Essence Should Be Really Essential
A late-spring, pre-beta fantasy
I've really enjoyed seeing the pre-beta chatter pick up recently, but amidst the interesting new ideas and arguments are a bunch of things that remind me just how little we've heard from the devs so far about how essence will work.
I vacillate wildly between finding that fact very frustrating because I have nothing substantial to chew on while brainstorming and being very hopeful that the devs are still working with a wide range of possibilities and there's a chance I might actually see the essence system reflect at least a few of the traits that I think would both be fun for me and a big help in differentiating Elemental as a fantasy PC game. This daydream of mine has been ongoing since the moment I first learned that the game would include both something like 'traditional' mana and a different magical asset that is tied directly to the channeler/ruler.
So, here are a few law-like properties that I hope to see for essence in Elemental:
- Essence is a personal "stat" for the channeler (you the player) and not a resource stream like mana in MoM or Iron in Civ. Whether you spend essence on restoring lands, annointing champions, or enhancing spells, you cannot count on ever replacing that essence. But, you can hope that you'll be lucky enough to do so.
- Channelers can gain essence via:
- A very slow/long chart for 'basic experience points'
- Quests to gain essence
- A gift from a friendly channeler (need I note "very rare?")
- Draining essence from rival channelers
- Earning gifts from a Very Rare Fantastic Creature (e.g. an elder dragon or a fairy king)
- Draining essence from a Very Rare Fantastic Creature
- With adequate knowledge/skill, channelers can use essence to radically enhance mana-based spells:
- Remove mana upkeep for an overland spell
- Remove mana upkeep for a unit-enhancing spell
- Raise damage from an aggressive spell by order(s) of magnitude
- Convert a tactical combat spell to an overland spell (a defense spell boosted this way might need mana upkeep)
- Forge artifact-level magic items (good catch, Darkodinplus)
- Imbuing champions with essence establishes a magical connection that enables a champion to know which way and how far the channeler is and enables the channeler to call the champion home. Additional essence can
- Provide general knowledge of champion's local context and transmit general orders
- Provide detailed knowledge of champion's local context and enable the channeler to assume tactical combat control
- Fundamentally enhance the champion's combat abilities/stats
- Enable the champion to cast 'regular unit' combat magic (if such exists)
- Enable the champion to learn and cast channeler-level spells using mana from the channeler's reserves
- Imbuing land with essence establishes a magical connection (ownership)
- Fog of war is eliminated regardless of unit/structure presence
- Channeler's tactical combat spells have no range penalty on imbued lands
- Some overland spells are cheaper or only work on imbued lands
- Military conquest and 'peaceful' changes of ownership require essence reconciliation
- Conqueror or newly-chosen leader can spend 1:1 essence to assume ownership--channeler who lost territory regains essence
- Conqueror or new leader can attempt a massively mana-expensive ritual (possibly including lots of local human sacrifice) with chance of seizing ownership of territory at no essence cost and chance of spending both the essence and the mana
(I admit that the 'essence reconciliation' stuff is much about my hopes that late-game, very large Elemental maps will still be mostly wilderness.)