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Messages - Björn Stornämd

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1
Mages / Re: Mage suggestions
« on: July 26, 2014, 02:17:33 PM »
Every mage has one primary magic type and possibly a secondary. I don't think Arcane Wonders will divert from that.  I doubt we'll see mages with two primary or none. Maybe there will be an exception to this rule with an Elementalist.

Wizard, Beastmaster, Priest, Warlock, Warlord, Druid, Necromancer and Paladin are very basic classes from RPGs. Forcemaster and Siren are not your standard RPG class but they fit into the mage wars fantasy world just fine. The spell cards' flavor text mentions Primus, Tempus, Archeon, General and Warmaster. I think these flavor texts refer to individual's titles rather than hints at a new classes of mages. I don't think AW will go mad and introduce lots of crazy ideas for mages, they will stick to some of the classic fantasy classes.

All the mages have a subtype that they are really good at. Wizards got mana and metamagic, Warlocks have demons and curses, Necromancers have undead, Priests have healing, Forcemasters have force, Beastmasters have animals, Druids have plants and Warlords have command spells. I'm guessing the Siren will have control as in the spells charm and mind control. Paladin might have protection, light or something completely new. I'm sure there will be future mages released that are great at transform (turn to stone), psychic (sleep, mind control, charm, mind control) and poison (ghoul rot, poison blood, poison gas cloud).

legendary creatures such as Otto Kronig, master engineer and Sir Corazin, Blademaster aswell as goblin alchemist, even though he isn't a legend, suggest that engineer, blademaster and alchemist won't be mages but take part in the game as minor characters.

Since the game is called mage wars, I don't think we'll see classes such as warrior, hunter, rogue, ranger or bard. They might make an entrance as legendary creatures instead.

This game has no apparent race abilities. I don't think all high elves/dwarfs/orcs will be sharing any traits. All races seem pretty equal in the arena. AW wants the mages balanced. They all have 120 spell points and fairly close hp and mana. This makes me think we won't see Troll kings or fairy princess as mages but perhaps as legendary creatures.

spell card art that may hint at future mages:
[mwcard=MW1E23] Jinx[/mwcard]
[mwcard=MW1I06] Dispel[/mwcard]
[mwcard=FWI01] Destroy Magic[/mwcard]
[mwcard=MW1E20] Harmonize[/mwcard]
[mwcard=MW1E24] Magebane[/mwcard]
[mwcard=MW1E31] Poisoned Blood[/mwcard]
[mwcard=MW1I11] Explode[/mwcard]
[mwcard=MW1I16] Lay Hands[/mwcard]
[mwcard=MW1E11] Divine Intervention[/mwcard]
[mwcard=MW1E37] Sacred Ground[/mwcard]
[mwcard=MW1I12] Force Push[/mwcard]
[mwcard=FWE01] Charm[/mwcard]


In conclusion, here are my guesses of future mages:
Arcane: Mystic, Enchanter, Sorcerer, Conjuror
Dark: Vampire Lord (vampiric), Witch (curses, frogs, cats, charms, poison)
Holy: Paladin (protection), Monk (air)
Mind: Siren (control), Seer (psychic), Illusionist (illusions)
Nature: Shaman (totem), Shapeshifter/Werewolf (lycanthrope)
War: No idea

Legendary creatures:
hunter
spider queen (spiders)
bard
scout
assassin
sage
warrior
troll king (trolls)
fairy princess (fairies)
ranger
rogue

I'm sure a lot of this has been mentioned in the forum before. I don't follow it and wanted to share my thoughts on what to look forward to in the future of mage wars expansions.

2
Spells / Re: Spells you would like to see
« on: August 25, 2013, 11:26:23 AM »
Something to hinder or deny teleportation. 

Teleport is good, its an auto include in every spell book.  Its used on friendly targets, on opponents, on their creatures, on yourself, to destroy creature conjurations, to disregard the "slow" trait, to hop over traps.. put it on a wand!  put it on a familiar!   Its so good that when God himself interferes in the battle (Divine Intervention) its a freaking Teleport!

But I digress.. Id like to see a Trait that can stop teleportation and a card or two to hinder what is debatably the best utility function in the game.

Version 1: The basic friend or foe "hey dont teleport that" card.
Planer Anchor:
Enchantment or Conjuration (which ever, so long as it targets a creature)
Target Creature gains the "Anchored" Trait.   Creatures with Anchored cannot be moved via Teleportation.


Version 2: The anti-"SlowLol CreatureTeleport-Spam" book card.
Warp Lag
Enchantment or Conjuration (again, whichever so long as it sticks to a creature)
If this Creature is moved via Teleportation, its action marker is turned face down when it enters the destination zone.

Version 3: Just a weird card idea
Portal of ____  (something named after a place in lore.)
Conjuration/Enchantment (targets zone), Legendary (to avoid confusion of multiple effects.)

Whenever any Creature is Teleported, it moves to this zone instead of its original destination.


Also, a semi-unrelated card because that would be useful, and is cool for Zelda fans:
Iron Boots:
Equipment
You gain the Immovable Trait.

I would like to see a teleport disruptor. A conjuration or enchantment that makes a whole zone immune to teleports. No teleports into that zone and no teleports out of that zone.

3
Just had my first game on octgn and it worked nicely. Took 90 min with a patient opponent who thought me how to do all the little things.

4
2 questions.

Does the players have to keep track of all the mana, hit points etc themselves or does the client help with those things?

Does it take long to play a game on the client compared to RL?

5
Mages / Re: Mages that you would like to see in the game
« on: May 31, 2013, 04:43:56 PM »
You can find clues as to what Arcane wonder plans to release by looking at the subtypes listed for most cards at the top right. Some of the ones I find interesting are: Poison, psychic, illusion, transform, vampiric, lycantrope, dwarf, rune, golem and control. Its likely that there will be mages and other cards that give various bonuses to these subtypes.

I wouldn't mind seeing some well thought out new mages. An Illusionist have been mentioned. Someone who specializes in psychic spells could be something. Personally, I would be happy if the female version of the warlord is a dwarf. A witch who uses a lot of poison and can transform enemy creatures into toads and an enchanter that can create golems would also be cool. Some other ideas would be a hedge wizard, who pays 1 spell point for each level 1 spell regardless of school but twice the normal price for all level 2-4 spells.

I don't think sage, hermit, conjuror has been mentioned yet but I dont know if the first two has any place in a duel.

6
Rules Discussion / Re: Clarification over Familiar pest?
« on: April 28, 2013, 02:57:40 AM »
Owls have a ton of mythology to draw from. They were e.g. considered bad omens by the Romans and good omens by the Greeks. There is a lot of duality in the myths, that the owls can both harm and heal. I would make the owl familiar able to spellbind 2 cards instead of one. It's pretty powerful, so a more strict limitation on what would be needed compared to the raven. Or maybe an lvl 1 attack spell and an innate healing ability.

The falcon could have a bonus against lvl 1 creatures.

7
Player Feedback and Suggestions / Re: Expansion policy
« on: April 12, 2013, 02:24:26 PM »
Thanks for all of your replies. I hope you are right and we see Arcane Wonders have some restrain in putting out new cards for this game. Like Preacher said, this isn't described as a ccg anywhere, lets hope it doesn't become one.

8
Player Feedback and Suggestions / Expansion policy
« on: April 11, 2013, 01:29:50 PM »
I realize that I might be in a tiny minority on this board but I would love it if Arcane Wonders didn't release dozens of expansions to this game. I don't play games like Magic the Gathering because there are just so many cards that you have to devout yourself to the hobby or shun it completely. With so many cards, the options become near infinite and so does the time you need to spend to analyze and form a good deck. I rather spend my money on 10 games than 1 game with a dozen expansions. I think I have 1 expansion in my modest collection of about 20 games.

Now, I think I would just love Mage Wars but I'm holding off buying it until I see just how crazy they are going to go with the expansions.

Are you in Arcane Wonders going to release as many expansions as the customers can stomach or are you going to keep a more conservative approach and try to reach a broader audience that would be turned off by quantity?

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