Winnihym Winnihym

Spellbooks and Shards; working them together

Spellbooks and Shards; working them together

I write this because I'd like to see shards and spellbooks work better together, and I've looked around for the person who had this idea first, but can't seem to find the thread again.  I also add in ideas from Matreus and Hound here, who had some really good, intelligent ideas for organizing spells in a way that made you want to collect shards, but still made the game playable if you didn't get any shards.

The core idea was to separate spellbooks from shards.  That is, no more book of fire, or earth.  Instead, you'd have spellbooks of evocation, or summoning.  I'll present my list in a bit, but you get the idea.  If you have a spellbook of summoning, and then you find a fire shard, you can summon a fire imp (with the proper research into the summoning spellbook).  Invest more in that spellbook, and you get a fire mephit.  Then maybe a fire elemental.  All the way up to a fire giant, if you invest deeply enough.  The idea being that combinations of spellbook plus shards unlock a certain spell type, and then by researching that spell type more and more, it becomes more effective (more damage, more bonuses to enchantments, more healing, etc).

I fiddled around with this a bit, and came up with 10 books, and what' they'd affect:

thaumaturgy changing enemy stats
enchantment change items
evocation direct damage
summoning summons
geomancy map changing (base tiles)
necromancy affecting the dead
divination charming creatures/players
alteration map changing (special tiles)
transmutation city changing spells
abjuration changing stats

So, on sovereign creation, you pick a few spellbooks (or maybe all of them, but at significant penalty).  Each of the books as a base spell set, and then has spells that get unlocked if you control a shard (or two, or three...)  Thaumaturgy may have a spell that drops enemy attack speed by 0.5.  With an earth shard, it may encase them in mud, making it possible to have them miss a turn (because they slipped and fell).

THe thing I can see with this is that you'd want to perhaps go beyond the 4 shards we have now, to include life and death shards (and maybe chaos or order shards, or maybe spirit shards, as was suggested in another thread).

Anyway, I wanted to capture the ideas here, because I'm concerned that thread and that discussion got buried, and I think the idea was good enough from the various sources to gather up and keep in front of the devs for their consideration.

As a side note, "affecting the dead" could be anything from earth ("the grasping hands of the recently deceased claw and grab at all passersby, making the tile on which they died impassible in strategic combat") to fire ("this corpse explodes, doing damage to all within two tiles").  Having a dead body on the tactical field can do more than just cause them to be revived (air or life) or reanimated (water or death).

Winni

30,860 views 54 replies
Reply #51 Top

I've been thinking about this again, and thought I think this is an idea that is fraught with peril, I'll go ahead and put it down so that the devs can use, modify, or discard it as they see fit.

Make the frequency of all shards much more common.  Like maybe 1 tile in every 10-12 on the overland map is a shard of some type.

Like what the devs are going for now on resource harvesting, you do not need to connect a shard to your city to gain it's resource; if it's in your territory, it's your shard.

You don't even have to build on a shard; it automatically gives you it's benefit if it's inside your territory.

Now, # of shards in your territory sets your spell level achievable for that type of magic.  If you have 5 fire shards in your territory, you can cast L5 fire spells (after researching them, of course).  Of course, in that same territory are likely to be several earth, air, and water shards as well (because they're much more common).

Books determine what kinds of spells can be cast, still, as was posted before.

An alternative to this is to keep the shard density the same, and bring back shard temples, but allow for upgrading the temples to get access to higher level spells.

Like I said, fraught with peril (too easy to lose spell levels to territory loss through influence changes, leads to territory grabs for early high level spell exploits, etc).  But again, maybe there's a nugget in here that helps someone else come up with the right idea.

Winni

Reply #52 Top

I like this idea, but elemental spellbooks should still exist, so that you can have an Ice Wizard or Fire Wizard and so on.  The elements are thematically strong and iconic...that is to say, elemental.  :grin:

Reply #53 Top

Quoting Winnihym, reply 51
Make the frequency of all shards much more common.  Like maybe 1 tile in every 10-12 on the overland map is a shard of some type.Winni

 

I hope you meen in every 100-144 squares (10x10 - 12x12), otherwise thats way to common. Might as well buy them at the markets 2 for $1.

They should be a rallying point, something to fight over and give a usefull advantage.

Reply #54 Top

The origanl post sounds fantastic, that is for a game that is not called "elemental"

I love the 'pick 3 and get 3 shards' aproche, that wins it for me.