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				 Balance Machaka 
 I was working on giving Machaka some love in my balance series - but a lot of the changes I wanted to do are not working out well.
 Here were the changes I had for the drawing board
 
 I wanted Machaka spiders to be very effective vs. SC's.  To this end I wanted a paralyzation effect ala petrify on the spit nets and stingers.
 
 I loved the carcator effect in combat, yet I wanted to give a research bonus greater than +2.  I wanted the cost to be 5F/5N - fire and nature to dry the heads and yet retain sentience.  But the carcator curse spitting ... didn't fit.
 
 I wanted to add some kind of gate ability, as well as a reaper ability to the assassins.
 
 Unfortunately, I'm only a middling modder at best.  When I teleport the assassin - he fights the province - he doesn't stealth there.
 
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 Giving machaka sauromatia's poison arrows makes a great deal of thematic sense.  You already have jungles, poison all over the place, and a familiarity with death and nature magic.
 
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 Barring any of these, perhaps just giving machaka a national version of flaming arrows at one level lower in the research tree?  But this really feels like a kludge
 
 Comments?
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 I also like the idea of working in ai totemic spirits
 
 The spelled caleld something like Spirit Guide.
 
 Mechanic - the wizard casts the spell is replaced with a form of himself with slightly different attributes.
 
 For example:  Raven totem - +4rp (wisdom)
 Bear totem: double hp, berserk +2
 Spider totem:  Gains spit weapon, web, brachiationi
 Frog totm:  Gains ampibious, poison spit
 Bat totam: Gains stealthy, domsummon bat
 
 And or it would be nice if there were an onebattle spell for him ...
 
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 On an unrelated note:
 Anyway to give light lances the ability for the wielder to counter darkness?
 
                 Last edited by chrispedersen; September 17th, 2009 at 10:37 AM..
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