Mana suggestion

I think the magic system is great in Fallen Enchantress, but the mana should be divided into different elements as in Age of Wonders: Shadow Magic:

Earth, Air, Fire, Water, Life and Death

If a sovereign has at least the apprentice talent of an element the mana pool of that element is increased by 1 per season. A shard increases the mana pool of the element by 2 per season if a sovereign has at least the apprentice talent of the element and the shard harvesting tech, but it does not increase the spell damage. The spell damage is increased by the number of talents:

Apprentice (element): 100 % damage of all spells of that element

Disciple (element): 125 % damage of all spells of that element

Mage (element): 150 % damage of all spells of that element

Expert (element): 175 % damage of all spells of that element

Master (element): 200 % damage of all spells of that element

4,608 views 10 replies
Reply #1 Top

Another option would be to give every element a spell to transform a shard of a different element into a shard of that element. I think such a spell should be a level 3 spell and should cost around 100 mana.

Reply #2 Top

I must also admit, that the whole mana thing should be reconsidered.

A spell to transform shard is a must imho. Since you hardly ever find the ones you need :(

Also, spellcasters are far too weak and tend to have too few spellpoints - at least for

as long as I've played - especially if you distribute the spellpoints over multiple heroes.

My heroe's "heal" spell still heals 8 hp. Every unit or creature currently deals 20+ hp damage

per hit. So what is the point of the spell? Etc.

Maybe each hero could have a max mana useable per battle, but there should be more mana

in an empire. At least with high-level buildings and such.

Reply #3 Top

Quoting childofdark, reply 2
My heroe's "heal" spell still heals 8 hp. Every unit or creature currently deals 20+ hp damage per hit. So what is the point of the spell? Etc.
End of childofdark's quote

Yep, my level 18 hero has over 120 hp and she has the master life talent, but without any life shards on the map she heals only 8 hp per cast. That is the reason why either the talent should increase the power of the spells or a shard of one element should be changed into a shard of another element.

Reply #4 Top

@Wizard1200: exactly. Or spells could become more powerful with level of caster or such...

Reply #5 Top

How about you can choose to dump extra mana into a spell to increase its effects.

The amount of mana it takes per increase could depend on:

1. Caster spell mastery

2. Caster intelligence

3. Number of shards controlled for that spell's element (largest reduction?)

 

More mana for increased effect could also mean the spell is harder to resist and counter, but the casting time would also increase in step with the mana increase.

Reply #6 Top


Heal and lifedrain are not affected by the 'evocation' talent, which needs to be addressed. Even a portion of the bonus would be okay.

Reply #7 Top

Maybe Evoker traits should instead "increase the effectiveness of all spells by a further x%" (for spells that can have a variable effect).

Reply #8 Top

Quoting CdrRogdan, reply 6

Heal and lifedrain are not affected by the 'evocation' talent, which needs to be addressed. Even a portion of the bonus would be okay.
End of CdrRogdan's quote

Quoting StevenAus, reply 7
Maybe Evoker traits should instead "increase the effectiveness of all spells by a further x%" (for spells that can have a variable effect).
End of StevenAus's quote

That would help, too, and all spells should scale to make them useful in the late game.

Reply #9 Top


I posted a topic on shards a few days ago and added some things in about this.  Even if you cannot change the type of shard, still giving you some bonus on a spell based on every shard you own.  Here's the post:

 

https://forums.elementalgame.com/415609

 

As for the spells you mention being weak and not scalable (such as heal), you could even do something similar to, once again, Master of Magic.  For basic spell such as firebolt, you have your basic spell along with a slider to increase its power by using extra mana.  Basically, the game is set up where spell research, mana generated per turn and skill (the amount of mana you can use per battle or per turn if you're casting a spell that requires lots of mana) are all adjustable by sliders.  Going into a big battle and need lots of mana available to cast?  Drop the slider on research and mana generation to have tons available, etc.  It was a very good system.

Anyway, the slider idea for basic spells is great, because at lower levels you skill isn't very high, so you can't buff your spells.  But as you grow more powerful and capture more shards, you can add serious buffs to spells.  Thus, shards are THE things to grab in this game--I've had some nasty battles for them. 

I do totally agree... a heal spell that heals 8 HP when, at upper levels, you taking multiples of that in damage makes the spell useless.

Reply #10 Top

I don't think I'd like to see mana segregation, but I definitely want to see better spell scaling with Int or the like, and as much integration of shards as possible. Much like now many spells should just get numerically stronger, but I'd also like some more flavor. I have two water shards and I summon an elemental, so my minion is higher level by default. What about a small chance of summoning a greater elemental type, or getting a "bonus" lesser elemental due to the power of my shards? Not really vital but it'd be nice.