Some ideas for the Amurites

Err0l

Chieftain
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Thought I'd put those down. I'm playing FFH from time to time and I like it, and I also heard some complaints of people about the Amurites being too much dependant of Govannon and rather dull, so... I'd like to put up two suggestions:

1. Give adepts the ability to upgrade into other kinds of units (Horsemen, Axes/Warriors, Archers, Hunters). This would give most of the Amurite units the ability to cast lv1 spells (not that gamebreaking, maybe except the skeleton where you could give some city attack minus...) and would be very good for flavor/uniqueness. (Yes, the Childs of Kylorin inspired me) If there are too much exploits with caves, free promotion etc, you could create a UU for the Amurites (Battle Adept, replacing nothing, 4 str/1 mov, starts w/ channeling, perhaps unaffected by caves or limited to three different spell spheres, I dunno) that has the upgradeability into the other unit types but not mages obviously. I'm having no idea for Govannon however.

2. A UB, situated at Sorcery (perhaps replacing Alchemist's lab or not, being rather expensive however), called the Spellstaff Maker (or something). It allows you to buy a staff (Spellstaff promotion - the one-time extra cast) for Mages/Archmages for some price (80 gold perhaps, or higher). The mage UU of the Amurites should be deleted then.

Well, that are just my ideas on how to give the amurites some extra flavor. Feel free to discuss.
 
Well your first idea is pretty much the same as what Govannon does, although it could be nice to get magic using units without Govannon aswell.

Your second idea though.....

Well the spellstaff can already be gotten through the enchantment 3 sphere so its much cheaper than an expensive building and having to buy the promotion...
 
You only get three archmages that get enchantment 3 (plus some liches), and I really got that idea from the one-time amurite sorcerers w/ spellstaff promotion. Price obviously can be lowered, and so on... it's just an idea ;)
 
In my modmod, I'll probably let any unit with channeling1 (regardless of unitcombat) get the first level spells. Govannon will probably passively train channeling 1, and occasionally his other promotions too (including the Tutor promotion that really does the training). Also, The Amurites will have a Shrine of the Champion UB that gives Channeling1 to all units build in the city.


I may also let non-unitcombat_adept units eventually be able to get channeling2, and thus the level 2 spell spheres. Channeling 3 will probably remain only for Archmages and very rarely for units trained by Govannon.


I'll probably make Wizards start with Enchantment3 (unless I decide to change the prereqs for the spell altogether, maybe making it an Enchantment2/Metamagic2 cross sphere spell) instead of Spellstaff, so they can make there own at any time. Also, Spellstaffs will be Equipment, so a small number of Wizards or Archmages can supply a whole army of adepts. It will probably also provide a small boost to spell damage or the chance of success, like the Metamagic promotions do.
 
@Magister
Sounds overpowered. Free unlimited spellstaffs for everyone, as long as you take a couple turns to make them? Excessive.
 
Probably. I'll balance it somehow. Maybe Wizards won't have the skill to make them right ff the bat, but will still start with one. It might take several turns to cast and/or need to be on an Enchantment Node. I don't think I'll require Kraken Blood though...
 
...

1. Give adepts the ability to upgrade into other kinds of units (Horsemen, Axes/Warriors, Archers, Hunters). This would give most of the Amurite units the ability to cast lv1 spells (not that gamebreaking, maybe except the skeleton where you could give some city attack minus...) and would be very good for flavor/uniqueness. (Yes, the Childs of Kylorin inspired me) If there are too much exploits with caves, free promotion etc, you could create a UU for the Amurites (Battle Adept, replacing nothing, 4 str/1 mov, starts w/ channeling, perhaps unaffected by caves or limited to three different spell spheres, I dunno) that has the upgradeability into the other unit types but not mages obviously. I'm having no idea for Govannon however.

...

I like the idea of a mounted sorcerer ... replacing horse archers maybe ...

I don't know ... I kinda like Govanon the way they've got him ... makes him truely unique and you have the choice to use him as a 4th (or 5th if you take on CoE or OO religions) Archmage or a teacher traveling to each city to train your units in the arts ...

... and before I played with them I originally thought that spellstaves were a perminent promotion like a personal item that couldn't be removed that allowed spell casters to cast twice per turn ... and even though I was mistaken, I think it's be a good idea ...
 
Probably. I'll balance it somehow. Maybe Wizards won't have the skill to make them right ff the bat, but will still start with one. It might take several turns to cast and/or need to be on an Enchantment Node. I don't think I'll require Kraken Blood though...

Add a limit on staffs/archmage? Maybe raise it in proportion to your number of enchantment mana.

Another possible *fix* would be giving the amurite palace a global possibility, say 20% (increasable by mage guild etc.), to give a promotion called Magically Skilled (or something in this direction) to newly trained recon, mounted, melee and archer troops. This promotion would enable Focus I promotion (w/ combat 2, focus 2 can be acquired by having magically skilled, combat 4, spell extension 1, focus 1 so that only your elites would be capable of getting this). Govannon possibly could give units in his plot (only one per turn and 25% possiblity) magically skilled, and magically skilled units could receive magical promotions (one unit is randomly chosen, not just one of yours. govannon has a 25% possiblity to give this unit a promotion, if it got one repeat until it fails, no focus 3)

I just don't like the fact that only Govannon can teach normal Amurite units spells.
 
Even without govannon amurites are awesome.

Have you ever fought a defensive war with those teleporting assassins?! wow
 
not if they could all summon skeletons! unless I am misreading "unlimited use of spells"
 
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