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Een vertaalprobleem melden
Shrine of Death
Magic-producing shrine powered by necrotic and unholy energy. It can transfer stored magic to connected a magic storage or take the burden of upkeeping undead from a lich or necromancer. A lich, necromancer, or deathknight can power it themselves, or corpses/undead* may be fed directly into its dark chamber.
*When there are too many undead that the necromancers/liches cannot keep up with the mana drain, the undead with the lowest stats will automatically go into the Shrine of Death. This'll keep happening untill there the nercomancers/liches are regenerating mana.
Permanent Magic Turrets
When a summoner has the "Summon Turret" at the max rank, they get the option to create a permanent one. This permanent magic turret requires a large amount of magic to upkeep, but it is also better than a normal magic turret. This turret will draw magic from the air as mages do, counting as 2 mages OR will draw magic from a directly connected storage, if available.
Collective Arcanium
When a mage is near death, pawns can instead "rescue" the mage to the collective arcanium, removing them forever. In doing so, they preserve their memory, and more importantly, their magic within the device. Also, the people outside feel very little remorse compaired to the mage actually "biting the dust", as they know they still live, but are beyond their reach.
This 10x10 device is the collective intelligence and wisdom of all the mages that have entered it. As such, it can use some of the spells from them. These spells are passive in nature, like Earthen Sprites or Ray of Hope.
Its' line of sight is the mages you have. It also counts as a magic storage, holding up to the collective max energy capacity of all the mages that have entered. And, it will regenerate magic over time, albeit very slowly. The Collective Arcanium repairs itself if it is ever damaged, but consumes magic while doing so.
It is required to be built by a mage, and cannot be interacted with by non-magical pawns unless they are "rescuing" someone into it.
Again, great suggestions, hope to see more of you in this mod discussion page soon!
Edit: Typos
Nice additions GoodNameIdea. I hadn't even considered a necromantic support building. And the Arcanium brings to mind another idea, druidic elder trees. Maybe when a druid passes away there is a 1% chance per mage level or all druids on the map of spawning an elder tree on a nearby growable tile (consuming the body).
EX: leather would be like.. 5xp an hour (in game hour), steel meditation pedistal would be like.. 15xp an hour and you could make candles that if placed next to it would increase the effectiveness based on a percent basis.
The highest pad/pedistal could be made from several resources like steel, jade, silver, gold, granite and any gemstone..
PS how to reduce cooldown on spells?
Here's my short story on cooldown reduction on my best playthrough.
I once had so much stuff that what was once the mountain that covered the entire left side of the map became my storage facility. And I still had issues. (Suffering from Success) That is when I had enough resources to be able to craft enough gems and items to have a decent cooldown reduction for the best of my colony.
In other words: Wait till you get too many resources that you don't know WTF to spend them on. Then, you'll have cooldown reduction.
Edit: Typo
Mages could use the base level Magic Missile.
Fighters could get a short range, instant use Throwing Knife ability as a scribe created skill.
I actually thought I'd already changed blink to work like that, but I hadn't. I just added that to the latest patch, so your mages should now return to whatever drafted state they were in before using blink