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    Technomancers

    9/26/2013

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    Imagen

    Class description

    Technomancers are the second class of powerful Archmages that can be found in Archmagia. They use Archmagia to create steam-powered devices, robotic creatures, nano-machinery, and other high-tech weapons and equipment.

    By using steam-powered technology together with Archmagia, the Technomancer is able to cast such spells as:

    • Brain hacks: increases how much it costs their adversary to cast a spell 
    • Nanohealers: heal the Technomancer
    • Proximity Mines: explosive devices that remain hidden until some unwary creature walks on them.
    • Cobalt Armor: to increase target summon's [A1] defense, 
    • Icarus Wings: to give the target summon the ability to fly, 
    • Sensor Array[A2] : allows the Technomancer to detect invisible creatures
    They also have the ability to build (and summon) steam-powered devices and creatures such as the:

    • Surgical droid: heals friendly units deployed over the battle field,
    • Machine gun turret: capable of firing at several enemies in the same turn,
    • Steam mech: a fearsome biped fighter, capable of crushing their enemies,
    • Mechanical Spider: It is equipped with a potent, debilitating venom, and is able to cast a web to immobilize prey.
    • Battle Drone: flying explorer unit, with high mobility and optical camouflage,
    • Crystal Sniper: a terrible adversary. Invisible to the naked eye, it is capable of shooting targets from long distances.

    Customizable items

    Mechanical Arm

    Thanks to their technological advances, Technomancers have been able to enhance their bodies in several ways. One of the most important improvements is mechanical arms. The mechanical implant replaces the original arm when they are still children, so that they get used to it over the following years. When the initiation [A1] takes place, their mechanical arm feels just like the original one.

    Technomancers can choose between a large collection of mechanical arms, each one having different abilities and strengths. Some of them are weapons, while others grant a defensive bonus or store a spell. It is important for the Technomancer to choose the appropriate mechanic arm for each challenge.

    Electronic Warfare Tactical Biointerface

    Every Technomancer has the option of being equipped with a tactical electronic warfare system, which is physically integrated into their neural system. These type of devices are placed in the back of the body, like backpacks, and they are integrated with the organism through connections to the spinal cord. There is an infinite number of versions of this system, and each one of them has different tactical attacking or defensive advantages.

    Some bio-interfaces might create a fog to hide the Technomancer; others could carry a couple of lasers to be used against the enemies of the Technomancer; even their high-tech backpack could include a mechanism to deploy an energy shield to protect the Technomancer from damage over a certain period of time. With all the technology available to them, anything and everything is possible!    

    Early Concept

    With all of these ideas, our CG team started work in order to bring to us the following concept of the Technomancer:

    Imagen
    Technomancer concept art
    We really hope you'll be as excited about Technomancer, the new Archmagia class, as we are. In a few days, we are going to show you the complete 3D modeling process (high-pol, low-pol, texturing, etc.). And remember, if you don't want to miss a post, then make sure you subscribe to the blog – the way to do this is by clicking on the form in the right hand column.

    If you enjoyed this post, please share it with your friends! 

    The Many-Worlds Team
    1 Comment
     


    cmostronics link
    07/11/2014 12:03am

    nice post...thanks for sharing this

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