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September 26th, 2009, 05:18 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: New Nation: The Monestary of the Way
There are limits on the spells you can make to boost defense and protection. I don't think you actually can boost defense, apart from via quickness, and protection can either be barkskin, stoneskin or ironskin, nothing else. However you can couple these spells with appropriate elemental resists (again, most of them 100%) so that your troops don't get elemental weaknesses. For example the "resilience" spell in Tomb Kings is meant to make troops resistant to the danger and heat of the desert, and is Barkskin + Fire resist, which for some reason ends up giving them the protection bonus and 25% fire resist (not sure where the number 25 comes from).
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September 26th, 2009, 07:08 AM
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Major
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Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
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Re: New Nation: The Monestary of the Way
Quote:
Originally Posted by llamabeast
There are limits on the spells you can make to boost defense and protection. I don't think you actually can boost defense, apart from via quickness, and protection can either be barkskin, stoneskin or ironskin, nothing else. However you can couple these spells with appropriate elemental resists (again, most of them 100%) so that your troops don't get elemental weaknesses. For example the "resilience" spell in Tomb Kings is meant to make troops resistant to the danger and heat of the desert, and is Barkskin + Fire resist, which for some reason ends up giving them the protection bonus and 25% fire resist (not sure where the number 25 comes from).
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How about Invulnerability, can that be used in modded spells?
I suppose 75% fire weakness from barkskin + 100% fire resist = 25% fire resist? Maybe you could add a second fire resistance effect like fire ward.
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September 26th, 2009, 09:41 AM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
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Re: New Nation: The Monestary of the Way
Research is big problem with cap only mages, regardless how strong they are.
I would make the mages recruitable at every fort and the grandmasters so good that you want to use your capital spot for them.
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September 26th, 2009, 12:51 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: New Nation: The Monestary of the Way
the name Monastery gave me an image that maybe it would be a nation built around a turtling strategy. It would be nice to have a strong turtling nation that can be used as an AI opponent.
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