Sauroman had the right idea...

warping and twisting units with magic

MoM had this, but as far as I can tell, Elemental: FE is without this small, but amazing feature.

The ability to permanently alter our heroes or units through magic would not only flesh out the magic system, but would also give players meaningful choices to make.

I'm not familiar enough with the lore to provide any accurate spell examples, but theses should demonstrate the idea well:

  • Flight: target hero grows wings and gains the ability to travel freely.
  • Death Shard Imbuement: target hero is imbued with the dark energies of a death shard and is subsequently corrupted. Can no longer heal or be healed except through the act of killing and consuming other living beings. Provides bonuses to attack, defense, etc.

What do you guys think?

19,714 views 5 replies
Reply #1 Top

So... your thinking about stuff like Destiny's gift, and... whatever the air spell was called that boosted initiative permanently? =).

I think the good idea for you would be ignoring the lore and try to give some excellent spell examples, since we allready have high-cost permanent enchantments. (Or well, enchantments without upkeep to be honest).

Sincerely
~ Kongdej

Reply #2 Top

It fits with the lore to alter people in the game. That is what the fallen are afterall. They were once human and then turned into abominations by dark magic. The spells we do have for altering heroes are a bit lacking, but on the right track. They function fine, but offer no imagination of what is being changed about the unit. I would like each level 4 spellbook to offer a spell that connects a unit to that element. With the new code we got in beta 4, you can prevent these from stacking with each other so that once you are one with the earth, there is no chance to become one with the air.

Something like:

Earth Element Infusion: +50% Defense, Gains Earthquake as an ability (which requires no mana, but has a cooldown), +3 levels to summons.

Air Element Infusion: +5 Initiative, +1 Moves, +50% Lightning Resistance.

Water Element Infusion: +50% Cold Resistance, +25% Damage to water spells.

Fire Element Infusion: +50% Fire Resistance, +25% damage to fire spells.

With a cost of 400 or so Mana and a level 4 spellbook prereq, this would be a welcome addition to the current life and death permanent buffs.

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Reply #3 Top

Quoting seanw3, reply 2
It fits with the lore to alter people in the game. That is what the fallen are afterall. They were once human and then turned into abominations by dark magic. The spells we do have for altering heroes are a bit lacking, but on the right track. They function fine, but offer no imagination of what is being changed about the unit. I would like each level 4 spellbook to offer a spell that connects a unit to that element. With the new code we got in beta 4, you can prevent these from stacking with each other so that once you are one with the earth, there is no chance to become one with the air.

Something like:

Earth Element Infusion: +50% Defense, Gains Earthquake as an ability (which requires no mana, but has a cooldown), +3 levels to summons.

Air Element Infusion: +5 Initiative, +1 Moves, +50% Lightning Resistance.

Water Element Infusion: +50% Cold Resistance, +25% Damage to water spells.

Fire Element Infusion: +50% Fire Resistance, +25% damage to fire spells.

With a cost of 400 or so Mana and a level 4 spellbook prereq, this would be a welcome addition to the current life and death permanent buffs.

not happy about the earth elementals 50% bonus to defense, id rather have a +5 or something (percentage values tend to get stupid in the end).
(and whats up with you liking earth magic? ^^)

Water buff could give magic resistance, and cold resistance, (still needs something O_o).

Fire buff, id wish it would be more usefull for non mages, but still nice ideas, so thanks! :D

Sincerely
~ Kongdej

Reply #4 Top

Maybe I am still annoyed at how useless Earth is in battles. It should do +15 armor at least to make up for the supreme lack of good fighting spells.

Reply #5 Top

Thing is, the Fallen changed over a long time through exposure to black magic, if I read it correctly--rather than casting a single spell that led to something turning them all into Halloween costumes.  I could be wrong, but that's my impression.  And if true, then I'd expect transformations at the very least to occur later in the game, after a sovereign and/or champions repeatedly used one group of spells over and over, to the exclusion of all else.  And then I'd expect that--if for example, a given champion started to alter, they would gain the benefits of, say, some relation to an element, along with drawbacks related to its opposing element.

 

Just my two cents.