A trip through the fantasy worlds I enjoy

 

Base Stats

Each race has different base stats.  Amarians (the race of Pariden) have the highest intelligence, Trogs (the race of Yithril) have the highest strength.  The stats are the starting point for the sovereign, champions and your armies.  It will be easier to use heavy armor and weapons if you have the strength bonuses the Trogs offer, likewise your units will have more hit points if they are Ironeers (the race of Gilden) rather than Amarians.

Unique Units

Each faction has ten pre-designed unit types.  These units automatically upgrade as new weapons become available.  There is, for example, one archer unit.  But that archer unit will use the best bow the player has.  Units that are already created can upgrade their weapons armor, though it isn't cheap.

Each faction has three unique pre-designed units.  Tarth has the Clan of the Crow instead of archers.  These unique units always have different equipment or traits and are usually better versions of that sort of unit, though they may take longer to train.

These unique units are our favorites for each of the factions, but you can create your own.  If you want a unit like Capitar's Silver Swordsmen for Yithril then you can create a Yithril unit with the same traits.  Or you can create a new mix of traits for your units.

Faction Traits

Each factions has two traits, one always grants them access to a tech so the factions have different starting techs (and therefor different starting improvements, etc) and the other trait affects the faction as a whole.  Gilden's trait halves the production cost of weapons and armor, Yithril's improvements the Strength and Constitution of their units, etc.

Players can create their own factions and pick from a large number of faction traits and add an additional trait if they select a faction weakness.

 

Sovereign

Each faction has a sovereign whose traits and weaknesses are as important as the faction itself.  Choose a powerful fighter like the Warlord Verga if you want to go battle monsters toe to toe.  Choose those that gives bonuses to their armies like General Carrodus if you want to improve the champions you find and soldiers you train.  Or choose one of the magic focused sovereigns like Procipinee or Ceresa if you want to rule with magic.

And as with all of the above, you can always make your own.

 

Kingdom of Altar

Altar is the ideal faction for questing and focusing on your champions.  Relias starts at 2nd level, making him less vulnerable in early exploration and his Natural Leader trait halves the cost when recruiting champions.  Altarians also get double the experience for completing quests.

Two of their unique units, the Redwatch and the Blades of Athica start with the Potential trait allowing them to gain experience faster than other armies and their Explorer cost more to train than other factions scout, but are much better in a fight.

 

Kingdom of Capitar

Capitar is made for trade and generating Gildar.  If you can protect your cities then they can afford to pay the wages for the largest armies in the game but you will need to do some work to get there.  Their caravans upgrade roads three times as fast as other factions and are immune to attack.

Carrodus gives bonuses to all other units in his army so even if he isn't a match for the strength of Verga or the spell casting ability of sovereigns like Ceresa, he is dangerous when leading large armies.

Kingdom of Gilden

Armor and weapons cost half the normal production for Gilden players allowing them to keep their armies outfitted in the best weapons and armor.  If Capitar's wealth comes from their cities and trade, Gilden's wealth comes from their sovereign.  Enil Markinn is well known for what he would call pragmatism and although he doesn't start with Carrodus's wealth, he does generate some Gildar each turn and pay less in unit wages than any other faction.

 

Kingdom of Pariden

The Amarians aren't as strong or hearty as other factions, but they are the most intelligent and therefor earn experience faster, make better spell casters and are more resistant to spells.  Their Destiny's Guard and Magebane unique units carry this protection even further and are the most adept against enemy spell casters.

But the true strength of the Amarian's is in a basic put powerful faction trait that gives them +10% to research, and in their leader, or more specifically in an item their leader carries.  It is Procipinee's Crown, and though Procipinee starts with it she is free to give it to any of her champions.  There aren't any maintenance costs on any spells cast on whoever wears the crown, allowing the player to load up all their enchantments on that unit for free (outside of the casting cost).  Procipinee may not be a powerhouse, but with Anointed by Fire, Nature's Cloak, Stoneskin, Courage, Mantle of Fire and other enchantments on her she becomes formidable.  The more spells Procipinee knows, the more powerful she becomes.

 

Kingdom of Tarth

Tarth's sovereign Lady Irane starts with a bow, which is a considerable advantage on its own, but even more so because it's an enchanted bow that is +10 attack vs beasts (spiders, wolves, panthers, bears, etc).  She has the Quick trait, which increases her initiative and like everyone from Tarth she has the Enduring trait which gives her +10 to defense when she is under half of her hit points.

The Tarth archers, the Clan of the Crow, are very good and start with a +3 to Accuracy.  Even more if there is a Training Yard in the city you build them in.  While their soldier units, the Firebrands, gain a bonus when attacking higher level units and the Oak Guard start with Throwing Knives they can use to wear down their enemies before closing to melee range.

 

Empire of Kraxis

Kraxis is the most builder minded faction in Fallen Enchantress.  Their sovereign's Scholar trait gives a flat research amount each turn which early game will be more than the research bonus Pariden gets, but won't stay with Pariden later on.  Instead Kraxis becomes hard to drive out.  They get +10% per city level to city defender's Attack, Accuracy and Defense.  The Unfalling Legion gives a boost to the defense of their entire army, Karavox's Honorguard starts with the Ironskin trait and the Spikes of Krax are a group of highly mobile Spearmen.

They are the turtles of the world of Elemental.  But with the city defensive bonuses even their unguarded cities can't be easily taken (in Fallen Enchantress every city gets some free defenders, how many depends on the city level and improvements in that city).

 

Empire of Magnar

If Kraxis are the turtles, then Magnar are the cockroaches.  The start with the Slave Lord faction trait which allows them to feed more people from the same amount of grain, growing larger cities.  And when they raze cities half of that city's population is transferred to their capital.  Their unique units cost less than other factions, and tend to be a bit weaker as well.  The Dross Archer costs less but has less hit points and dodge.  The Scourge are decent mid-game melee units but have a lower accuracy and initiative.  Finally the Outcast unit is a cheaper version of a Pioneer.

Magnar III is their sovereign and a powerful spell caster.  He starts with the ability to use Fire and Death magic.  His Evoker trait increases his spell damage and his Attunement trait gives him free mana each turn.  He can cast Flame Dart from the beginning of the game and after a few levels (especially if he chooses the Path of the Mage) he can be throwing Fireball's that make it obvious why Magnar doesn't need elite troops.

 

Empire of Resoln

Resoln is led by their Sovereign Ceresa.  Like Procipinee and Magar, she starts with the Attunement trait that gives her free mana each turn.  Unlike the others she also starts with an item, the Staff of Souls, which gives her mana whenever she kills an enemy.

The Wraiths have the Death worship faction trait.  That gives them access to four unique spells if they have casters who are proficient enough in Death magic to cast them.  Infection spreads any negative spell effects on the unit to all other units in its army.  Corruption turns a shard into a Death shard.  Graveseal makes any attack against the infected unit a critical hit and the Dirge of Ceresa does damage to all enemy units and then follows with poison damage every turn.

Resoln's unique units are the Sentinel's of Hagudst, which get a bonus vs spells.  The Tide of Teeth, which are warg riders that get a  bonus against higher level units.  Lastly the Gravewardens have a trait that grants the player mana whenever they kill an enemy unit.  Not as much as Ceresa's staff, but enough to fuel their spells.

 

Empire of Umber

The most bestial of the factions Umber is able to build camps on defeated Naja, Ophidian, Drake and Forest Drake lairs and begin training these units for their armies.  Expect to face a hodgepodge of monsters and Urxen soliders when you go to battle against them.

But even their soldiers can't be considered civilized.  The Carrion Men are berserkers that get significant bonuses to their Strength and Dexterity when they are under half of their hit points.  The bloodthirsty Marrowguard are warg riders that get a bonus vs injured units and the Najaborn are spearmen that have taken to coating their weapons with poison.

Their Sovereign, Kul-al-Kulan, is well rounded with access to three types of magic and decent stats for melee.  Although he won't be able to beat Verga in melee, be a better spell caster than Procipinee, or give the army bonuses that Carrodus does he can fill any of those roles depending on the choices made as he is leveled up.

 

Empire of Yithril

The Yithril sovereign Verga is the worst at spell casting starting as a meager Death and earth disciple.  But what he lacks in spell poser he makes up for in muscle.  The Trogs already have the highest strength, but their Powerful trait drives that even higher, giving them +3 to Strength and +2 to Constitution.  On top of that Verga starts with the Might trait which gives him +1 Attack per level, Hardy which gives him another +2 to Constitution and halves damage from poison and a set of enchanted gauntlets that improves his defense.

In playtesting so far Verga has been nerfed more than any other unit, faction, spell, etc.  And he is still a force to be reckoned with.  If he shows up at your gates in the early game, it's going to be a tough battle.  If he shows up with a few levels and a magical weapon, run.

The Trog soldiers take after their sovereign, preferring strength over subtley.  The Harbingers of War are late game melee untis that wield huge mauls and get additional Accuracy and Attack bonuses against anyone with a lower strength than them, and that’s most of the units in the game.  The Battleborn are reliable midgame melee units that start with a bonus to Accuracy to help put that Trog strength to work.  The Gray March are spearmen, but very large versions of them.

 

Or, you can create your own faction and sovereign.

 

 


Comments (Page 6)
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on Jan 16, 2012

DsRaider
Do I ever wish I was in the first group of beta testers......

Ditto.

on Jan 16, 2012

seanw3
So we should wait until the beta release to start a debate on the unique units system. Naysayers seem to miss the point that A faction's traits are what make their unique units desirable. Sure Umber could make a few Magebane soldiers. But it wouldn't really be helpful without the Pariden's traits to allow them to reach their full potential.

I am sure there are a few units that will cross over nicely to other factions. I, however, would guess that if you are custom making units and building the exact unit from a different faction, you are doing it wrong.   

I think this sums up the benefits of the faction specific unit nicely.  Faction units are pre-designed to make the most of a faction's inherent bonuses.  

on Jan 16, 2012

JonathanEngr

I'm absolutely chomping at the bit to play this game!!!!!!!!!!!!!!  I've been playing EWOM 1.4 for a couple of months now--wow--what an improvement.  While not completely bug-free (especially late in the game), it is *fun*.

As for FE, I noticed that it is supposed to be "activated" on user accounts on the 20th.  Is this still the schedule?  I pre-purchased EWOM, so I assume I'll be able to play it then....?  To be sure I know what to do and how to get to it, how will it work?  Will I be e-mailed a link to the download, or will it show up as a downloadable game on Impulse (Gamestop)?  Thanks!

This is the latest from Brad on the who, what, where & when of the Beta.

https://forums.elementalgame.com/415056

on Jan 16, 2012

Can't wait for my beta invite.

on Jan 17, 2012

wow after reading that i think you may have actually pulled off having your cake and eating it too.  so excited to give the beta a try.  i love how you can customize as much as you want, but at the same time if you want to just play a game without spending all that time thinking stuff up you can still have a great experience.  that's some excellent game design, kudos!

on Jan 17, 2012


This is by far the most promising and exciting look / post I have ever read about FE. SUPER. This looks excellent and extremely promising -- thank you!

One question: I thought that the core game mechanics do not include "units", that is, to quote Brad, "there is no such thing as a 'knight'." So how does one make "unique" "units"? I thought unit creation (and the pre-made ones are "merely" created beforehand by you using unit creation, right?) lets you choose from a pool of unlocked abilities / items that all potential units have access to?

on Jan 17, 2012

onomastikon

This is by far the most promising and exciting look / post I have ever read about FE. SUPER. This looks excellent and extremely promising -- thank you!

One question: I thought that the core game mechanics do not include "units", that is, to quote Brad, "there is no such thing as a 'knight'." So how does one make "unique" "units"? I thought unit creation (and the pre-made ones are "merely" created beforehand by you using unit creation, right?) lets you choose from a pool of unlocked abilities / items that all potential units have access to?

 

I don't understand the question.  You can make units that are unique using the tools you just described.  You can use a combination of bonus skills abilities and gear that forms a unit that is all your creation.  Like Legos. If I have 5 sets of legos, one is a castle, another a space ship, etc...I can tear them a apart and make something completely new.  

 

So, the game has already built unit designs in it.  And some are defaulted to certain factions.  So, they are going to be using them more and that gives the computer controlled factions flavor and unique style.  But, you have more control over what you build.  So if you play as a default kingdom, like Altar, you can use the Blades or you can design something of your own using the gear, traits, skills, abilities, or whatever they are called you have unlocked.

on Jan 17, 2012

The first thing I will be doing on Thursday is going through the XML for traits. Then I can see exactly what there is and how the player comes across it. Assuming the game is stable, the beta testers will be able to focus on the fine details of the game. My only fear is that every trait can be had by any faction. That would put alot of pressure on the uniqueness of factions to dissuade users from deciding on the best traits and only ever using those. 

I may even post some of, it if the devs don't mind, to highlight some of the really cool stuff. I imagine that this will be heralded as the best part of the game. I am very curious to see the difference between regular army traits and hero traits. 

on Jan 17, 2012

Ausland
What would you recommend if this were your game?

https://forums.elementalgame.com/415097

Reply #19

Also, same for the troop roster screen.

on Jan 17, 2012

I'm one who is quite happy that we humans have the freedom to customize our units and factions as we will. And I am extremely happy that the AI players will have some uniqueness about them. I don't see the problem with humans being able to mix and match unit traits to create their own devious designs. If you are a purist, then don't tweak your units. Simple. Leave the rest of us to enjoy the diversity of unit creation.

on Jan 17, 2012

WhiteElk
I'm one who is quite happy that we humans have the freedom to customize our units and factions as we will. And I am extremely happy that the AI players will have some uniqueness about them. I don't see the problem with humans being able to mix and match unit traits to create their own devious designs. If you are a purist, then don't tweak your units. Simple. Leave the rest of us to enjoy the diversity of unit creation.

Agree.  The way they seem to have made the game gives both player freedom and faction identity strong. Truly brilliant.

on Jan 17, 2012

Lord Xia
Quoting onomastikon, reply 81
This is by far the most promising and exciting look / post I have ever read about FE. SUPER. This looks excellent and extremely promising -- thank you!

One question: I thought that the core game mechanics do not include "units", that is, to quote Brad, "there is no such thing as a 'knight'." So how does one make "unique" "units"? I thought unit creation (and the pre-made ones are "merely" created beforehand by you using unit creation, right?) lets you choose from a pool of unlocked abilities / items that all potential units have access to?

 

I don't understand the question.  You can make units that are unique using the tools you just described.

I meant: What is to make them "unique"? I believe I understand the concept of how they are made -- but ANYONE can have, say, Redwatch units, or Blades of Whatever, they just have to design them and pay for them (and make sure they have the prereqs for them). Right? Or what am I not understanding?

on Jan 17, 2012

onomastikon

I meant: What is to make them "unique"? I believe I understand the concept of how they are made -- but ANYONE can have, say, Redwatch units, or Blades of Whatever, they just have to design them and pay for them (and make sure they have the prereqs for them). Right? Or what am I not understanding?

 

Oh, okay.  I think the idea is that the unit is "unique" to that Factions AI.  You, as the player can make units like the blades or Redwatch no matter what you are playing, BUT you will only see those units being used by the AI of that specific faction.  

on Jan 18, 2012

BlackRainZ
are missing the point of the "unique" units. The point is that AI factions will be using their respective "unique" units which will give them diversity and flavor. AI factions WILL NOT be using other factions "unique" units. Only the player has the ability to make these "unique" units for their faction. I thi

 

this is utter nonsense.  if the player can perform a task that the AI cannot it immediately makes it so that the AI cannot compete.  as an example usage of outposts in moo3 was not something the AI would use, as a result, a player exploiting outposts had a massive advantage over the AI, and a mod was made to remove outposts.


then there is multiplayer to consider, if everyone who plays multiplayer disables the customization of units then customization of units is not really a feature, if everyone who plays multiplayer enables customization of units, then unique units is not a feature.

 

 

if the unit customization system is truly limitless, then unique units do not exist as a feature in the game. it is as simple as that.  there is also no real reason why there couldn't be a few minor limitations to the unit customization system that still allows the concept of unique units to persist. 

 

 

basically it sounds like stardock just wants to add a feature to the feature list, that won't really effect gameplay.  it would be trivial to design a system whereby unique units and partial unit customization stand side by side.  with all the missing features of the unit customization system available in the faction customization system.  if the ai has things it will not do, then the ai cannot compete with the player.  coding for ai is ALREADY hard.  this feature will simply mean that the singleplayer game is way too easy EXCEPT in cheating diffuculty, or hard scenarios.  the thrill of galactic civilizations was that the AI could put up a challenge without cheating in extras.  I remember a few years ago, this very journal... there was a post about the AI being so good that you could play a multiplayer game with real humans and with AI's and it could end up fun and balanced... AI in WoM was awful, AI in FE might end up great, but if you handicap the AI it will harm this.  there's a reason why homm3 is still the best multiplayer heroes of might and magic game, sometimes new ideas just aren't better.

on Jan 18, 2012

What exactly do you think the Human player is going to be able to do that the AI won't? The whole point of these units is to make sure the AI can build good units. Humans building custom units will not be inherently superior to AI unique units. Much of any war in the gaem will likely be decided on a strategic level. 

The AI having specific units makes tactical AI much easier to perfect. Humans getting to build custom units won't cripple the AI's abilities. I really can't see why this is a bad thing. 

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