Tasunke

Tasunke

Joined Member # 3846508
78 Posts 3,839 Replies 852 Reputation

Third Eye Strategic Arcane Knowledge: 18 Mana Required: 18 None Target recieves +50% dodge to all phsyical and magical attacks SpellBook: Mysticism Note: Uses an enchantment slot, one per (able) caster. Enlightenment Strategic Arcane K

12 Replies 58,584 Views

Definitely have Forts n Watchtowers Naough!!! :p Turf Wars: Battle of the Outposts [e digicons]\o/[/e] basically, sounds a LOT more interesting than ... City-centric warfare, City-spam, All-or-nothing warfare (tied to city warfare) The way I see it, people could be fighting rather continuously over certain areas of turf rather than necessarily try to attack the city (a lot harder

105 Replies 292,641 Views

Space Alien bugs ... special event. 0.2% chance of it happening in a single player game. Comet-like object crashes to the planet. Becomes the "Hive Crater" ... where these "things" start spawning. You get "biomass" from harvesting anything living -> trees, fertile land, scaths, horses, wild game, humans, fallen small, and weak, no ranged attacks or magic. successful melee attack implants multiple parasite larvae in the target. Harvesting a Shard can allow yo

3 Replies 2,804 Views

yea, simply a Dark shadow (and time lock) on explored terrain outside your Line of Sight. The easiest way to do timelock would be to not show goody huts, for Cities to be in Shadow (only borders/walls seen), and for no units to be shown.

9 Replies 7,653 Views

@ Annatar, yep ... I probably won't even look at changing the ways battles function for quite a while, and will probably choose some sort of middle ground. That being said, it is nice in this case to have far reaching goals that are hopefully eventually possible.

104 Replies 276,587 Views

Aye ... and either only allow the construction of assasin (kit) in the founding city, or have stronger assasin(kit)s in the founding city and weaker/cheaper assasin(kit)s in cities that build new assasin guilds. Or, have no different between founding city and other cities, and have all assassin guilds be equal (instead of the first assassin guild to be special)

12 Replies 58,378 Views

[quote who="Frogboy" reply="8" id="2680687"]yea, you'd need to summon a boat and then cast an e3nchantment on it that allows it to ignore blocked tiles and then it could fly. WE, however, won't be doing that. What you guys do on your machines though is none of our business. [/quote] Won't be doing what?? Won't enchant summoned ships with flying? Won't enable Blimp technology? Won't make utterly trapped and isolated sta

15 Replies 10,050 Views

[quote who="Recnelis2" reply="12" id="2680003"]You put your currently super rare essence points into a caster, caster dies for one reason or another. You now have to spend the rest of the game only casting low level spells.... = Not Fun. Perhaps you may enjoy beating stuff with non magical/ casting units but i'm playing this game for the magic part. It is after all Elemental War of magic is it not? Now this of course is assuming that Essence is the rarity tha

27 Replies 12,193 Views

[quote who="Recnelis2" reply="23" id="2680466"]That would be cool actually. Having the ability to siphon/leach the life essence out of a creature/object. There could be a whole race designed just for that purpose...harvesting essence.[/quote] They are called humans.

27 Replies 12,193 Views

Random Thoughts Man-slayer (requires 20 attack and 20 defense, blocks Slayer, passive skill)-> double damage vs fallen/humans Slayer (requires 20 attack and 20 defense, blocks Man-slayer, passive skill)-> double damage vs non fallen/humans *equipable skill* Priorities (requires assassin)-> +50% damage vs Champions, double damage vs Royal Family Members, half damage vs other units Target Identified (requires assassin) -> limit of once per battle, sel

5 Replies 7,279 Views

More Abilities Campaigner (requires General or Warlord, passive ability) -> Can command +2 units *requires 10 Intelligence and 15 Charisma Horde Leader (requires Warlord, passive ability) -> Army/Commanded units cost 50% less maintanence Crusader (requires General, passive ability)-> Increased Army morale, Army morale falls at half speed, +2 army movement, Decreased Unit withdrawal chance (less likely to retreat or panic off the battle m

5 Replies 7,279 Views

A new look at old traits Adventurer-> +1 movement, +50% exp from quests, allied Champions in army receive +50% exp from combat (does not stack) General (kingdom)-> +2 sentinel units, all Soldiers in army gain +50% experience from combat vs Major and Minor leaders Warlord (empire)-> +2 sentinel units, all soldiers morale increased, +50% personal combat experience Meditative -> +1 spell point per turn, gains the "Meditate" ability

5 Replies 7,279 Views

https://forums.elementalgame.com/387469 take a look for abilities :) https://forums.elementalgame.com/386611 take a look for leveling ideas ;)

7 Replies 2,964 Views

well ... I'd still personally like to see (not in release but maybe a mod) large battles where Each individual soldier is a separate object. Basically, while the unit is bought together, trains together, and moves together ... each soldier is a separate object with its own attack, defense, and HP. So even a giant force of 1000 peasants, separated into 10 units of 100, cannot attack ALL AT ONCE with all 100 peasants ... instead the peasants attack one at a time once they come w

104 Replies 276,587 Views

**alternative to lazy is that buildings cost *more* materials (and same amount of gold), and take an extra turn to build Meanwhile Extravagant could have all buildings more expensive gold-wise. (possible positive side-effect of Extravagant could be +1 prestige to Palace and Statues)

7 Replies 7,413 Views

Hmm, well I think there is a "summon boat" spell ... but might that also require beach to work?

15 Replies 10,050 Views

I like the idea of Duels ... could be over various things, don't have to result in Death/ Civ transferral. On to "Duel for EVERYTHING" duels ... I think that upon Sov defeat/death his capital creates the "Loyalist" faction (for instance: Tarth Loyalist Faction) Each of the Defeated Sov's cities has 2(Charisma)% chance to join the Loyalist Faction, and each of his armies has a 3(charisma)% chance of joining the same faction. All other Cities and Armies go

6 Replies 5,788 Views

Excerpt (long) on Special Abilities ideas Special Abilities Dragon Fist (requires Godhand trait) -> attacks single soldier/target with double attack (roll). If attack connects, target flies back 3-5 tiles, if it doesn't connect, target flies back 1-2 tiles. Shear in Half (r

42 Replies 96,317 Views