Mundane unit spellcasting (warlocks and priests)

At some point, Brad had mentioned that individual mundane (ie, non champion) units could be empowered to cast a single spell, like heal or fireball or what have you, making, in essence, specialty casters for the battlefield.  I've not heard anyone report on these, yet.  Did they make it into the beta?  Are they traits that are unlocked, or an enchantment, or an item?  Inquiring minds, blah, blah, blah.

4,191 views 11 replies
Reply #1 Top

Dunno but I definitely want to see these.

Faction specific unique units would also be good.

As would recruitable single figure, stronger controllable units, ala elementals, guardian statues, demon assassins etc.

Basically, units with a handful of special abilities and more unique attributes, instead of 'dudes with melee weapons' and 'dudes with bows'

There are some of these in the game with the recruitable monsters (which are cool), but I'd like to see more of them rolled into the 'base' research paths, races, and city structures.

Reply #2 Top

Quoting Mtrixis, reply 1
Dunno but I definitely want to see these.

Faction specific unique units would also be good.

As would recruitable single figure, stronger controllable units, ala elementals, guardian statues, demon assassins etc.

Basically, units with a handful of special abilities and more unique attributes, instead of 'dudes with melee weapons' and 'dudes with bows'

There are some of these in the game with the recruitable monsters (which are cool), but I'd like to see more of them rolled into the 'base' research paths, races, and city structures.
End of Mtrixis's quote

And on the same lines, would like to see different ways of recruiting these unique units (I think you yourself mentioned this).

Was there some talk about conjuration spells in the works?

 

Oh, right... I too look forward to "mundane spellcasters" :)

Reply #3 Top

In MOM there were quite a few non hero units that had one or two magic spells.   It really added to the individual flavor of the individual factions.   I agree this shuld be in FE.

Reply #4 Top

I know that I've seen both items (cloaks) and spellbook enchants (ie anointed by fire) that give a champion to cast a spell normally they wouldn't have. But haven't hit anything to give mundane units caster abilities.  There are equipments that you can have to add magical components to attacks, but that's just a bit of fire damage, etc.

The description of Gravewardens in the faction preview post almost makes it sound like they have spells, but I haven't gotten them in the game to see if they do.  I doubt it, just think the wording there might be misleading.  Some of the recruitable monsters might also have spells, haven't checked that either.  But some things like some trolls have spells, so its not out of the question that those special units have them.

I'm not sure if "mundane" casters really fits the game lore, but even baring that, I'd like to see traits that mimic spells, arrow barrage instead of fireballs or bandage wounds instead of heal spells. I'd definitely want it to be really pricey and maybe have a bigupkeep to keep it balanced.

Reply #5 Top

You can enchant a unit to cast fireball. I know there are others but that is the only one I remember seeing for sure. 

Reply #6 Top

Quoting FallingStar0280, reply 4
I'm not sure if "mundane" casters really fits the game lore, but even baring that, I'd like to see traits that mimic spells, arrow barrage instead of fireballs or bandage wounds instead of heal spells. I'd definitely want it to be really pricey and maybe have a bigupkeep to keep it balanced.
End of FallingStar0280's quote

I agree.  We could use these "spell like abilites" to further customize units.  It would be great to give units a healer's pack that let them heal or remove status effects so many times per battle.  On the damage side having an alchemist's kit could add some elemental damage attacks to a units repretoire.

Reply #7 Top

I think there should be some traits that allow trained units to cast a specific spell, or have a spell effect on them all the time. These traits should require a certain building to be present in the city they are trained in. So a Temple of Light could allow for units that can cast heal one per turn. Place that Temple in a city focused on training armor clad warriors -> Paladins ftw!

 

Reply #8 Top

Definitely. There's some talk of that in the city discussion thread, and there ARE some buildings/spells that provide boosts to units constructed, they're just mostly (entirely?) passive boosts to stats. Some active abilities would be a great addition.

Reply #9 Top

This should be moddable as well, so even if this doesn't make it to the vanilla game, you can be sure that it will end up in a mod (at least mods that I make) :).

Reply #10 Top

Maybe spell-casting units would require mana to be produced - like they are being "imbued" by the sovereign, even if remotely. =)

Reply #11 Top

So, I'm getting that this isn't in the game, yet, then.