It would have been simpler to not change the existing factions at all.
It would have been simpler to not change the existing factions at all.
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although it would be better to assign the effects of slowing and weakening to the earth element, and the effects of dispelling and divine power to the water element.
although it would be better to put slowing and scattering effects into the earth element, and dispel magic and divine power into the water element.
The point isn't that it's easier, but how it will be perceived.
It would have been easier to just not change the existing schools.
1) The wasp swarm will deal either fire or dehydration damage (undead and constructs are immune).
2) The wall of swords will turn into a wall of something else, maybe a thorn wall.
I've created a layout, taking into account the consistency of the lords and other details, which I'll explain below. AIR (anger, blessing, lightning) 1 Blessing, Wasps 2 Lightning, Haste 3 Might, Exorcism 4 Chain Lightning, Phantom 5 Resurrection, Vengeance * Hive, Teleport EARTH (defense, pain, life) 1 Fist, Dodge 2 Hide, Ray 3 Thorns, Plague 4 Meteor, Swords 5 Shock, Shield * Earthquake, Reanimation WATER (mind, curses, ice) 1 Curse, Grief 2 Weakness, Slow 3 Ice Block, Confusion 4 Ring, Anti-Magic 5 Subdue, Frost * Regeneration, Wave FIRE (fire, "earth" = bombs, "charms" = summon) 1 Arrow, Crystal 2 Fireball, Mines 3 Fire Wall, Elementals 4 Berserk, Blind 5 Armageddon, Phoenix * Vampirism, Word And now, the details: 1) Child of Light and Eternal Light only work with 1 school - in this case, with air, so more buffs have been added here, namely: all buffs that have opposites (blessing, might, haste) 2) some spells will require enhancement to justify the new level (e.g., thorns, ring) 3) the dependence on SP for swords and earthquake needs to be removed; then the perk "lord of the earth" (rename) will actually work 100% for fire (crystal, mines) 4) in a special level *, which should not be in the guild, resurrecting and situational spells are placed, because it is not very pleasant for some necromancer to receive regeneration, holy word in the guild, etc. It is proposed to distribute these spells through perks. Only the following need to be adjusted in terms of name and visuals: ray, dodge (earth), crystal (fire). The rest fits well into their schools. Swapping phantom and anti-magic is acceptable. Now about the 2 main drawbacks of dividing into elements: 1) fragmentation of spells, lack of integrity - in the scheme I presented, this disadvantage is minimized (air is very aggressive, manipulating damage and initiative, fire focuses on direct damage and does without casts, earth manipulates defense, water focuses on reducing damage) 2) you will have to work very closely with the perks in the wheel, especially with the visuals, to restore integrity at the perk level.
FIRE (fire, "earth" = bombs, "spells" = summon)
1 Arrow, Crystal
2 Fireball, Mines
3 Fire Wall, Elementals
4 Berserk, Blindness
5 Armageddon, Phoenix
* Vampirism, Word
Exactly, it's sacred. I call the unholy one a "wave (of death)," like in Heroes 3, just because it's more convenient to abbreviate.
I need to think about what to use to redesign the castle itself – maybe the moat of the elven city could work as a donor:rolleyes: