Frogboy Frogboy

Races and Factions of Elemental

Races and Factions of Elemental

image

 

After the cataclysm, the mortal races with sufficient numbers organized themselves between Kingdoms and Empires.

Broadly speaking, the biggest difference in the ideologies comes down to the source of magical power their rulers subscribe to. The Channelers of the Kingdom gain their power from life – the ambient life energy. The Channelers of the Empire gain their power from death – when things die.

Men refer to “Fallen” races as those races that started out as men but were twisted by the Titans of old to serve their purposes.

The Fallen think of themselves as beings who were enhanced beyond the original base stock into something better (and certainly don’t think of themselves as “Fallen”).

By the time of Fallen Enchantress, there are 8 major factions made up by 5 “species" (Men, Quendar, Trog, Wraith, Ironeer) with men broken into 4 races.

From a UI design, there’s no nice way of distinguishing between a race and a species. So we refer to the 4 races of men by their families – Krax, Mancers, Amarians, Tarthan.

56,634 views 34 replies
Reply #26 Top

How about some High Fantasy Customization Packs for 3.99 after release of the expansion?

Reply #27 Top

You all talk of dwarves and hobbits, I just want more monsters, spiders, golems (gollums) especially golems!, fantastic mounts like drakes and lizards more readily available (lategame meaby). Might be me but that is one reason I liked Master of Magic that much, all the game was made up off "fantastic creatures"

Sincerely
~ Kongdej

Reply #28 Top

Does anyone know if they are going to make use of naval resources in the final game?  That sure would be nice...didn't work too well in WOM it seems, but I don't know...


Just wondering and hoping??


Thanks!


Reply #29 Top


I had originally thought that they would have gone the same route of Master of Magic in regards to the races. Unique race attribute traits that stay with the city, even when conquared by another race. Over time the alien population would mingle and spead through your empire and the bonus (and penalties) of that race would also spread. This would give important strategic decision as to whether or not you want a specific race incorporated into your society.

Alas, they didn't go this route and a very dynamic part of Master of Magic has been lost to the sands of time.

 

Reply #30 Top

Quoting Darkchaser, reply 28
Does anyone know if they are going to make use of naval resources in the final game? That sure would be nice...didn't work too well in WOM it seems, but I don't know...
End of Darkchaser's quote

It's one of those things they will probably release an unspecified time after the final version. They have said it won't be included upon release but they have vague plans for it.

Reply #31 Top

GFireflyE, maybe they could take that course in the next Elemental strategy game, when they have time to review things?

Reply #32 Top


True enough.

I really like Kongdej's post. Fantastic creatures are a necessity to making this game a success. Being able to summon is only half of the experiance, imo, because every wizard can potentially do this.

I came across one quest/item that I thought fit PERFECTLY. 'The Knights of Asok' quest thingy. When you conquered the location, you had the option of building those units at that city. WOW! PLEASE PLEASE PLEASE do more of this with other fantastic creatures.
A griffin's nest....
A golem factory....
A blood pact with demons.....

These are the things that make this game into, as I've coined it elsewhere, a 6X adventure.

 

Keep up the Great work!

 

Reply #33 Top

A small suggestion on how to UI the issue of the species into the nation of either kingdom and empire:

When creating a faction, the first tab will force a player to pick a side (kingdom/empire), with a description of differences (for example, kingdom uses life magic, while empire uses death magic). Second forced pick is a race, with description of abilities and special abilities.

Quoting GFireflyE, reply 33

True enough.

I really like Kongdej's post. Fantastic creatures are a necessity to making this game a success. Being able to summon is only half of the experiance, imo, because every wizard can potentially do this.

I came across one quest/item that I thought fit PERFECTLY. 'The Knights of Asok' quest thingy. When you conquered the location, you had the option of building those units at that city. WOW! PLEASE PLEASE PLEASE do more of this with other fantastic creatures.
A griffin's nest....
A golem factory....
A blood pact with demons.....

These are the things that make this game into, as I've coined it elsewhere, a 6X adventure.

 

Keep up the Great work!

 
End of GFireflyE's quote

I'd actually prefer each race to have such a special unit, instead of the current juggernaut and iron golem.

The bonus to yithril could be some of the special traits you could add (such as berserkers and splash), or just make them way stronger than normal fantastic creatures.

If to compare them to Master of Magic, High Men magicians and Dark Elf warlocks were better than their counterparts in other races- magicians had 6 people in units (instead of 4) and warlocks had a doombolt spell instead of fireball.

Reply #34 Top

To bring this back to the OP (a little), does this mean that the "enmity" trait gives, for example, Altar a bonus against Gilden but not Krax?