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Messages - Arcanus

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1
During the years of playtesting and development, a large portion of our games were played multiplier, and most of those were Team-Ups.  We just love a good two-on-two.  The game plays marvelously well that way, and without requiring a special board or extra space.
Official rules for multiplayer, including 2 vs 2, will be coming out with Mage Wars Battlegrounds, slated for later this year. We are working on spells specifically designed to help your partner and hinder another team. 
Please share any thoughts you might have!  :-)

2
Hello All!  To answer the question, if you can kill the enemy Mage, you also win the game. SO this may be a viable alternative during domination mode.  Usually we have found that it is harder for a solo Mage to take out the enemy Mage, than it is for the other Mage to take over the Power Orbs, and this is partially due to the increased channeling they gain from each Power Orb they conquered.  Domination is not a fair fight for every Mage and play style, but a worthwhile alternative for any spellbook with a good number of creatures.

3
Rules Discussion / Re: Thorg vs. Thoughtspore
« on: December 03, 2013, 01:10:34 PM »
Hello everyone,

Sorry for the confusion here!  I have got to be more careful when I answer a post, so that I use the most precise language possible!  This mix-up is my fault, because of a poor choice of words I used.

Assuming I understand the question correctly:  Is an attack spell an attack? Answer:  No.  It is a spell, the resolution of which provides an attack.

An attack spell starts out as a spell, like any other spell.  It has a Cast Spell Step and a Counter Spell Step.  When (and if) it gets to the Resolve Spell Step an attack begins. 

This attack is like any other attack, except a few pieces of information have already been decided for the "Declare Attack Step". For example, when you cast the spell, you have already checked range and LoS, declared targets, made yourself the source for the attack, and paid some costs.

I hope this helps.

Bryan

4
General Discussion / Re: Druid vs Necro Spoilers
« on: October 25, 2013, 02:25:10 PM »
We discussed and decided to let this remain just a plant, but not a vine for right now.  But this may change in the future!

5
Rules Discussion / Re: Necromancer's Eternal Servant and Zombie Questions
« on: September 27, 2013, 08:29:23 PM »
Thanks Homeless Joe!

Creature-wise, the Druid has the following creatures which could be "turned"; Vine Snapper, Tataree, Thornlasher, Togorah, and Raptor Vine.  Kralathor is Epic, and cannot be turned into a zombie, else he would be a great choice.

Your idea of using the Warlock is very good - all plants have a weakness against Flame and he has a nice advantage in that respect.  However, she has a number of ways to deal with Burn - including Renewing Rain and Mohktari's Branch.  We've done a lot of tests against a Warlock build.  Despite her flame weakness - she is very hard to "finish off".  Her Lifebond trait (which is acquired when she uses her Treebond ability), combined with the tree's natural regeneration ability, and her own, makes her an extremely difficult foe to finish off.  In playtesting I found myself playing against her a lot just to see how in the world do you take her out!

6
Rules Discussion / Re: Necromancer's Eternal Servant and Zombie Questions
« on: September 27, 2013, 12:15:55 PM »
Hi There HomelessJoe!

1)  YES!  If you bring an undead creature into play, such as reanimating it and making a Living creature into a Zombie with the Ziggurat of Undeath, you can make it your Undying Servant.  However, when a creature with a Zombie marker on it is destroyed, they are Obliterated (removed from the game).  SO the Undying Servant marker won't allow them to Reanimate yet again.  The marker will just help their attacks gain "Piercing +1".

2)  NO.  Reanimating creatures as zombies works only on creatures, not conjurations.  We tried hard with this set to define, and draw a line, between what is a creature and what is a conjuration.  With Plants, that line was a fine one!   :)


7
Ha!  You are welcome.  Thanks for the support and enthusiasm!   :)

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Rules Discussion / Re: Tainted
« on: May 20, 2013, 11:14:37 PM »
Hi sIKE,

Answering your question above sir;  If the creature gained the Life before Finite Life comes into play, it may keep that Life.  If it gains the Life after Finite Life came into play, then it does not gain Life.  So, it just depends upon when the Bull Endurance was played in relationship to that creature gaining Finite Life.

Hope that helps!

9
Rules Discussion / Re: Tainted
« on: May 20, 2013, 04:04:33 PM »
Our apologies for any confusion. 

Tainted: Removing Tainted is not affected by Finite Life. It is not considered healing (even though removing the poison has the effect of removing 3 damage).

Bleed:  You can remove Bleed by converting one point of healing to remove the Bleed.  If there is no healing, then you have nothing to convert.  Therefore, Finite Life does affect Bleed in this manner.

We have added these notes to the Kumanjaro rulebook for its final printing.

10
Rules Discussion / Re: Clarification over Familiar pest?
« on: April 25, 2013, 12:45:22 PM »
I am LOVING these ideas!  :)

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Rules Discussion / Re: About Valshalla, Lightning Angel
« on: April 24, 2013, 06:07:34 PM »
BaronZaltor got this one right.

A Damage Barrier attack is not considered a creature attack. Its is its own source. It does not benefit from any traits on the attacking creature, and continues to function even if that creature is incapacitated.

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Rules Discussion / Re: Clarification over Familiar pest?
« on: April 24, 2013, 03:59:36 PM »
Ha!  No worries guys - that is a minor or secondary ability at best.

So, does anyone have any ideas for her owl familiar Osutra?  What would you like to see it do?

Also, the new Beastmaster has a pet hunting falcon, Skree. Please share your thoughts!

13
Rules Discussion / Re: Clarification over Familiar pest?
« on: April 24, 2013, 10:00:29 AM »
Hello isel,

Unfortunately there is no such rule at this time.  

However, you inspired us! We are looking for abilities for our new alternate Wizard, and I will add this to the her list of abilities we are testing. It will allow her to transport her owl or raven familiair with her when she teleports.

14
Rules Discussion / Re: Spawnpoint question
« on: April 21, 2013, 10:28:40 AM »
Agreed!  It should say ALL to be safe.  We'll add it to the FAQ and put it on the next print run.

The concept behind this is that some spawnpoints are less efficient.  For example we did not want all Mages to be able to summon as fast or as well as The Warlord and Beastmaster. The Wizard in particular may have to wait 3 rounds sometimes in between summoning.

Of course, you can always use Harmonize to get the extra mana required to summon more frequently!

15
Rules Discussion / Re: Bind spells
« on: April 16, 2013, 02:28:12 PM »
Yes!

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