http://dl.dropbox.com/u/8747866/Elemental0_806-2010-07-12T20-21-20-103.zip http://dl.dropbox.com/u/8747866/Elemental0_806-2010-07-12T20-18-13-474.zip http://dl.dropbox.com/u/8747866/Eleme
sonarogre
Spell Name: Enrich The Land Strategic Arcane Knowledge: High Mana required to cast: High Yes Target Area Converts to a mined resource of the players choice. Initial Yield is Low, multiple castings increase Yeild with each subsequent casting increasing yield less and less. Spell Book: Earth/Land Note: Only effects Mines, i.e. "Material" resources Spell N
W[quote who="Demiansky" reply="10" id="2667800"] Well, I would personally prefer that essence be immutable, like I said before. That rather than representing magical "power" it represents magical "presence." At the beginning of the game, essence would be locked away in the bruised and scarred world. By restoring the land, you would basically be unlocking the essence. Once it's in your hands, you can lose it but it doesn't just get expended and forever l
I like the idea of an Essence limit being partially set by how much of the land is for your king. Not by Empire or Kingdom, but by the individual player. Have a given percentage of something in the land that is the kings and let that determine the Max Essence. You could even put objects in the game that bind sides, allowing them to gain essence off each others essence gains. Take blood oath to a whole new level. I like the idea of Essence b
NPCs I'd like to see NPC's have higher prices for opposing sides recruiting them. I'd also like to see them leave if a player does a mission directly opposed to either themselves or their side. *warning XXXXX refuses to follow you on this quest of folly and will leave your side if you accept/complete this quest*. Adding in quests that directly affect the NPCs would be good too: XXXX has a particular interest hunt