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Home › Forums › Age of Wonders 3 Discussions › Introducing the Sorcerer class
This topic contains 53 replies, has 31 voices, and was last updated by davis14 8 years, 3 months ago.
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December 12, 2013 at 20:43 #14207
“After the ascension of the ancient Wizard Kings at the end of the Second Age, a new breed of magicians, called Sorcerers, claimed power. Seeking to u
[See the full post at: Introducing the Sorcerer class]December 12, 2013 at 20:51 #14210Thank you Jimmy! 😀
December 12, 2013 at 20:54 #14215I have never been a big Sorcerer lover in any game, but seeing the lore behind it and the screenshots i want to play this class now! 🙂
Ps: I don’t know who designed/made the Eldritch Horror but i bow before him. This is the coolest unit so far.
December 12, 2013 at 21:02 #14230Wow, so great. Screens are so nice. And Eldritch Horror is epic.
What race is that city on second screen?December 12, 2013 at 21:05 #14231What race is that city on second screen?
Draconian 🙂
December 12, 2013 at 21:09 #14232Draconian
Thanks. How did u know that?
December 12, 2013 at 21:13 #14233Thanks. How did u know that?
You’re welcome. It’s identical to the Draconian city we saw in the German PC Game video, all the way down to the Golden Dragon in the background.
December 12, 2013 at 22:12 #14238I counted 24 units in the attackers army, in the second screenshot. It looks awesome.
and the Eldritch horror reminds me of the concealing ‘flying squid’ in X-Com: Enemy Within, only more menacing.
Bravo Triumph.
Th screenshots make me happy.
December 12, 2013 at 22:14 #14240That siege pic with Chaos Rift cast is unreal! Who won??
December 12, 2013 at 22:52 #14249Looks nifty!
I have to admit, the Eldritch Horror was something that I had been thinking “thanks, but I’ll pass”, but now I’ve seen it in the, errr, flesh, it is indeed awesome! Well done!
December 12, 2013 at 23:10 #14250The sorcerer feels pretty dark/evil-ish, nice.
I’d suggest using the name “Phantasmal Warrior” rather than “Phantasm” since phantasmal is an adjective and goes better with a noun after it.
Does Chaos Rift affect friendly units? Being chaotic it probably does but I gotta ask. 😛
December 13, 2013 at 00:07 #14254Well jesus damn christ, if i was not convinced before, then this definitely did it for me. I have a serious mancrush on triumph studios. Thank you for what is to be an amazing game. And also the Eldrich Horror is the coolest thing ever!
I so want to be a part of the betatesting group!
And i suggest changing the phantasm warriors name. Current one sounds dull. Something like Ghost warrior, Shade soldier or maybe even Spectral guard.
December 13, 2013 at 03:54 #14263thank you so much
lol TheFizban, i share you’re mancrushDecember 13, 2013 at 04:32 #14265Wow, can’t wait to play the sorceror! The units look so badass 🙂
Since his class units seem to be almost all of magic origins (fixed creatures, no race), is the apprentice the only class-unit that will vary in race depending on the leader’s?
Looking at the theocrat units concept (don’t know if those are still relevant) it seems all the class units will have a race variation.
Beside the racial units, will playing a sorceror a certain race or another be a big impact?
December 13, 2013 at 05:36 #14270I think I do recall seeing, in fact, that the Wisps, Phantasmal Warriors, Node Serpents, and Eldritch Horrors are summoned through spells rather than being built at a city… so yeah, race isn’t going to have an impact on those units at all.
It does make a certain amount of sense that classes like the Sorcerer and Archdruid would be less dependent on cities for their class units than the others. Paradoxically, though, I’m inclined to think that this means that race matters more for the Sorcerer – unlike the Dreadnought, which could easily fall into a pattern of just building dreadnought units at their cities and not really caring about what race is underneath them, sorcerers are probably more likely to be building racial units at their cities rather than class units.
December 13, 2013 at 06:43 #14275Nice to see Lightning Storm coming back. Unlike Dreadnought there isn’t the button “more” in this introduction.
December 13, 2013 at 06:47 #14276But i hope it isn’t everything Sorcerors get. Large amount of available perks to research in vids suggest there are plenty of abilities (both passive and spell-like) to use on global map and in combat for every class.
December 13, 2013 at 07:20 #14279Sweet!
December 13, 2013 at 09:27 #14282Well jesus damn christ, if i was not convinced before, then this definitely did it for me. I have a serious mancrush on triumph studios. Thank you for what is to be an amazing game. And also the Eldrich Horror is the coolest thing ever!
I so want to be a part of the betatesting group!
And i suggest changing the phantasm warriors name. Current one sounds dull. Something like Ghost warrior, Shade soldier or maybe even Spectral guard.
I disagree, with the exception of shade soldier those names imply an undead state. Shade on the other hand makes me think of something either or both stealthy or born from the shadow. Not soldiers conjured from mana.
Though I do think the name a bit odd. Shouldn’t it be phantasmal warriors or just simply phantasm? Or is my english lacking here?December 13, 2013 at 10:12 #14284Way ahead of ya NEHZ if you look up. 😛
December 13, 2013 at 10:20 #14285Shows that I shouldn’t try to multitask too much, I somehow hadn’t read most of this thread without realizing I hadn’t.
December 13, 2013 at 13:38 #14292It does make a certain amount of sense that classes like the Sorcerer and Archdruid would be less dependent on cities for their class units than the others. Paradoxically, though, I’m inclined to think that this means that race matters more for the Sorcerer – unlike the Dreadnought, which could easily fall into a pattern of just building dreadnought units at their cities and not really caring about what race is underneath them, sorcerers are probably more likely to be building racial units at their cities rather than class units.
Not necessarily since sorcerers can use their cities for production of upgrades that increase mana income (like in SM) and such while producing units through summons.
December 13, 2013 at 13:54 #14294Well for me, in a game called Age of Wonders the biggest wonder has always been the spell system and magic in general, so I am really really stoked for the sorcerer and druid classes, even though, from a game play perspective, I usually pick a more directly combat orientated approach, e.g. playing Nomads in SM, and using the air sphere heavily (chain lightning, haste) and sometimes earth (stone skin), which Sorcerers traditionally are not.
Might mix it up with his game, seeing as how the Sorcerer looks better than the dreadnought in every way that counts, IMHO.
December 13, 2013 at 15:32 #14302Great update! I love the screenshots.
Thanks for all the work.December 13, 2013 at 18:46 #14309Excellent screenshots. 🙂
Judging by the looks of the Eldritch Horror, someone has been playing either Earthdawn or Dominions and taken inspiration from there. Because that looks precisely as a horror from Dominions would look like in 3D (as opposed to a 2D sprite).
No video trailer yet?
December 13, 2013 at 23:26 #14311nice , but im a little concerned with stuns lasting 2 turns now instead of one, as it was in shadow magic.seems like wisp and static field will have the probability to stunlock opponents to death.and i was wondering if you had your last troop with low health kill the last defender of a town that had static field on, and both died on the hit. who would get the town after the battle?
December 14, 2013 at 02:23 #14314I assume the static field retaliates after an attack so if the static’d unit dies the attacked suffers no SF damage and wins.
Or if SF gets “first strike” the attacker dies, defender survives. The point is that the attack and SF damage don’t occur simultaniosly.
December 14, 2013 at 21:21 #14327I definitely like the look of the Sorcerer class. It seems to be the “Cosmos” wizard type from Shadow Magic.
One observation I noted seems to be that the Sorcerer class uses lightning spells. Hopefully this clears up the confusion that Shadow Magic had, where the Air sphere had Chain Lightning and Lightning Storm, while the Water Sphere had Static Shield and Great Wyrms, along with Water’s Hall of Enchantment being Static Shield. Giving Water and Air more spells specific to their Spheres would be awesome.
Also, can you lay curses on cities now? Legendary Heroes had City Enchantments and Curses, and I would love to seem them in here, with a corresponding drain on your mana. It also interesting to note that City Domains can have an effect on units and tiles within their border.
December 15, 2013 at 00:12 #14331but im a little concerned with stuns lasting 2 turns now instead of one, as it was in shadow magic.seems like wisp and static field will have the probability to stunlock opponents to death.
Yes, that concerns a bit. Other stuff is great as always 🙂
December 15, 2013 at 01:19 #14332So here are my reactions:
1). Eldritch Horror: Good show all around, it seems to be sufficiently ethereal and powerful, and has enough tentacles/ a horrible mandible. The eyes are also the right size, and I like how if floats at an angle. As to the color, I’d have preferred a pale green shade, or perhaps a slight translucence. A mere minor quibble with an excellent monster.
2). Phantasm Warrior: I really like the blue here, as it makes it look like a thing shaped from the mana. I also prefer the noun form, rather than an adjectival one. Rather than suggesting the warrior is like an illusion or like a ghost, or has aspects of one, the noun form suggests it just is such a thing. It also matches the “Red Knight” or “dragon slayer” form of two noun titles for fighters.
3). Static shield: I think that the two turn thing won’t be too problematic, as long as the stun chance is set at the right level.
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