Thread: Mod Holy War 0.9
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Old July 9th, 2009, 04:41 PM
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Default Re: Holy War 0.8 - Minor update

Quote:
Originally Posted by Gregstrom View Post
Btw, why not create a new kick weapon of your own? Regular kicks are a bit weak.
We'll I'm a bit.. conservative when it comes to weapon/armor/monster slot usage. I'm just that cheap by nature. If there is a limited resource of something, I'll use just as few as I can manage. (that's one reason why Alugra & CPCS burn so many spell slots, I didn't know that new spells were limited when I was making them, so I went absolutely nuts).

So I really hate to make single weapon for just one unit. But I guess I could justify it now. I'll probably give them "Rock Punch" or something with "Stun" as secondaryeffect. That way, I could also fill the "Elemental quatro" of attacks on the Anointed Monk (he's from an uncommon site, so you've probably haven't seen him)

Quote:
Originally Posted by llamabeast View Post
Oh, that's a shame! I thought they were intentionally awesome. If they are going to be def 16 I think they are probably overpriced, having no protection. It's hard to fix that with a bless.
Well, since I'm probably going to replace their two kicks with one strong magical punch, I probably could up their defense & attack back to 14.

I really don't want to go overboard with thier defense, since their two weaknessess can be easily overcome by 2 spells (Army of Lead/Gold + Arrow Fend).
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