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Thread: Jiriki's Revisioned HoMM idea | This thread is pages long: 1 2 · «PREV |
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Jiriki9
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posted July 15, 2015 09:17 AM |
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Quote: Also, I note that while there are many complex formulas here, mana is still dictated by Knowledge*X. I have to say, this feels a bit lame, and was in fact among the first things I changed. My own method for calculating maximum mana eventually ended up as (2+X)*Hero Level, where X was dictated by the number of magic skills the hero had (working from the H3 skill tree, Sourcery, Mysticism and the Magic schools would give +2 each, Wisdom, Scholar and Eagle Eye +1 each, and Intelligence +1/2/3), so the growth was more smooth.
Hmmm an interesting idea, never thought about making a different mana formular. The question is - what would be the purpose of knowledge then. I would not want to take it out completely...maybe a formular like (2X+Y+K)*2, with X being magic main skills and Y being magic subskills?
Quote: I on the other hand like the complexity you have put into the unit types. It gives place for more abilities like "Animal Hunter" or "Insect Hunter" and so on but also, can create interesting in game rivalries between units or a more prey/hunter relationships. Now if those unit types are merely decorative or they each provide specific bonuses this is up to you.
Thanks. THings like that were the plan. But also broader things like many morale-effecting thing now only work on humanoids (A Beer Cart will NOT increase the morale of your beasts, why should it? Even the command tent (Giving additional actions) might be focused on humanoids.) or the male-female destinction, which will make some seductive abilities focused. There will also be a skill which lets you focus on type-countering (remember avenger? Broader and not a racial).
And yes, some types will also have included abilities. The most basic thing is that morale will not occur for (most) mechanical, animated, undead and elemental units.
Quote: Well, you are building on existing stuff indeed, but still heroes Games had at most 7-8 factions at a time and you are increasing that number to 12 and aiming for 14, which in itself is quite a feat and imagination stretcher But i guess, you have a lot done and for the rest, we are here as well to help
I am not aiming for 14, but for 12! Of these 12, 3 are not really ready. But with building on existing stuff I meant also that this is based on a quite large project I already did, and I am now just altering it - and shaping it out. I am not starting from 0.
Quote: Also i didn't quite understand the concept of support units. Can you maybe make that specific passage more detailed? You say that there might be Support units in the AM. What does that mean? Also, do you mean that there will also be a choice between which support units a faction can have? As in, does it have more that one of each kind (Support / Attack / Siege)?
Well, the support units are basically the old "war machines", but with a broader use. The system includes a large variety of "units" which are no fighters. First, there are more than 3 kinds, and I seriously thpught about kicking the "attack" kind out - I still think about that. As mentioned in that part, there are 4 slots for support units: Siege - Supply - Tent - Others.
-Siege weapons are Wall-destroyers, mostly (There will probably be one that works against the "moat", not the walls).
-Supplies basically increase a unit stat for all your units - expanding or securing the concept of the ammo cart with things like Mana Bowl (max mana of creatures increased) and Beer Wagon (Morale up for (most) humanoids).
-Tents are active and target your own units, giving them some kind of boost - healing tent healing, commando tent extra turns, etc.
-For the other slot, there will be a broad variety, possibly also some faction-specific ones. Here you will also have AM-supply units like the scout, increasing the sight range of the hero - on the Adventure Map.
Was this able to clear things out a bit more? It's still mroning inGermany and I'm not sure my thoughts are clear yet
Quote: Lastly, Maybe you can keep a little bit more on the Heroes IV lineup system, where you are forced to build the 2 lv1 units but choose from there on. As you have the system now, it's like each Faction has a pool of same level units except the 2 champions and you have to choose 5 of the general pool and then 1/2 champions. So Mediczero is not too far off in saying there is a flaw, unless we have understood wrongly.
Hmmm. Overall it seems the lineup system gets most criticism. ...why same level pool? It's 4 seperate levels, with increasing strength...I thought it would be a good idea not to have a forced tier-composition. But I am going to rethink this. For, now, though, I will keep the 7 of 10 system with 5 tiers. But I will rethink the way of unit choice...another point here is I wanted choice on every tier, so if I, say, would go for a forced 2-2-1-1-1-army, I would have to add LOTS low level units more, and the low levels are the hardest on adding fitting AND original units with so many factions, imo.
Quote: I'll stick to the creative part...
I hope you will stick around for that parts of this proposal, because they definitely are also in. I would really like your input on the factions and I do already have a large proportion of the Campaigns in mind, which will be mainly creative work.
Now, Next thing I will add to this thread is Dungeon, and some more Empire text... also, btw, the Emprie history got a bit out of control while writing and i might actually keep that a bit shorter in future. For some factions, there is not that much history known, anyway (Some Chaos factions, for instance, do not really have historians - in fact, most chaos factions do not, with Rampart being the only exception, to which I will come later on). Any wishes for a faction after dungeon?
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articun
Supreme Hero
As i dream, so shall it be!
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posted July 15, 2015 09:38 AM |
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1. For the lineups: The point is that unless a lvl1 or lvl2 unit is so useful or so strong, why not bypass them and go straight to the upper level units? Many could say that they would wait and build 2 lvl2 units, 2 lvl3, 2 lvl4 and 1 lvl5 without even taking care of a lvl1 unit no matter how useful it is. Also, having units that can be used in very specific situations in the lineup is not such a good idea. For example, the pioneers would be used only for fast building and then become redundant.
2. I'd like to see how you approach a full magic oriented faction and how you create synergy between the units and also what kind of support units you provide. Ans i am not talking about an Academy/Tower spinoff but your idea of a full magic Faction
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MattII
Legendary Hero
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posted July 15, 2015 09:40 AM |
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Jiriki9 said: Hmmm an interesting idea, never thought about making a different mana formular. The question is - what would be the purpose of knowledge then. I would not want to take it out completely...maybe a formular like (2X+Y+K)*2, with X being magic main skills and Y being magic subskills?
Well you already have it to dictate the maximum number of spells you can learn don't you (that's how I read it anyway)?
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Jiriki9
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posted July 15, 2015 10:00 AM |
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MattII said:
Jiriki9 said: Hmmm an interesting idea, never thought about making a different mana formular. The question is - what would be the purpose of knowledge then. I would not want to take it out completely...maybe a formular like (2X+Y+K)*2, with X being magic main skills and Y being magic subskills?
Well you already have it to dictate the maximum number of spells you can learn don't you (that's how I read it anyway)?
of course! Really in excellent idea which I will probably incorporate. I will still have knowledge take an influence on units' mana, but change how hero max mana is determined
Many Thanks for that idea!!!!
Quote: 1. For the lineups: The point is that unless a lvl1 or lvl2 unit is so useful or so strong, why not bypass them and go straight to the upper level units? Many could say that they would wait and build 2 lvl2 units, 2 lvl3, 2 lvl4 and 1 lvl5 without even taking care of a lvl1 unit no matter how useful it is. Also, having units that can be used in very specific situations in the lineup is not such a good idea. For example, the pioneers would be used only for fast building and then become redundant.
Well, that is simply not possible. As an example look at the Empire dwellings. With one exception (on champion Tier!) you ALWAYS need one building of the former tier to build one of the next. Thus, you cannot bypass a whole tier. Now, I am aware that most people would rather go for a 1-1-2-2-1 lineup than a 2-2-1-1-1 lineup, but that is a quesiton that also depends on how much a new tier is effectively stronger - and what kind of map is played. On a small map, or one with strong enemies, a quick built army may be essential. Also there is synergy stuff - which will increase with the upgrades, I think. For example planned upgrade of the pioneer (and lets be frank, this would normally be the less likely choice of Tier 1, I think) is the engineer, who will have perfect synergy with Militarii, Steam Tanks, but also Chariots and mechanical support units. So maybe you will rather skip the Phalanx and the Cavalry - or not. It all depends on the player and of course, on their enemies. Some Champion unit dwellings, btw, will actually force the player to have 2 tier 1 dwellings.
Quote: 2. I'd like to see how you approach a full magic oriented faction and how you create synergy between the units and also what kind of support units you provide. Ans i am not talking about an Academy/Tower spinoff but your idea of a full magic Faction
Well, there are 3 of them in the 'base' game: The magic-loving sun elves & Wizards of the Palace, with many casters and spell-abilities and some animated units. (and yes, this first one actually kind of IS an academy spinoff in a way Though they are also completely different!) The sinister inhabitants of the keep, with a focus on dark arts, and cursing and manipulation rather than direct damage (dark elves and vampires in here). And the calm and focused Sages of the faction I still call Sanctuary because I got no other name yet, which will have lots of control and blessings going on and probably some spirits in the lineup. Any preference?
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MattII
Legendary Hero
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posted July 15, 2015 10:29 AM |
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Edited by MattII at 10:38, 15 Jul 2015.
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Jiriki9 said: of course! Really in excellent idea which I will probably incorporate. I will still have knowledge take an influence on units' mana, but change how hero max mana is determined
Many Thanks for that idea!!!!
Glad I could help. I hope you don't mind my taking your idea of learning spells taking up movement, it's just too perfect an idea to pass up.
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Jiriki9
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posted July 15, 2015 10:44 AM |
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Edited by Jiriki9 at 15:22, 15 Jul 2015.
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MattII said:
Jiriki9 said: of course! Really in excellent idea which I will probably incorporate. I will still have knowledge take an influence on units' mana, but change how hero max mana is determined
Many Thanks for that idea!!!!
Glad I could help. I hope you don't mind my taking your idea of learning spells taking up movement, it's just too perfect an idea to pass up.
Of course not, take anything you like.
EDIT: Dungeon and more castle background online. This is more like the planned size of bg-infos
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articun
Supreme Hero
As i dream, so shall it be!
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posted July 15, 2015 04:05 PM |
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You've got some minor errors here and there! A sentence is missing in the spider ability of crawling i think and the appearance of the Spider Queen is the same as the Black dragon. I might have seen something else but i can't recall right now. It was a long read
I am though baffled that you made Dungeon Might.
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Portus
Adventuring Hero
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posted July 15, 2015 09:59 PM |
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Woah....
though I should read more in depth some parts, your work is exquisit, Jiriki. I especially like the resource type part because it makes a lot of sense and, the same way you've introduced several fresh feats that I had already thought for my own version, I had never thought of such an interesting change in the resources (I've never liked the changes introduced by H6 much).
A true pleasure to read those lines, looking forward to more factions and... perhaps some visual backup?
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)
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Jiriki9
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posted July 16, 2015 09:13 AM |
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articun said: You've got some minor errors here and there! A sentence is missing in the spider ability of crawling i think and the appearance of the Spider Queen is the same as the Black dragon. I might have seen something else but i can't recall right now. It was a long read
I am though baffled that you made Dungeon Might.
Aaah, thanks for the comments on these details, suich things slip through with such large stuff.
Dungeon is might - because the Warlocks are elsewhere now I decide to keep for the warlocks the sinister darkness theme and thus put them with the Keep. Or, in other words, as I somehow split the old haven into Castle (Medieval Humans) and Haven (Holy Holy Holy) you could say I split Dungeon into Mighty Monsters H3-Dungeon and Dark Spellcasters (and Creations) Keep.
It WAS a tough choice in the first time and in the beginning of the revision as well. I also thought on making Necropolis Might, but that would have resulted in Dungeon being ORDER and both did not make me happy. I also thought, at the first time, of making a demonic might faction, but that messed up the rest as well and demons just HAVE to be in the chaotic dark faction in this setting, imo.
@Portus: Thanks! More factions will come. Visual backup is not planned, honestly, because I rather describe in words my exact vision than do long searching until I find something that comes only barely close to it.
As no preference comes up, I will decide myself which full magic faction will come next, but it will most probably be either Palace or Keep.
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Jiriki9
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posted August 20, 2015 11:38 AM |
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Seems 3 of m factions are to big for one post or such. "Input data is not valid^^" Thus, here, the next faction:
Palace
"It is true, the world has changed since the older days. The summer of our race is gone and we would be fools not to realize it. But that does not mean we do not have any power left - or any pride. We will play our role in the upcoming events, and if we can, we shall help preventing darkness from laying it's shadows over the world - at the side of mortals, and even at the side of our old enemies, if it must be. Or else, I fear, we may not see grandmother sun smiling down on us again."
Sage Lymia'ma to the Rulers of the City Tana'ana'tha
”Of all the uplanders, there is one race we hate most, one race that is going to suffer more than any other: The elves. They rebelled, they drove us away, they exalted themselves above their proper station, for they were small and weak and fragile and only their persuasive skills gave them victory. And amongst them, we hate most these magic-dabbling good-doers who pray to the sun – to the sun they took from us! They shall burn first and last, longest and hottest. And their deaths will be the most painfull of all!”
~Ancient Black Dragon Fhuringhr
aka: The Sun Followers, the Shining
Colours: Yellow, Silver and Orange
Symbols: The Sun Ornament, the Hand of magic
Alignment:
Light-Magic
Capital:
Lineup:
Tier 1:
-Sundancer
-Gargoyle
Tier 2:
-Horus
-Nomad
Tier 3:
-Spellblade
-Golem
Tier 4:
-Djin
-Sphinx
Tier 5:
-Phoenix
-Colossus
Sundancer
"Their dance was like sunrise after eternal night, like the first rain after long drought. Further, I cannot describe it."
~Lord Marraq, envoy sent to a Palace court
Appearance:
Elven women of extraordinary beauty, with bronce-coloured skin and long black hair, which falls openly over their shoulders. They do not wear much cloth, just enough to cover the intimate parts, plus some thin shawls.
Stat Summary:
Good Attack and Defense. Awesome Initiative.
Very Weak HP
Growth: Far Below Average
Creature Type: Living, Elf, Female
Abilities:
-Beauty: Enemy units of the opposite gender attacking this unit in melee will usually deal less damage and there is a chance of 5% they will stop the attack entirely. For units immune to mind control, the chance is only 1% and the damage reduction is less effective as well.
-Caster: This unit is able to cast spells in battle. Their spell book contains a unique damage spell (Sun Ray), 2 buffs (“Joy” for good morale and “Inner Heat” to strengthen attack) and a healing spell.
-Evasion: Increases the defense against melee attacks by 25%.
Strategical:
The Sundancers are a nice and versatile unit, their only weakness being their low HP, which gets a bit compensated by their defensive abilities. Thus, they are usuable in battle in many ways - a good plan seems to be to use up their Mana and then let them advance into melee.
Gargoyle
"The smallest and most plain examples of the Mastery of masonry and animation found in the Sunlands. Still, formidable work usually, and them being able to fly is … just formidable!"
~A magister praising the Gargoyles in his class
Appearance:
A stone statue with long, ornamental wings, small and delicate, with a strange, slightly twisted face.
Stat Summary:
Great Speed and good Hitpoints
Extremely low attack and damage
Growth: Good Deal above average
Creature Type: Animated
Abilities:
-Fly: This unit moves by flying and thus can pass over any unit, Wall and most obstacles without hindrance. It cannot pass through Underground Walls, though.
-Stone Form: Activated. The gargoyle can switch between its normal form and its stone form. In stone form, it cannot fly and has speed and initiative halved. On the other hand, Hitpoints and defense are highly increased, and the gargoyle will automatically attack any enemy unit that bypasses or moves adjacent to the gargoyle without attacking it.
Strategical:
The gargoyle is a fast tank, which you can easily bring into the front rows and then switch to stone form to block enemies, especially enemy shooters. Using the gargoyle in a clever way can be a compensation for palace’s lack of ‘true’ shooters.
Horus
"Your people and mine - we have been friends a long time now. I won't let false rumors ruin this friendship."
~Elder Horus Hiothis III, during the Lahanya-Crisis
Appereance:
Birdmen, whose body, arms and legs are humanoid, while they have bird wings and Falcon heads. They wear a light armor in battle and wield a long combat staff.
Stat Summary:
Good Attack and Initiative, Great Speed.
Weak HP
Growth: Below Average
Creature Type: Living, Beastmen, Male
Abilities:
-Fly: This unit moves by flying and thus can pass over any unit, Wall and most obstacles without hindrance. It cannot pass through Underground Walls, though.
-Honorable: This unit gets a bonus on Defense for every friendly light unit, but a malus on Attack for every friendly dark unit on the battlefield.
-Swooping Attack: (Activated. 1 turn Cooldown.) This unit flies to an enemy within half of their movement range, attacks that enemy, and returns to their position, without the enemy being able to retaliate.
Strategical:
The Horus is yet another versatile unit in the Palace lineup, and yet another fragile one. The unupgraded unit can be used as defensive as well as offensive, still, though you have to keep an eye on their HP and number - don't fly them into a trap.
Nomad
"Not all Grandchildren of the Sun live in the shadow of Stone Towers to sing of the past and dance beneath fountains, human. We are still walking under Grandmothers eye, and we know it can be as harsh as it can be comforting. "
~R’illûe, Nomad of the White Sands Tribe
Appearance:
An elf clad full body in white cloth, the head covered in a white headscarf so you see almost nothing of it. A scimitar is at their hilt. The elf is mounted on a camel (Arabian/ one Hump) with an ornate blue saddle.
Stat Summary:
Reasonable Speed, Initiative and Hitpoints.
Low Defense
Growth:
Creature Type: Living, Elf, Male; Mounted (Camel)
Abilities:
-Camel Feet: This unit moves quicker on desert terrain, gaining 2 movement points. On the Adventure Map, the army’s penalty on desert terrain is halved.
-Steady: The movement stat of this unit cannot be reduced by any effect that is not initiated by the player.
-Used to Heat: This unit gets no penalty for any hot Climate and gets 10% less Fire Damage.
Strategical:
A quick unit, though not as quick as other Palace low tiers. A tiny bit more enduring, though.
Spellblade
"These fencers of our sun-loving cousins are certainly interesting. You see, their power comes through their blades, which whom they have bonded their soul. They can fight and are proficient in magic, and probably more amusing foes than most."
~Moon Elf Warlock Zurina
Appearance:
A male sun elf with shoulder long silver hair and golden eyes, clad in ornated, elegant clothes of silk, but a silver chainmail can be seen underneath. They wield two thin blades, one golden and one black.
Stat Summary:
Great Attack and Defense
Very Low hitpoints
Growth: Below Average
Creature Type: Living, Elf, Male
Abilities:
-Blade Bond: This unit is bond to their blades and their attack cannot be reduced by the enemy by any means.
-Caster: This unit is able to cast spells in battle. Their spell book contains two damage spells (Fire Ball for AreaDamage and Word of Light against dark enemies), a buff to help allies avoid damage and a curse which reduces enemy defence.
-Double Retaliation: When doing its retaliation, this unit strikes twice.
-Magic Blades: The blades of this unit are magical, so their damage can be dealt either as physical, arcane, light or fire damage. The unit automatically chooses the type that deals most damage for an attack.
Strategical:
Formidable as caster as well as melee unit. Their ability to do damage is almost unequaled on this tier, especially as it can go around most resistances and immunities, cannot have its attack lowered and can further weaken the enemy defence. This unit IS very fragile though, so you should try to protect it somehow, or wait and gather a large group of them, before bringing them into battle.
Stone Golem
"The Stone Golems are a masterpiece, their making an art, like with many things the Sun Elves do. Their figures look more realistic, almost human, their movements more fluid, their obedience immediate."
~an enthusiastic Wizard in his memoires about a visit to the Sunlands
Appereance:
A typical golem, a humanoid figure made of stone, with a face that looks almost human. It is, for a statue, rather realistic-looking.
Stat Summary:
Good HP and defense.
Weak Speed and Initiative.
Growth: Average
Creature Type: Animated
Abilities: -
Strategical:
The Stone golem is a good addition to the Palace armies alone due to its robust nature. It has no abilities, which is unusual for a Palace creature, but it can nevertheless proof worthy alone by its strength.
Djinn
"Noble spirits of the Air, granter of Wishes, and yet hard foes, should you anger one."
~A scholar about the Desert Djinns
Appereance:
A Spirit in blue colour, with the upper body and head of a human or elf (though in blue skin), clothed in typical Southern Garbs. Instead of legs, the lower part of the body gets swirlingly thinner and seems to fade into the air a short span above the ground.
Stat Summary:
Great initiative and really good speed, good mana reserve
Weak Defense, Attack and Damage.
Growth: Below Average
Creature Type: Spiritual
Abilities:
-Caster: This unit is able to cast spells in battle. Their spell book contains a damage spell (Lightning Bolt), two curses (Blind and Shrink) and a healing spell which works only on animated units.
-Fly: This unit moves by flying and thus can pass over any unit, Wall and most obstacles without hindrance. It cannot pass through Underground Walls, though.
-Magic Attack: This unit deals 100% of its damage as arcane damage.
-Wish: Casts a random blessing spell on target friendly unit. A spell cast this way costs only half the mana. Only spells can be chosen for which this unit currently has enough mana.
Strategical:
The djins are nice supporting fighters, enhancing friendly units with their good wishes. They are also very quick and capable of reaching the enemy fast, but their battle stats could be better for an elite.
Sphinx
"The gaze of a Sphinx is called to imply all riddles of the world, and any mortal looking into these eyes will not be able to solve them or to look away, and so, unless the Sphinx looks away, will one day die, resignating over the unsolvable mass of mystery."
~A saying about Sphinxes
Appereance:
A creature made of Sandstone, in the Shape of a winged Lioness with the head of a Woman.
Stat Summary:
Great HP and Defense.
Veery weak speed, initiative could be better,
Growth: Far Below Average
Creature Type: Animated
Abilities:
-Magic Resistance (25%): Reduces any spell damage by 25% and gets a 25% chance that non-direct-damage-spells cast on this unit fail. If a spell fails, the mana is used up anyway.
-Riddle Gaze: Activated, 3 turn cooldown after effect is ended. Target enemy unit cannot act or react in any way, until this unit stops the ability (by taking any other action), the connection (straight line of sight) is broken, the effect is somehow dispelled or this unit is destroyed.
Strategical:
The Sphinx is a very nice Creature, once for its' great endurance, and the more for its activated ability. With Djinns and Sphinxes, you have a good chance to disable a good deal of the enemy army without even fighting them. On the other hand, both have a low growth, so it will take time until you get a good force of them.
Phoenix
"The phoenix is embodiment of the cycle of Life and Death, reviving from their own Ashes."
~from Khaleks "Bestyaryum Magna"
Appereance:
A Red-coloured Giant Bird, with firy feathers, and a bright yellow beak, and a long, firy tail.
Stat Summary:
Great Speed and Initative, Good Damage.
HP a little lower than other Champions'
Growth: Below Average
Creature Type: Living, Bird
Abilities:
-Blazing Feathers: This units feathers are made of fire and light, thus it has immunity against fire and light damage. Any cold damage is doubled, though.
-Fly: This unit moves by flying and thus can pass over any unit, Wall and most obstacles without hindrance. It cannot pass through Underground Walls, though.
-Phoenix Tears: When a friendly stack of unit is destroyed while being adjacent to this unit, a part of it gets revived. The number is based on the current HP of this stack and the original hp of the killed stack.
-Rise from the Ashes: After a battle, all of this units that have died during the battle, are revived.
Strategical:
The phoenix is simply a great unit, it's HP which are a bit lower than that of other Champions are balanced through the phoenixes rising again after battle.
Colossus
"You have to give these sun lovers that – they can make mighty a statue. Hold on – did this just move???"
~Dwarven ‘Treasure Hunter’
Appereance:
A giant humanoid statue made of Bronze, with a lot of gold and silver ornaments, and giant (!) Emeralds for eyes. It is depicted without any gender and thus without cloth, and bears no weapon ut its sheer size.
Stat Summary:
Awesome hitpoints, defense and damage.
Very Low Speed and initiative
Growth: Below Average
Creature Type: Animated
Abilities:
-Enchanted Bronze: This unit takes +50% fire damage, but is immune to light and dark damage.
-Fists of Light: This unit deals +50% damage against any dark unit. Whenever this unit kills at least one dark unit, all friendly light units get a bonus on morale for 3 turns.
-Shining Aura: All friendly animated units around this unit get 50% less dark and light damage.
-Trample: When moving, this unit considers small units as travelable squares, though using double movement to walk over them. When walking over a unit, the unit gets damaged.
Strategical:
Hero Class: Sage
The Sages are not the rulers of the Palaces, but their councilors. Usually, these are wise, ancient elves who have proved their wisdom, loyalty and kindness as well as their prowess with magic. They often prefer negotiations over battle, and are more tolerant than most heroes.
Stat Development
The main stat for a sage is knowledge, but power follows close after and defense does grow as well. They are miserable in attack, usually.
Skill Development
Sages will mostly get magic skills, but certain adventure skills are bound to come up sometimes as well, especially diplomacy. They are really not the type for typical might abilities, though.
Town:
General Structures:
-Village Hall - 500 gold/day
->Town Hall - 1000 gold/day
->> City Hall - 2000 gold/day
->>> Capitol - 5000 gold/day
-Fort - allows Dwellings to be Built. Supports the Siege Defense with Palisades
-> Citadel - Increases creature Growth onto Lvl 2. Supports Siege Defense with Main Tower
->> Castle - Increases creature Growth to Lvl. 3. Supports Siege Defense with Wall Towers
--Town Walls - Supports Siege Defense with Walls Lv 1
--> City Walls - Supports Siege Defense with Walls Lv 2 and Illusion Ward (stopping enemies and inducing 1of3 possible confusing effects)
-->> Bulwark - Supports Siege Defense with Walls Lv 3, Portcullis and Boiling Oil
-Tavern - Allows you to recruit Heroes, gives rumors and allows you to play minigames
--Thief Guild - You can hire spies here, which will gather information for you
-Marketplace - Allows you to trade resources, embetters the trade rates
--Ressource Silo - Gives you 3 Stone/day
--Trade Post - allows you to trade with other players
Magic Structures:
-Mage Guild Level 1 - Offers Level 1 Spells
->Mage Guild Level 2 - Offers Level 2 Spells
->>Mage Guild Level 3 - Offers Level 3 Spells
->>>Mage Guild Level 4 - Offers Level 4 Spells
->>>>Mage Guild Level 5 - Offers Level 5 Spells
Dwellings:
-Sun Shrine [Fort + Mage Guild Level 1] - Allows you to recruit Sundancers
-Masonry [Fort] – Allows you to recruit Gargoyles
-Sky Town [Sun Shrine or Masonry] - Allows you to recruit Horuses
-Desert Camp [Sun Shrine or Masonry] – Allows you to recruit Nomads
-Blade Tower [Citadel + Mage Guild Level 3 + ( Sky Town or Desert Camp)] – Allows you to recruit Spellblades
-Golem Quarry [Citadel + Masonry + (Sky Town or Desert Camp)] - Allows you to recruit Golems
-Altar of Wishes [Mage Guild Level 4 + (??? or Golem Quarry)] - Allows you to recruit Djinns
-Temple of Riddles [City Hall + ((Masonry + ???) or Golem Quarry)] - Allows you to recruit Sphinxes
-Pyre [Castle + (Altar of Wishes or Temple of Riddles)] - Allows you to recruit Phoenixes
-Titanic Forge [Castle + Golem Quarry + (Altar of Wishes or Temple of Riddles)] – Allows you to recruit Colossuses
-Blacksmith - allows you to hire Catapults and Ballistas
-Academy - allows you to hire Healing Tents and Commando Tents
-Storehouse - allows you to hire Ammo Carts and Mana Bowls(with Mage Guild Level 2)
Special Buildings:
-Spell Ward [Mage Guild 3 + City Walls] - the enemy cannot target anything from your walls onwards with spells.
-Wall of Knowledge [Mage Guild 2] - on first Visit, heroes gain a permanent +1 Knowledge.
Background:
History:
"Understanding history is a basis for acting today. And understanding your own history is vital to understanding yourself. The history of my people is long and many of it is clouded, but many thing is known, for many things were given on through every long generation."
~the Elven historian Ilyi’aras Earthdrop
To present the history of the Sun Elves would need to present the history of the elven race and both alone would burst this entry. However, there are some vital aspects: First, once all elves were one big people, though there were different tribes or clans, named by the natural or astronomical phenomenon they felt the biggest bond to. One of these Clans were the Sun elves. A long time of elven history, elves were slaves of the dragonkin, but when they - and other humanoid races - began to grow, they started demanding freedom. About the same time, they began to delve into the mysteries of magic. The dragons quabbled about how to deal with the elves and war broke out on all the known world. One faction was made up of those dragons today called "noble dragons" - the now lost Gold Dragons and their allies - as well as the former slaves. The other faction were the ancient dragons, who still sought domination. In the end, the alliance won and the former tyrants were destroyed and driven away. Most noble dragons had fallen as well, though. The last golden dragons, though, feared the blacks might return one day, and stayed, as long as they lived, with the Sun Elf Tribe.
Here begin both the glory and the sorrow of this race. The sun elves thrived and grew and learned more and more mysteries and secrets - powerful magic now lost, the animation of unliving matter, and much more. But they were blind to the needs of their brethren, the other elven tribes, weakened and hurt and scattered. And thus, many of these tribes died. But not all. And one of them, once the closest to the Sun Elves, spoke what the Sun Elves denied to see: That they became blind by their own light. And at the same time the moon elves were envious and sought for other sourced of power, but that search is a different story.
In the end, the gold dragons vanished and for almost a thousand years, the Sun Elves ruled a great part of the world. It was an era of wisdom and culture - but it ended through sun elven decadence and the intrigues, blades and dark spells of the Moon Elves. The following war brought both people close to extinction, so that other races came to claim their place. Today, the sun elves are cautious, wise and cultured still, but mroe carefull, and ever-warning that old threats might return. They are a people in its autumn, their summer long gone, and they fear winter might be near.
Geography:
The Sunlands stretch over most of the southern costs and desert of the main continent.
Society:
Religion:
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