[Customization] - Sovereing - Faction - Items - and a few Random things I have been thinking about that I would like to see added to the game.. (Kinda long)

This is my wish List for the Game..    If I was not working and going to school I would start moding some of this my self... some would require SD to help Implement: 

Some things I would like too see added on to the game. 

 

 

It seems that  Sovereign Creation can only make cookie cutter Sovereigns right now... 

Here are some abilities  that I think would allow for greater customization. 

 

Advantages: 

 

Spell Knowledge lets you start with two level one spells from that element.  

Cost 1 point each , requires the basic spell book. 

 

Spell Knowledge  Fire ,  

Spell Knowledge Water,

Spell Knowledge Earth, 

Spell Knowledge Air, 

 

Greater Spell Knowledge, Lets you start with two level two spells for that element    

Cost 3 points each,  requires Spell Knowledge of same Element. 

 

Greater Spell Knowledge  Fire ,  

Greater Spell Knowledge Water,

Greater Spell Knowledge Earth, 

Greater Spell Knowledge Air, 

 

Elemental Affinity ,  Acts like one elemental shard of that type: Gain + 1 Mana a turn for each Shard of this type  

Cost 5 points each , Requires base spell book of same type. 

 

Fire Affinity 

Water Affinity 

Earth Affinity 

Air Affinity 

 

Greater Elemental Affinity Acts as second elemental shard of same type Gain + 2 Mana a turn for each Shard of this type

Cost 10 points each,   Requires Elemental Affinity in that Element.  

 

Greater Fire Affinity 

Greater Water Affinity 

Greater Earth Affinity 

Greater Air Affinity 

 

Master Elemental Affinity Acts as Third  elemental shard of same type Gain + 3 Mana a turn for each Shard of this type

Cost 15  points each,   Requires Greater Elemental Affinity in that Element.  

 

Master  Fire Affinity 

Master  Water Affinity 

Master  Earth Affinity 

Master  Air Affinity 

 

Pure Soul:  Your connection to the world is strong you regenerate one mana per combat turn and one extra mana per turn. 

Cost 10

 

Sovereigns Bond:  You have a great bond with the land, your bond calls upon  the strength  of the land it self and  you can channel spells to any combat that happens in your domain.  

+ 5 hit points + 5 Essence  +1 Mana Regain 

You are able to cast spells in any combat that happens with in your domain. 

If you out of your territory you suffer -5 hit points  -5 Essence, Lose the Mana Regain bonus and can no longer channel spells to distant combats. 

Cost 20

 

Mana Control:  Caster uses 20% less mana to cast spells.  

Cost 5     ( dose not stack With any other  Mana Control skills) 

 

Greater Mana Control: Caster uses 35% less mana to cast spells 

Cost :10 ( dose not stack With any other  Mana Control skills) 

 

Master Mana Control: Caster uses 50% less mana to cast spells 

Cost : 20  ( dose not stack With any other  Mana Control skills) 

 

Fast caster - Spells take 50% less Ap to cast 

5 points can not take Slow Caster 

 

War Caster -Combat spells do 10% extra damage 

3 points can not take  Poor Concentration

 

Power Spells: You Pour extra energy to your spells in combat:   + 50% mana cost  + 50% damage  

5 Points:  Can not take Weak Spells

 

 

Strategic Caster- Strategic Spells cost 50% less to cast. 

Cost  5 points can not take Tactically Focused: 

 

Weapon Master-  You have a natural affinity for weapons..  + 2 Attack  +2 Def  when any weapon is equipped

cost 2 points  

 

Silver Tongue:  25% cheaper Equipment  25% off hiring champions  + chance for Marriage acceptance. 

cost: 3 points 

 

Scavenger :  You have a good chance of finding extra loot from quest and goodies from the map.  

Cost: 3 Points   50% chance to get up to double the loot. 

 

Scared: You received a horrific injury in your childhood.  This Lowers enemy Moral in combat, but makes diplomacy  and finding a mate harder. 

 - 3 cha cost:0

 

Metal Bender:  Your stronger than a bear  + 5 Str 

Cost: 5 Points ( Requires 15 Str)  

 

Cat Reflexes :  You think fast and react faster .. + 5 Dex

Cost: 5 points ( Requires 15 Dex) 

 

Strong Soul: You have a extra reserver of mana.  +5 Wis. 

Cost  5 points   ( Requires 15 Wisdom)

 

Deep Thinker : You ponder the un-ponderable + 5 Int   

Cost 5  ( Requires 15 Int)

 

Perfect Body:  Your health is perfect + 5 Con

Cost 5 ( Requires 15 Con) 

 

Roguish Charm : Your could talk any one in to anything... or out of it....   + 5 Cha 

Cost 5 ( Requires 15 Cha )   

 

Rich: Start with an extra 50 Gold: ( Thanks CreeDakota-) 

Cost : 1 (Can only take one Start Money Trait)

Richer :  Start with an extra 100 Gold

Cost: 2   (Can only take one Start Money Trait)

Very Rich: Start With 200 Extra Gold 

Cost: 4  (Can only take one Start Money Trait)

Very Very Rich: Start with an Extra 400 Gold 

Cost: 6  (Can only take one Start Money Trait)

Ultra Rich: Start with an Extra 600 gold: 

Cost: 8 (Can only take one Start Money Trait)

 

 

Disadvantages: 

 

Elemental Weakness ,  Take 10% more damage form this Elemental Type,  Get  50% of the shard bonus for this Elemental Shards  Get .5 mana Per shard of this type: 

Cost - 5 points each,  (Can not have the same Elemntal Affinity)

 

Fire Weakness

Water Weakness 

Earth Weakness

Air Weakness 

 

Greater Elemental Weakness  Take 50% more damage form this Elemental Type,  Get  25% of the shard bonus for this Elemental Shards  Get .25 mana per shard of this type. 

Cost -10 points each,    (Can not have the same Elemntal Affinity)

 

Greater Fire  Weakness  

Greater Water  Weakness  

Greater Earth  Weakness  

Greater Air  Weakness  

 

Crippling  Elemental Weakness:  Take 100% more damage form this Elemental Type,  Get no bonus from shards for this Elemental Shards can not cast magic of this element.  Get 0 Mana from this type of shard: 

Cost - 20  points each,  Removes the elemental spell book you pick Crippling weakness if you have it picked if not makes it unavailable  (Can not have the same Elemntal Affinity)

 

Crippling  Fire Weakness

Crippling  Water Weakness

Crippling  Earth Weakness

Crippling   Air Weakness

 

Poor Mana Control:  Caster uses 25% more mana to cast spells.  

Cost:-5     ( dose not stack With any other  Mana Control skills) 

 

Terrible Mana Control: Caster uses 50% more mana to cast spells 

Cost:-10  ( dose not stack With any other  Mana Control skills) 

 

Horrible Mana Control: Caster uses 100% more mana to cast spells 

Cost:- 20   ( dose not stack With any other  Mana Control skills)  

 

Weak Spells: You combat spells are weak:   -50% mana cost  -50% damage  

-5 Points:  Can not take Power Spells

 

Slow Caster - Spells take 50% More Ap to cast 

-5 points can not take Fast Caster 

 

 Poor Concentration : You Control of spells is not perfect when rushed , Tactical Spells do -10% less damage.. 

-3 points  Can not take War Caster

 

Tactically Focused : Who cares about the far reaching stuff, I like the here and now.- Strategic Spells cost 50% More to cast.  

-5 points  Can not take Strategic Caster

 

Uncoordinated: You have trouble hitting stuff and tend to stumble over your own feet...  - 2 attack  - 2 def 

-2   Can not take Weapon Master ... 

 

Tongue Tied:  25% more expensive  equipment  25%more for hiring champions  - chance for Marriage acceptance. 

-3 points can not take Silver Tongue  

 

Non-Observent -  You don't notice little things....  50% chance of reduced loot from goodie huts and quest... 

 -3 points  can not take Scavenger : 

 

Poor: Start with 25 Gold Less  (Can only take one Start Money Trait) 

Cost : -1 (Can only take one Start Money Trait)

Very Poor :  Start with 50 Gold Less

Cost: -2   (Can only take one Start Money Trait)

Extremely Poor: Start With 75 gold Less 

Cost: -4  (Can only take one Start Money Trait)

penniless : Start with 0 Gold

Cost: -8

 

 

Hmm Would Like to have  a Skill Tree: Set form to pick from at Creation: 

Such as:   Skill picks at every 2 Levels: 2,4,6,8,10,12,14,16,18,20,...ect...

Skills unlock at certain Levels, you get to pick one every so many levels. 

Most skills require the previous one in that skill family

 

Warrior Ethos: You are a natural born warrior, Skills in combat come naturally to you. 

Skills: 

 

Level 1: acquired  at Lvl 2 

Combat Stances, Block, Heavy Strike, Pain Tolerance, Defense Training, Attack Training, Enemy Weakness Humanoid, Fent  

Level 2: acquired at Lvl 8

Improved Combat Stances, Block and Counter, Crippling Strike, Improved Pain Tolerance, Imporved Defense Training, Imporved Attack Training, Enemy Weakness Beast, Impoved Fent

Level 3: acquired at Lvl 16 

Advanced Combat Stances,  Preemptive Strike, Devastaing Strike,  Advanced Pain Tolerance, Advanced Defense Training, Advanced Attack Training, Enemy Weakness Magical, Advanced Fent 

Level 4: acquired at Lvl 24 

Legendary Combat Stances,  Preemptive Strike Block and Counter, Legendary Strike, Legendary Pain Tolerance,  Legendary Defense Training,  Legendary Attack Training, Legendary Enemy Weekness, Legendary Fent

 

Combat Stances:

The Focusing on how to hold your body to react to the battle field conditions. Improving Attack or Defense. 

 

Aggressive Stance: + 50% attack -50% Def

Balanced Stance:  The Basic combat stance 

Defense Stance: -50% attack + 50% Def 

 

Improved Aggressive Stance: + 75% attack -50% Def

Improved Balanced Stance:  +10% attack +10% Def  

Improved Defense Stance: -50% attack + 75% Def 

 

Advanced Aggressive Stance: + 100% attack -50% Def

Advanced Balanced Stance:  +15% attack +15% Def 

Advanced Defense Stance: -50% attack + 100% Def 

 

Legendary Aggressive Stance: + 150% attack -50% Def

Legendary Balanced Stance:  +20% attack +20% Def  

Legendary Defense Stance: -50% attack + 150% Def 

 

Block skills

Block:  The skill to stop your opponents  blow instead of countering your oppents attack.

Block Counter: The skill to block your opponents attack and counter attack instantly.

Preemptive Strike:  Based on the skill of blocking you stop your opponets attack by stiking just before they can.   

Preemptive Strike Block and Counter:  Striking, before your opponets first blow, blocking the following attack and countering in one instant. 

 

Strike Skills

The Skill of Delivering extreamly powerful attacks by fuleing your attack with your essence.

 

Heavy Strike:  +200% attack , Uses 1 Mana  

Crippling Strike: +300% attack, Uses 2 Mana

Devastaing Strke: +400% attack,Uses 3 Mana

Legendary Strike: + 500% attack, Uses 4 Mana  

 

Pain Tolerance:

The ability to shrug off or ignore physical injury.

 

Pain Tolerance: All damage is reduced by 1

Imporved Pain Tolerance: All damage is reduced by 2 

Advanced Pain Tolerance: all damage is reduced by 3 

Legendary Pain Tolerance: all damage is reduced by 4 

 

Defense Training: 

Intensive Training to improve Defensive skills 

 

Defense Training:  Def + 1

Imporved Defense Training: Def+ 3 

Advanced Defense Training: Def + 5  

Legendary Defense Training: Def + 7 

 

Attack  Training: 

Intensive Training to improve Offensive skills 

 

Attack Training:  Att + 1

Imporved Attack Training: Att+ 3 

Advanced Attack Training: Att + 5  

Legendary Attack Training: Att + 7 

 

Enemy Weakness:

 The study of weakness of defrent body types:  + 50% damage vs That Type of Creature   

Humanoid: Man and like Creatures

Beast: The creatures of the wild

Magical:  Creatures Summoned forth or Greater Monsters Ie Dragon Kind 

Legendary: Improved damge to +100% vs all types 

 

Fent:

The Skill of making your adversary react to a fake attack allowing you to get a strke in un-opposed. 

Fent:  4% chance 

Imporved Fent: 8% chance 

Advanced Fent: 16% chance

Legendary Fent 24% chance 

 

**Trying To figure Out what to do for a balance , and magical 

 

 

 

Factions:   The Factions are kind of bland right now I would like to see more +/- Abilities 

 

Ancient Maps: These Maps have been handed down the generations  ( shows entire map and the resources at the start of the game) 

Cost: 15 

 

Ancient Archives Civil:   Start with level 2 in this tech. 

Cost:5

Ancient Archives Warfare:  Start with level 2 in this tech.

Cost:5

Ancient Archives Arcane:  Start with level 2 in this tech.

Cost:5

Ancient Archives Adventure:  Start with level 2 in this tech.

Cost:5

Ancient Archives Diplomacy:  Start with level 2 in this tech.

Cost:5

 

Stunted Advancement Civil:  Start at Level -1 in this tech. 

Cost - 3

 

Stunted Advancement Warfare:  Start at Level -1 in this tech.

Cost - 3

 

Stunted Advancement Arcane:  Start at Level -1 in this tech.

Cost -3 

 

Stunted Advancement Adventure:  Start at Level -1 in this tech. 

Cost -3 

 

Stunted Advancement Diplomacy:  Start at Level -1 in this tech.

Cost - 3

 

Good Eyes:  All units, city's have + 1 sight range 

Cost: 3

 

Poor Eye sight: All units, city's have -1 sight range: 

Cost:-3

 

 

Nomadic:  Through history your people have been Nomadic, able to travel farther with less.   All units get +1 move. 

Cost: 4 

 

Subterranean: Your race survived by sheltering underground during the cataclysm:  +25 Def for defenders in your towns, + 5 Hits . After 10 turns huts and houses are moved underground allowing you to build over them.   

Cost: 10 

 

Warrior Society: From birth your citizens  are trained to be warriors, any path but that of war is looked down apon.  Making them Stronger and Faster on the battle Field: 

All Units get + 2 attack + 2 Def  + 5 Hits, + .25 ap      Your citizen look down on the magic arts, - 2 arcane production  

Cost : 10 

 

Theocracy:  The people will fill the will of god. Arcane study is focused on as this power is a gift from our god,  The down fall of the ancestors was there dependency away from gods will.    + 20% Production from all natural  resources    -50% Tech Research  + 50% Arcane Research    -20% relations with other factions.  -20% trade  Champions are Harder to hire. 

Cost: 10 

 

Eathers of Flesh:  Your people see every one else as Dinner  }:)   You Get Food Extra food For every Enemy City You Take over,  Your People Start with + 5 Food,   You have very Negitive reactions from all others.... Very Hard to get Champions to join.  Get Extra loot From every Battle.  Your Citys grow extra slow. Your units suffer form Stench of Carrion, this makes all monsters attack your units on sight.

Monsters will spawn in your controled area at a high rate, will try to swarm your cities. 

Cost -2

 

Sickly:  Your people still suffer from the forces unleashed during the final battles:  - 2 hit Points    - 1 Def  

Cost: - 5 

 

Weak: Your people are just not suited to physical exertion, making it harder to gather natural resources   - 25% from all natural resources  - 1 attack 

Cost: - 8 

 

Savage:  Your race is not trusted by any other faction.  Champions cost 50% more Diplomacy is much harder, You can not take over any enemy city.( auto Razed ) you get  25% of the cost of all the buildings, in gold, Materials.   Your train units 20% faster, all units cost 20% less.           

Cost: 8 

 

Sailors: Your Ancestors lived on ships to escape the cataclysm, Start with Harbor Tech, Ships cost 20% less...  Ships get + 1 Move and Sight

Cost: 4 

 

Elemental  Affinity : Your people have a inborn talent to make greater use of this element: FIRE, EARTH,WATER,AIR  

Uints Take 25% less damage from this type of element based attack, But Suffer 25% more damage from the opposing element  

Cost: 5 

 

Greather Elemental  Affinity : Your people have a inborn talent to make greater use of this element: FIRE, EARTH,WATER,AIR  

As long as you control one Crystal of Your Element Your citiys can embue that power to all your troops equipment. 

Requires Elemental Affinity of the same type :  Cost : 10 

 

Fire- Adds 2 attack to all units, attacks cause burns That dose 2 damage at the start of next combat round 

Earth- Your Armor is extra strong - adds 2 Def and reduces all damage by 1 

Air- Your attacks have a chance to knock the eney back 1 space, (prevents counter attacks) - and blinds your oppents for 1 roound ( - 50% hit) 

Water- Regentive - Your Armor soothes and heals your units in combat  + 1 hp every round  50% less damge from fire attacks 

Units:  There dose need to be some more that Just the Normal Human units:   

 

I would like to see Ships get more development:  Say a base type and let us add stuff to them,   Better sails,  Ballista, Catapults, Or Archers  Have each size get more # of Weapons.   So a Schooner could only have only one weapon, while a Warship can carry six catapults. 

 

Schooner : Fast small armed  scout:    Can cary one Unit(up to a squad) 

Not sure on cost:

 

Transport: Carries Units 

 

Brigantine: An armed warship mounts 3x weapons can carry 4 units 

 

Warship: Heavy warship: Mounts 6x weapons can carry 6 units 

 

Merchant Ship : Acts like a caravan has to have a harbor at each city But with 4x the bonus ( since it dose not make roads) 

 

Flying Units---  

Ok So we have dragons.... that cant fly..... What the hell......  Are the wings for cooling off and not flight? 

 

Would like to see 

Pegasus  ... 

Wyvern 

Griffons 

ect...

Plz...... Lol wanted mounted Archers on flying horses >.> 

 

Equipment:  

 

Make it more unique, Let us add Elemental Abilities to our weapons and armor.   Some Weapons should impart skills or abilities. 

Addition of Spell Granting Equipment - Such as Crystal Staffs, Wands, Charms, Rings, Armor .Ect...  

 

How I would like this to work is that Each Type of Equipment is linked to a type of Elemental Shard  and would have a List of spells that require more equipment of the same shard to unlock more powerful abilities .

 

Example:

Fire Crystal Staff :   Att: 1  Def: 1    Int+ 2  Essence + 4 

Abilities   -----------------# Required number Equipped of That element.  * Have to have already researched the spell 

* Fire Bolt                                  1

* Scorch                                    2

* Fire Ball                                  3 

Ect......... Have some spells that require cross elements --  

 

 

 

Bows I think range needs to be changed,  with a Min range of 2:   Short bows should be 2-7 spaces Long Should be 2-12 spaces 

 

Composite Short Bow:   This bow is made from layers of different Materials Giving a Stronger attack:    Attack 5   Range 2-9 

 

Composite Long Bow:    This bow is made from layers of different Materials Giving a Stronger attack   Attack 8 Range 2- 14 

 

Crossbow:     -.5 Ap:      Attack 12   Range  1- 8 

 

Heavy Crossbow:  -1 Ap  Attack 20  Range 1-11 

 

 

 

Random Things: 

Let me bribe the Bandits to leave my stuff alone.  or Hire them.. 

More than gold for loot 

More spells... not sure but want more...  

 

 

Im not going to get on the combat and magic they have been discussed to death...  

 

Sorry for how long this got... I will stop now..

 

 

 

10,646 views 6 replies
Reply #1 Top

Also, What happend to the Long arm weapons?   What no Halberds?   Where are the Lances?      

 

Would like to see weapons that had one - two uses (Lance)   that had a bouns to damage / range...  and a special attack such as charge or something.. 

 

Lol I know disjointed ... just got back from class...

 

 

Reply #2 Top

Lots of good ideas. I like the maps and graduated abilities to chose from. It does seem strange that there are no polearms except staves and I think they're are some spears?

Reply #3 Top

 Was really underwelmed by the choice of equipment..  

 

Lol and really had some Ideas for my Sovereigns, from when I heared about the game was really disappointed when I found out that I could not make a fire mage with a weakness to water magic...   Lol... 

Reply #5 Top

Thanks EdrinFra, I want the choices we make at game start to have more of an impact than they do right now...  Elemental is a game about how you are some magical sovereign..  Its just that right now they dont feel so magical.... lol

 

 

Reply #6 Top

Updated - Sovereign - added -  Warrior Ethos -- Updated Factions - Added Eaters of Fleash, added Elemetal Affinitys