do this.

This would ensure plenty of spells, markers, etc.  Put the 2 boards together to form a 4x6 grid.  A 4x6 grid is PERFECT for 4-player free for all.  Enough room for each player to establish a small base of operations and not be too close to the next player so there is some time to react before being rushed.

Where do players start?  If you number the 24 zones from left to right, top to bottom, with 6 zones across, and 4 rows of zones tall, the starting positions are:  1, 5, 20, and 24.  Or, try 3,12,13, and 22.

The only problem with 2 sets is that there are only 2 player colors.  You can use pennies or tokens for action markers for 2 of the Mages. A 4-player set with green/purple will be available for purchase this fall.

252
Strategy and Tactics / Re: Favorite way to deal with Beastmaster
« on: August 05, 2012, 11:01:06 AM »
Nice!  That's a great idea.

Damage Barriers work well too.  The Circle of Lightning spell will electrocute each creature who attacks you, damaging, Dazing,and Stunning them.  It works best against a rush of creatures.

Zone attacks like Firestorm, Blinding Flash, and Electrify are good choices too. The Beastmaster will think twice before stacking too many creatures in the same zone!

253
General Discussion / Re: What's your first mage going to be?
« on: August 05, 2012, 10:56:12 AM »
Hekireky, We have some great Curses in the game for the Warlock to choose from.  

You mentioned a pact with a demon: The Warlocks innate ability is called"Bloodreaper", which allows him to bind himself to a demon on the board.  That demon becomes more powerful and bloodthirsty, and the Warlock heals damage each time it attacks (kind of like life stealing).  However, in order to bind the demon he must first lose life up front as part of the pact.  

Sounds like you have some interesting ideas - we'd love to hear about the Curses YOU want to see.

254
Mages / Re: Mages that you would like to see in the game
« on: August 05, 2012, 10:49:09 AM »
Wow!  Those are great ideas!

I can picture a legendary blademaster. He can parry melee attacks very easily - getting 2 Defenses per round with his swords.

Nightmare - very cool!  Love the concept:  He can peek into the enemy spellbook, to use their spells against them as if reaching into their mind to find their fears

255
General Discussion / Re: What's your first mage going to be?
« on: August 04, 2012, 02:49:32 PM »
With Steal Enchantment you can move an opponents enchantment to your Mage.  For example, steal a Regrowth spell (an enchantment that lets you regenerate 2 damage each round).

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