Brainstorming New Areas For The Game
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- Sher'Tul
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Brainstorming New Areas For The Game
Tales of Maj'Eyal can still probably use quite a few new areas in it's lineup - especially in the Far East. I can't particularly think up any ideas for Far East Dungeons myself but I did have a passing thought on a dungeon for the main continent; perhaps with the inclination of displacing one of the dungeons on the main continent over to the Far East.
Mercenary Outfit
In past times where chaos and and war where staples of life, many took to rampaging and pillaging the lands of others. Some did it to survive, others for profit, and in some odd instances it was done for the purpose of sheer pleasure. Notably even when lands were firmly under the control of various factions, they may 'allow' such groups to exist if they agreed to attack enemy factions.
Most have faded away, but located in the East the 'Mercenary' Company Hollowheart is one of the few remaining such groups. Consisting of a collection of Halflings, the group had a history of attacking the various Human Kingdoms. To prevent reprisal, the group would simply fall back into the Halfling territory where they would sell their spoils, regroup, and attack again.
Despite the 'Mercenary' title, there is little more then a varied assortment of Marauders and Brigands within Hollowheart. Seeking to make their fortunes in peaceful times, the group has aligned itself with the Zigur. Partially shielded from reprisals from the various kingdoms due to the fact they whoever they atacked had it coming, most factions are unable to directly move against Hollowheart.
For their part of the alliance with the Zigur, the company primarily preys on targets such as Dwarven Caravans carrying arcane artefacts, wizards rumored to have items of value, and the various adventurers they manage to catch outside of cities. As part of the agreement with the Zigur, they surrender any Arcane items that they find - for a price; they are also forbidden from using Arcane items themselves in combat.
Area Composition
The Mercenary Outfit area is home to Brigands, Marauders, and other 'brute force' roguish types. There may also be a minor Zigur presence within their Mercenaries ranks, consisting of liaisons from Zigur or just members of the Mercenary Company that have directly joined the Anti-magic faction. As this group doesn't really hide from the outside world, their encampment is outdoors and is subject to outside conditions like Thunderstorm and the like.
As a note, Race Composition should probably include some Dwarves or Thaloran along with the Halflings. We don't really have any enemy types based on races other then Orcs or Humans, so it might be an interesting treat.
I assume that the Alternate Rhaloran Camp map type could be a good fit for this, though having a 'mountain' type of fortification with the design could do too.
Area Enemies
The area could include the normal Thief type enemies, but I would like to see some of the specific Zigur type enemies included more and that's why I mentioned them in the sort of area description idea. Some ideas of new 'Mercenary' type enemies:
Brigand - Common enemy, Normal Rank. Weapon User with Shield, may have access to Sun Infusions or Insidious Poison Infusions. Knockback, Stun, Rush, and Block.
Enemy grunt, the Brigand is a defensive foot soldier combatant that shouldn't trouble the player that much, though that doesn't mean he can't be annoying.
Pillager - Common enemy, Normal Rank. Two Handed Weapon User, may have access to Healing Infusions, Sun Infusions, Insidious Poison Infusions, and Movement Infusions. Stunning Blow, Disarm, Switch Place, Cripple.
Enemy debuffer, the Pillager is an offensive foot soldier combatant that paired up with other enemies can be bothersome, though alone should be weak.
Skirmisher - Uncommon enemy, Elite Rank. Sling with Shield, may have access to Healing Infusions or Sun Infusions. Uses Bash & Smash, Buckler Expertise/Mastery, Vile Poison, Swift Shot, and Noggin Knocker.
Enemy supporter, the Skirmisher attacks the player at range with rapid attacks from behind other enemies. If the player gets close it Retreats; or uses Bash & Smash to try and knock them back. A threat in open areas or where other enemies are present, the Skirmisher should be given due caution.
Marauder - Unccmon enemy, Elite Rank. Dual Wield Attack, may have access to Heroism Infusion, or Movement Infusion. Uses Skullcracker, Tactical Expert, Dual Strike, Flurry, Dual Weapon Training, Dual Weapon Defense, Rush, and Evasion.
Enemy eviscerator, the Marauder is an outright killer that can get up on the player and deal a barrage of attacks. With a high damage output, decent debuff ability, and a propensity to avoid dying; the Marauder is the big threat to worry about even one on one.
Other Thoughts
If possible, it might be nice to see some 'Mercenary' Patrols on the map that could hound the player like that of the Orcish Patrols; unless they join the Anti-Magic faction in which case they wouldn't be hostile. They could also attack Adventurer Parties, Halfling Patrols, Human Patrols, etc.
The Mercenary Patrol would be mostly mirrored after the Orcish Patrols with just common enemies the player normally fights instead of Elite 'AI Class' characters. I'd use whatever the Mercenary Outfit area spawns for it.
Eliminating the Mercenary Outfit would reduce the patrols, but wouldn't eliminate them in their entirety.
Mercenary Outfit
In past times where chaos and and war where staples of life, many took to rampaging and pillaging the lands of others. Some did it to survive, others for profit, and in some odd instances it was done for the purpose of sheer pleasure. Notably even when lands were firmly under the control of various factions, they may 'allow' such groups to exist if they agreed to attack enemy factions.
Most have faded away, but located in the East the 'Mercenary' Company Hollowheart is one of the few remaining such groups. Consisting of a collection of Halflings, the group had a history of attacking the various Human Kingdoms. To prevent reprisal, the group would simply fall back into the Halfling territory where they would sell their spoils, regroup, and attack again.
Despite the 'Mercenary' title, there is little more then a varied assortment of Marauders and Brigands within Hollowheart. Seeking to make their fortunes in peaceful times, the group has aligned itself with the Zigur. Partially shielded from reprisals from the various kingdoms due to the fact they whoever they atacked had it coming, most factions are unable to directly move against Hollowheart.
For their part of the alliance with the Zigur, the company primarily preys on targets such as Dwarven Caravans carrying arcane artefacts, wizards rumored to have items of value, and the various adventurers they manage to catch outside of cities. As part of the agreement with the Zigur, they surrender any Arcane items that they find - for a price; they are also forbidden from using Arcane items themselves in combat.
Area Composition
The Mercenary Outfit area is home to Brigands, Marauders, and other 'brute force' roguish types. There may also be a minor Zigur presence within their Mercenaries ranks, consisting of liaisons from Zigur or just members of the Mercenary Company that have directly joined the Anti-magic faction. As this group doesn't really hide from the outside world, their encampment is outdoors and is subject to outside conditions like Thunderstorm and the like.
As a note, Race Composition should probably include some Dwarves or Thaloran along with the Halflings. We don't really have any enemy types based on races other then Orcs or Humans, so it might be an interesting treat.
I assume that the Alternate Rhaloran Camp map type could be a good fit for this, though having a 'mountain' type of fortification with the design could do too.
Area Enemies
The area could include the normal Thief type enemies, but I would like to see some of the specific Zigur type enemies included more and that's why I mentioned them in the sort of area description idea. Some ideas of new 'Mercenary' type enemies:
Brigand - Common enemy, Normal Rank. Weapon User with Shield, may have access to Sun Infusions or Insidious Poison Infusions. Knockback, Stun, Rush, and Block.
Enemy grunt, the Brigand is a defensive foot soldier combatant that shouldn't trouble the player that much, though that doesn't mean he can't be annoying.
Pillager - Common enemy, Normal Rank. Two Handed Weapon User, may have access to Healing Infusions, Sun Infusions, Insidious Poison Infusions, and Movement Infusions. Stunning Blow, Disarm, Switch Place, Cripple.
Enemy debuffer, the Pillager is an offensive foot soldier combatant that paired up with other enemies can be bothersome, though alone should be weak.
Skirmisher - Uncommon enemy, Elite Rank. Sling with Shield, may have access to Healing Infusions or Sun Infusions. Uses Bash & Smash, Buckler Expertise/Mastery, Vile Poison, Swift Shot, and Noggin Knocker.
Enemy supporter, the Skirmisher attacks the player at range with rapid attacks from behind other enemies. If the player gets close it Retreats; or uses Bash & Smash to try and knock them back. A threat in open areas or where other enemies are present, the Skirmisher should be given due caution.
Marauder - Unccmon enemy, Elite Rank. Dual Wield Attack, may have access to Heroism Infusion, or Movement Infusion. Uses Skullcracker, Tactical Expert, Dual Strike, Flurry, Dual Weapon Training, Dual Weapon Defense, Rush, and Evasion.
Enemy eviscerator, the Marauder is an outright killer that can get up on the player and deal a barrage of attacks. With a high damage output, decent debuff ability, and a propensity to avoid dying; the Marauder is the big threat to worry about even one on one.
Other Thoughts
If possible, it might be nice to see some 'Mercenary' Patrols on the map that could hound the player like that of the Orcish Patrols; unless they join the Anti-Magic faction in which case they wouldn't be hostile. They could also attack Adventurer Parties, Halfling Patrols, Human Patrols, etc.
The Mercenary Patrol would be mostly mirrored after the Orcish Patrols with just common enemies the player normally fights instead of Elite 'AI Class' characters. I'd use whatever the Mercenary Outfit area spawns for it.
Eliminating the Mercenary Outfit would reduce the patrols, but wouldn't eliminate them in their entirety.
Last edited by Davion Fuxa on Wed Jul 30, 2014 1:17 am, edited 2 times in total.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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- Sher'Tul
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Re: Brainstorming New Area For The Game
Figured I'd try to think a little more about areas. This time I think I thought up an area idea that could appear in the Far East.
Rockgrass Steppes
Located in the north mountains the Far East continent, there exists grassland areas along with the rocky regions of the mountain range. At the higher elevations exists hardy creatures and plants of distinct traits and abilities unlike other animals found elsewhere.
Area Composition
I imagine for the tileset, it would be that of say Trollmire - but the trees would be replaced with mountain tiles such as those found in Daikaira or Tempest Peak. Essentially, the idea sort of derives from the picturesque view of the Scottish Highlands/Lowlands - lots of green hills and mountains. However, the sort of idea I'm drawing this from is that of the Rocky Mountains or Andes in the America.
To use an exact geography term, essentially this is an Alpine Tundra area. It's a high elevation with no trees due to it being too cold and windy for trees. That doesn't mean grass or fauna can't grow or exist, but it is generally of a tougher and hardier type.
In General, I'm thinking this could be a heavy 'Animal' type of dungeon with a plethora of animals not yet really used in game. Some ideas of enemy types: Cougars, Jaguars, Goats, Horses, Moose, Scorpions, and Wolverines. The area may also contain some old favorites - such as Bears, Wolves, Rats, Ants, Spiders, and/or Snakes.
In addition to the animals there could also be some new plant-type enemies. I assume that these plants could be physical ranged users or have some tricks for dealing with the player that could make them interesting.
Area Enemies
Generally, this is an Animal themed area with a sparse number of Featherwind (see idea for Featherwind Foothills below) hunting in the region. Orcs can of course also appear in the area, but I assume that the dungeon could perhaps be an area of less strategic importance to them. Some ideas....
Animals:
Cougars/Jaguars - Common Enemies, Normal Rank. These enemies are similar to that of the other cat enemies like Sabretooths and Leopards and what not that might be found in the Land of Poosh. Nimble Movements, Stealth, and other such tricks would be in their repertoire.
Goats - Common Enemies, Normal Rank. Appears in Packs, these enemies are nimble with decent defense and armor. I assume that perhaps that they could have a sort of Blindside attack - but they would require line of sight to use it on the target along with line of sight on the tile they would land in.
Horses - Common Enemies, Normal Rank. Attacks Twice. Big Enemies, Horses are essentially much like Moose but they don't come anywhere near them in terms of defense or retaliation. They could still be just as powerful offensively though.
Moose - Uncommon Enemies, Elite Rank. Attacks Twice. Big Enemies, Moose have decent defense, retaliation damage, high accuracy, and good hitpoint pool. They would have access to the likes of Evasion, Rush, and perhaps Flurry.
Giant Scorpions - Uncommon Enemies, Elite Rank. Attacks Twice. Small Enemies, Giant Scorpions are poisonous enemies that can make use of Grappling talents to hold down players with their Pincers.
Wolverines - Uncommon Enemies, Elite Rank. Attacks Twice. Small Enemies, Wolverines are vicious animals despite their small size. They would quickly advance on a player who tear them to pieces. Wolverines make use Claws and Teeth to tear apart foes. They also posses a thick hide which makes them capable of shrugging off a bit of damage. I assume they could use Dual Weapon Techniques and have a an extremely high chance to do critical attacks.
Plants:
Barbed Plant - Common Enemies, Normal Rank. Immobile. Barbed Plants essentially are ranged users that fire barbs in your direction at a fast rate. Maybe it could have access to Rapid Shot, Steady Shot, and some other Archery talents.
Deathroot - Uncommon Enemies, Elite Rank. Immobile. Death Roots I imagine could be a sort of enemy that hits you with Tentacle Grab and makes use of a Wild Growth Infusion. Within a small range of it (maybe 4 tiles) it can attack you with its roots for high damage.
Rockgrass Steppes
Located in the north mountains the Far East continent, there exists grassland areas along with the rocky regions of the mountain range. At the higher elevations exists hardy creatures and plants of distinct traits and abilities unlike other animals found elsewhere.
Area Composition
I imagine for the tileset, it would be that of say Trollmire - but the trees would be replaced with mountain tiles such as those found in Daikaira or Tempest Peak. Essentially, the idea sort of derives from the picturesque view of the Scottish Highlands/Lowlands - lots of green hills and mountains. However, the sort of idea I'm drawing this from is that of the Rocky Mountains or Andes in the America.
To use an exact geography term, essentially this is an Alpine Tundra area. It's a high elevation with no trees due to it being too cold and windy for trees. That doesn't mean grass or fauna can't grow or exist, but it is generally of a tougher and hardier type.
In General, I'm thinking this could be a heavy 'Animal' type of dungeon with a plethora of animals not yet really used in game. Some ideas of enemy types: Cougars, Jaguars, Goats, Horses, Moose, Scorpions, and Wolverines. The area may also contain some old favorites - such as Bears, Wolves, Rats, Ants, Spiders, and/or Snakes.
In addition to the animals there could also be some new plant-type enemies. I assume that these plants could be physical ranged users or have some tricks for dealing with the player that could make them interesting.
Area Enemies
Generally, this is an Animal themed area with a sparse number of Featherwind (see idea for Featherwind Foothills below) hunting in the region. Orcs can of course also appear in the area, but I assume that the dungeon could perhaps be an area of less strategic importance to them. Some ideas....
Animals:
Cougars/Jaguars - Common Enemies, Normal Rank. These enemies are similar to that of the other cat enemies like Sabretooths and Leopards and what not that might be found in the Land of Poosh. Nimble Movements, Stealth, and other such tricks would be in their repertoire.
Goats - Common Enemies, Normal Rank. Appears in Packs, these enemies are nimble with decent defense and armor. I assume that perhaps that they could have a sort of Blindside attack - but they would require line of sight to use it on the target along with line of sight on the tile they would land in.
Horses - Common Enemies, Normal Rank. Attacks Twice. Big Enemies, Horses are essentially much like Moose but they don't come anywhere near them in terms of defense or retaliation. They could still be just as powerful offensively though.
Moose - Uncommon Enemies, Elite Rank. Attacks Twice. Big Enemies, Moose have decent defense, retaliation damage, high accuracy, and good hitpoint pool. They would have access to the likes of Evasion, Rush, and perhaps Flurry.
Giant Scorpions - Uncommon Enemies, Elite Rank. Attacks Twice. Small Enemies, Giant Scorpions are poisonous enemies that can make use of Grappling talents to hold down players with their Pincers.
Wolverines - Uncommon Enemies, Elite Rank. Attacks Twice. Small Enemies, Wolverines are vicious animals despite their small size. They would quickly advance on a player who tear them to pieces. Wolverines make use Claws and Teeth to tear apart foes. They also posses a thick hide which makes them capable of shrugging off a bit of damage. I assume they could use Dual Weapon Techniques and have a an extremely high chance to do critical attacks.
Plants:
Barbed Plant - Common Enemies, Normal Rank. Immobile. Barbed Plants essentially are ranged users that fire barbs in your direction at a fast rate. Maybe it could have access to Rapid Shot, Steady Shot, and some other Archery talents.
Deathroot - Uncommon Enemies, Elite Rank. Immobile. Death Roots I imagine could be a sort of enemy that hits you with Tentacle Grab and makes use of a Wild Growth Infusion. Within a small range of it (maybe 4 tiles) it can attack you with its roots for high damage.
Last edited by Davion Fuxa on Wed Jul 30, 2014 2:24 pm, edited 3 times in total.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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Re: Brainstorming New Area For The Game
I love zone ideas! always more!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Sher'Tul
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Re: Brainstorming New Area For The Game
If I can think of them, I'll be sure to drop them here.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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- Sher'Tul
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Re: Brainstorming New Area For The Game
A direct area for the Far East!
Prisoner of War Camp
While the Orcs are fairly ruthless, it doesn't mean that they don't take prisoners. Those that they capture from the Sunwall are interned in a permanent camp where the Orcs interrogate them for information. Sometimes the Orcs also make deals with those they capture, converting the former enemies into spies which go back to the Sunwall. Those that they don't kill - accidentally or purposely, or make use of as spies are simply turned into slaves.
Area Composition
This is a prison, so obviously it has a prison architecture. I'd suggest having an area with several 'cells' scattered around with unarmed characters of the Sunwall faction. The player can't rescue them until they perform some task - maybe killing the Prison Warden could result in them all being freed, or the player could just hit control levers to open up the cells.
Enemies in this area consists mostly of Orcs from the various Prides. Along with what would likely be a Prison Warden boss, could be 'Interrogaters', 'Slave Masters', 'Broken/Insane Slaves', and 'Sunwall Spies'. I would probably also perhaps include a unique enemy known as the 'Executioner' or 'Torturer' as well.
Other Thoughts
Freeing the slaves could amount to more patrols available to combat the Orcish Prides wandering around - thus giving the player more moving room on the Far East World Map.
Edit: Some thoughts on Enemies:
Area Enemies
Obviously this could include any of the regular enemies from the Orc Prides. If desired, a specific Orc Pride - Maybe Grushnak, could be in charge of looking after the Prisoner of War Camp, but I think it could do fine as a multi-pride type of instance. Some thoughts on specific enemies for here:
Slave Master - Uncommon Enemy - Elite
Slave Masters generally have a bunch of slaves following them, much like the Slavers in the Hidden Compound. Maybe they could use Exotic Weapons like Whips as weapons and give them an assortment of Bleed type talents to inflict on the player.
Broken/Insane Slave - Common Enemy - Normal
Essentially these are just broken slaves captured from the Sunwall. They could maybe use some basic magics like Moonlight Ray or Firebeam to harm the player - along with perhaps some melee specific type attacks.
Sunwall Spy - Uncommon Enemy - Elite
Unlike the Slaves, the Sunwall Spy is fully geared and can make use of more of the Sun Paladin/Anorithil talents. They would notably be extremely threatening to take on.
Prison Warden - Boss
He's the Boss of the instance. He has access to Spell/Nightfall talents, Dark Empathy, Impending Doom, and Frostdusk. He would also have Celestial/Star Fury Talents, Totality, Circle of Shifting Shadows, and Hymn of Moonlight at his disposal. Essentially, he's a enemy with a slew of Dark Spells to throw at you.
Executioner - Unique
The Executioner, the guy who executes prisoners. A rather grim enemy, I would make him a Cursed Themed enemy several Cursed talents on hand to make trouble for the player.
Torturer - Unique
The Torturer, the guy who tortures the prisoners. Just as grim as the Executioner, I'd run him as a Doomed Themed enemy with several Doomed talents.
Prisoner of War Camp
While the Orcs are fairly ruthless, it doesn't mean that they don't take prisoners. Those that they capture from the Sunwall are interned in a permanent camp where the Orcs interrogate them for information. Sometimes the Orcs also make deals with those they capture, converting the former enemies into spies which go back to the Sunwall. Those that they don't kill - accidentally or purposely, or make use of as spies are simply turned into slaves.
Area Composition
This is a prison, so obviously it has a prison architecture. I'd suggest having an area with several 'cells' scattered around with unarmed characters of the Sunwall faction. The player can't rescue them until they perform some task - maybe killing the Prison Warden could result in them all being freed, or the player could just hit control levers to open up the cells.
Enemies in this area consists mostly of Orcs from the various Prides. Along with what would likely be a Prison Warden boss, could be 'Interrogaters', 'Slave Masters', 'Broken/Insane Slaves', and 'Sunwall Spies'. I would probably also perhaps include a unique enemy known as the 'Executioner' or 'Torturer' as well.
Other Thoughts
Freeing the slaves could amount to more patrols available to combat the Orcish Prides wandering around - thus giving the player more moving room on the Far East World Map.
Edit: Some thoughts on Enemies:
Area Enemies
Obviously this could include any of the regular enemies from the Orc Prides. If desired, a specific Orc Pride - Maybe Grushnak, could be in charge of looking after the Prisoner of War Camp, but I think it could do fine as a multi-pride type of instance. Some thoughts on specific enemies for here:
Slave Master - Uncommon Enemy - Elite
Slave Masters generally have a bunch of slaves following them, much like the Slavers in the Hidden Compound. Maybe they could use Exotic Weapons like Whips as weapons and give them an assortment of Bleed type talents to inflict on the player.
Broken/Insane Slave - Common Enemy - Normal
Essentially these are just broken slaves captured from the Sunwall. They could maybe use some basic magics like Moonlight Ray or Firebeam to harm the player - along with perhaps some melee specific type attacks.
Sunwall Spy - Uncommon Enemy - Elite
Unlike the Slaves, the Sunwall Spy is fully geared and can make use of more of the Sun Paladin/Anorithil talents. They would notably be extremely threatening to take on.
Prison Warden - Boss
He's the Boss of the instance. He has access to Spell/Nightfall talents, Dark Empathy, Impending Doom, and Frostdusk. He would also have Celestial/Star Fury Talents, Totality, Circle of Shifting Shadows, and Hymn of Moonlight at his disposal. Essentially, he's a enemy with a slew of Dark Spells to throw at you.
Executioner - Unique
The Executioner, the guy who executes prisoners. A rather grim enemy, I would make him a Cursed Themed enemy several Cursed talents on hand to make trouble for the player.
Torturer - Unique
The Torturer, the guy who tortures the prisoners. Just as grim as the Executioner, I'd run him as a Doomed Themed enemy with several Doomed talents.
Last edited by Davion Fuxa on Wed Jul 30, 2014 2:36 pm, edited 1 time in total.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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- Sher'Tul
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Re: Brainstorming New Areas For The Game
I continuation area from the Rockgrass Steppes....
Featherwind Foothills
Between the Rockgrass Steppes and most of the Northern Mountains resides the Featherwind Foothills. Here resides the main nesting ground of a group of humanoid bird-men, indigenous to the Northern Area of the Far East. Seemingly primitive and unable to communicate, the Featherwind due present an uncanny intelligence - some have been known to learn the use of many Celestial talents along with some primitive mix of Elemental Wild and Spell talents.
Before the arrival of the Orcs, the Featherwinds lived mostly in peaceful coexistence with the Sunwall. While fiercely protective of their Northern Homelands and cannibalizing any who dared tread in their territory that they caught, the Featherwinds never ventured beyond the Northern Regions of the continent. In turn, the Sunwall ignored the Featherwinds and simply left them alone in their area.
After the arrival of the Orcs, they soon found an overwhelming force slowly encroaching on their territories and cutting them off from their food and resources needed to survive. As a result the Featherwinds have grown more hostile, even posing a threat to the Sunwall due to their heightening aggressiveness, and have been noted to venture out farther then their traditional home areas attacking both groups of Sun Paladins or Anorithils as well as the Orcs.
Area Composition
Maybe the first instance could have similar tileset to the Rockgrass Steppes, but give way to that of Daikaira or Tempest Peak in later instances. The Featherwind Foothills features some of the enemy composition from the Rockgrass Steppes, along with Featherwind enemies. The Featherwind Foothills would be more of a continuation of the Rockgrass Steppes - sort of like how you need to get through Eruan before you get to the Charred Scar.
Area Enemies
Along with whatever would appear in the Rockgrass Steppes would be the Featherwinds....
Featherwinds in many ways would be a new race - though not playable to the player (since they are outright hostile to all other humanoids). They would have their own racials for use against the player. Some ideas:
A Blindside-like Talent that doesn't do any damage to an enemy (just instantly gets them into melee).
A Telepathy Track like talent that let's them passively see enemies around them at 6-10 tiles respectively.
A Feather Wind like talent that isn't magical like the Spell/Air Talent of similar name.
A Capstone Racial that mirrors Yeek Wayist but summons Featherwinds.
Featherwind Gatherer - Normal - Common Enemy
A Featherwind who has some basic mastery of the Sling. They use Steady Shot and maybe Aim.
Featherwind Hunter - Elite - Uncommon Enemy
A Featherwind who wields a Sling a little more masterfully and makes basic use of Archery - Slings or Skirmisher - Slings talents to decimate the player.
Featherwind Warrior - Normal - Common Enemy
Standard warriors that use primitive spears and clubs to attack their enemies.
Featherwind Sun Mage - Normal - Common Enemy
A Featherwind who has learn to make use of Positive Celestial Talents, they make use of powerful Light Tales to destroy their enemies.
Featherwind Moon Mage - Normal - Common Enemy
Like the Featherwind Sun Mage but making use of the Negative Celestial Talents, they use powerful Dark Talents to vanquish foes.
Featherwind Anorithil - Elite - Uncommon Enemy
A Featherwind who has masted both Celestial talents of the Sun and the Moon.
Featherwind Lightning Caller - Elite - Uncommon Enemy
A powerful Featherwind who has masted the powers of the Storm, they make use of a combination of Storm Drake Aspect talents and Spell/Air talents.
Along with the Rockgrass Steppe enemies and Featherwinds, there would be a notable amount of Orcs parading in the area.
Other Thoughts
The Featherwinds could present an interesting element for the Far East. Before the player clears the instance, Featherwinds could 'attack' Patrols or the player on the worldmap. They could have their own patrols or just have a random chance of attacking every turn the player is out of the world map - on enemy/friendly patrols the player would get a note that the Featherwinds attacked them, in the players case they would just get ambushed.
Featherwind Foothills
Between the Rockgrass Steppes and most of the Northern Mountains resides the Featherwind Foothills. Here resides the main nesting ground of a group of humanoid bird-men, indigenous to the Northern Area of the Far East. Seemingly primitive and unable to communicate, the Featherwind due present an uncanny intelligence - some have been known to learn the use of many Celestial talents along with some primitive mix of Elemental Wild and Spell talents.
Before the arrival of the Orcs, the Featherwinds lived mostly in peaceful coexistence with the Sunwall. While fiercely protective of their Northern Homelands and cannibalizing any who dared tread in their territory that they caught, the Featherwinds never ventured beyond the Northern Regions of the continent. In turn, the Sunwall ignored the Featherwinds and simply left them alone in their area.
After the arrival of the Orcs, they soon found an overwhelming force slowly encroaching on their territories and cutting them off from their food and resources needed to survive. As a result the Featherwinds have grown more hostile, even posing a threat to the Sunwall due to their heightening aggressiveness, and have been noted to venture out farther then their traditional home areas attacking both groups of Sun Paladins or Anorithils as well as the Orcs.
Area Composition
Maybe the first instance could have similar tileset to the Rockgrass Steppes, but give way to that of Daikaira or Tempest Peak in later instances. The Featherwind Foothills features some of the enemy composition from the Rockgrass Steppes, along with Featherwind enemies. The Featherwind Foothills would be more of a continuation of the Rockgrass Steppes - sort of like how you need to get through Eruan before you get to the Charred Scar.
Area Enemies
Along with whatever would appear in the Rockgrass Steppes would be the Featherwinds....
Featherwinds in many ways would be a new race - though not playable to the player (since they are outright hostile to all other humanoids). They would have their own racials for use against the player. Some ideas:
A Blindside-like Talent that doesn't do any damage to an enemy (just instantly gets them into melee).
A Telepathy Track like talent that let's them passively see enemies around them at 6-10 tiles respectively.
A Feather Wind like talent that isn't magical like the Spell/Air Talent of similar name.
A Capstone Racial that mirrors Yeek Wayist but summons Featherwinds.
Featherwind Gatherer - Normal - Common Enemy
A Featherwind who has some basic mastery of the Sling. They use Steady Shot and maybe Aim.
Featherwind Hunter - Elite - Uncommon Enemy
A Featherwind who wields a Sling a little more masterfully and makes basic use of Archery - Slings or Skirmisher - Slings talents to decimate the player.
Featherwind Warrior - Normal - Common Enemy
Standard warriors that use primitive spears and clubs to attack their enemies.
Featherwind Sun Mage - Normal - Common Enemy
A Featherwind who has learn to make use of Positive Celestial Talents, they make use of powerful Light Tales to destroy their enemies.
Featherwind Moon Mage - Normal - Common Enemy
Like the Featherwind Sun Mage but making use of the Negative Celestial Talents, they use powerful Dark Talents to vanquish foes.
Featherwind Anorithil - Elite - Uncommon Enemy
A Featherwind who has masted both Celestial talents of the Sun and the Moon.
Featherwind Lightning Caller - Elite - Uncommon Enemy
A powerful Featherwind who has masted the powers of the Storm, they make use of a combination of Storm Drake Aspect talents and Spell/Air talents.
Along with the Rockgrass Steppe enemies and Featherwinds, there would be a notable amount of Orcs parading in the area.
Other Thoughts
The Featherwinds could present an interesting element for the Far East. Before the player clears the instance, Featherwinds could 'attack' Patrols or the player on the worldmap. They could have their own patrols or just have a random chance of attacking every turn the player is out of the world map - on enemy/friendly patrols the player would get a note that the Featherwinds attacked them, in the players case they would just get ambushed.
Last edited by Davion Fuxa on Sun Aug 03, 2014 10:20 pm, edited 2 times in total.
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- Sher'Tul
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Re: Brainstorming New Areas For The Game
Another idea for the Far East....
Neverwake Swamp
Located in the West of the Far East continent lies the Neverwake Swamp. It is said that in the past something happened which had a negative impact on the land, altering the creatures in perverse ways. One can only guess that the Spellblaze must have been the cause of this.
Area Composition
Sort of a combination of the Heart of the Gloom enemies (both Hate and Psi types) on a Alternate Trollmire tileset - but with the Heart of the Gloom's tree types. This is more of a rehashed instance with sickly bears or sleeping wolves running around. I'd also throw in some Temporal Horrors, Aquatic Horrors, and Temporal Elementals as well since they could perhaps thematically fit here.
Some Far East only enemy animals could also appear here with an assortment of deformed or diseased or slumbering or what not talents.
Area Enemies
To be honest I don't have much thought on the enemy types here, since they would likely be using Cursed, Doomed, Mindslayer, or Solipsist talents - all of which I don't have enough experience to form enemy talent sets with.
Neverwake Swamp
Located in the West of the Far East continent lies the Neverwake Swamp. It is said that in the past something happened which had a negative impact on the land, altering the creatures in perverse ways. One can only guess that the Spellblaze must have been the cause of this.
Area Composition
Sort of a combination of the Heart of the Gloom enemies (both Hate and Psi types) on a Alternate Trollmire tileset - but with the Heart of the Gloom's tree types. This is more of a rehashed instance with sickly bears or sleeping wolves running around. I'd also throw in some Temporal Horrors, Aquatic Horrors, and Temporal Elementals as well since they could perhaps thematically fit here.
Some Far East only enemy animals could also appear here with an assortment of deformed or diseased or slumbering or what not talents.
Area Enemies
To be honest I don't have much thought on the enemy types here, since they would likely be using Cursed, Doomed, Mindslayer, or Solipsist talents - all of which I don't have enough experience to form enemy talent sets with.
Last edited by Davion Fuxa on Wed Jul 30, 2014 11:57 pm, edited 2 times in total.
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- Sher'Tul
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Re: Brainstorming New Areas For The Game
Maybe give some background on why an Orc had any training in Celestial magic - like the one in the Unremarkable Cave.
Celestial Temple
Once the training ground of members of the Sunwall, the former Celestial Temple has been overrun by Orcs. The Orcs have remained, seeking to learn the Celestial Talents for their own use among the Orcish Ranks.
Area Composition
Maybe an outdoor type of area that could perhaps have a Mesoamerican Pyramid feel to it. On the perimeter of the first instance of the zone, about 1/5 of the instance would be outside while the other 4/5's would be a temple. Maybe the area could have 4 instances, and the instances themselves get smaller as you progress up - each with their own border perimeter outside. Stairs would be located in the area that is near the outdoor perimeter (so each time you ascend you always appear outside). The final instance would be completely outdoors, and would host the boss fight for the instance.
Primarily, the enemies of this instance with be Orcs, but unique to the instance would be Orcs that would make use of some Celestial Talents - though they would be learning so they wouldn't be awesome at it. The Bosses or Elites of the instance could be a bit more trained.
It could also include some 'spirit' type of enemies like Lightbringers or perhaps a 'Moon' equilivalent.
Area Enemies
I'll skip the enemies again since I haven't played Sun Paladins or Anorithils as of the new update yet.
Celestial Temple
Once the training ground of members of the Sunwall, the former Celestial Temple has been overrun by Orcs. The Orcs have remained, seeking to learn the Celestial Talents for their own use among the Orcish Ranks.
Area Composition
Maybe an outdoor type of area that could perhaps have a Mesoamerican Pyramid feel to it. On the perimeter of the first instance of the zone, about 1/5 of the instance would be outside while the other 4/5's would be a temple. Maybe the area could have 4 instances, and the instances themselves get smaller as you progress up - each with their own border perimeter outside. Stairs would be located in the area that is near the outdoor perimeter (so each time you ascend you always appear outside). The final instance would be completely outdoors, and would host the boss fight for the instance.
Primarily, the enemies of this instance with be Orcs, but unique to the instance would be Orcs that would make use of some Celestial Talents - though they would be learning so they wouldn't be awesome at it. The Bosses or Elites of the instance could be a bit more trained.
It could also include some 'spirit' type of enemies like Lightbringers or perhaps a 'Moon' equilivalent.
Area Enemies
I'll skip the enemies again since I haven't played Sun Paladins or Anorithils as of the new update yet.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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- Sher'Tul
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Re: Brainstorming New Areas For The Game
Another Orc Themed Dungeon...
Orc Workshops
Tucked away under the guard of several armed Orcish Guards lies the Orc Workshops. Here a variety of Shop Orcs go about creating the equipment and tools of battle they need to fight. Destroying the Orc Workshops would help hamper the ability of the Orcish Prides to supply their troops and wage war.
Area Composition
To be perfectly honest, I think that the current makeup of Vor's Pride, Gorbat's Pride, or Rak'Shor Pride might be a good map layout for the Orc Workshops. Maybe have it use a sort of cavernous layout but with the structural rooms and the armed guards sitting in front ready to pounce on your adventurer as you get close.
This could do well as a multi-pride area, so it could be possible to find any type of Orc guarding the entrance or running about inside. Along with them could be some specific Orcs to the Zone.
Area Enemies
Orc Weaponsmith - Normal Enemy, Uncommon
Orc Weaponsmiths craft the weapons that the basic soldiers wear. They themselves can be expected to have some of the best weapons to wield, though they aren't exactly trained for battle.
Orc Armorsmith - Normal Enemy, Uncommon
Orc Armorsmiths are much like the Orc Weaponsmith, but they craft the armor. They themselves will be quite durable with the armor they wear, but not necessarily very adept at absorbing blows.
Orc Clothier - Normal Enemy, Uncommon
Orc Clothier deal with the lighter garments of armor that may be used that the Armorsmiths don't make. They can have some decent ability to avoid attacks, but should go down when a blow hits them.
Orc Fletchers - Normal Enemy, Uncommon
Orc Fletchers craft ranged equipment that the Orc Weaponsmiths don't make. They can use the bows and arrows that they have but lack any real training with them effectively.
Orc Mastersmith - Elite Enemy, Uncommon
Orc Mastersmiths are master equipment makers, able to create any weapon, bow, or armor for the use of the Orcish Pride. They come equipped with the best equipment and weapons. Even without training, the amount of equipment they make use of makes them formidable threats to contend with.
Orc Craftsmen - Normal Enemy, Uncommon
Orc Craftsmen work with jewelry, mindstars, tools, and other crafts. They are bound to have some interesting effects or some neat properties available such as resistances, increased saves, or perhaps
Orc Spellweavers - Normal Enemy, Uncommon
Orc Spellweavers work with staves, wands, and various enchantments. The magical nature of the gear they use can give them an edge - such as using a wand that can fire a random elemental bolt at you.
Orc Runemasters - Normal Enemy, Uncommon
Orc Runemasters create Runes of various types. While very powerful, they don't have much else besides those Runes to use against the player.
Orc Infusionists - Normal Enemy, Uncommon
Orc Infusionists create Infusions of various types. They have some powerful regenerative or hampering abilities to use against the player.
Orc Alchemists - Elite Enemy, Uncommon
Orc Alchemists are master crafters, capable of create the various trinkets that one might imagine. They can be expected to have the best assortment of tactical items available for their use. The collection of abilities granted to them can't be denied.
Logistics Admistrator - Boss
An Old Orc who dealt with the more 'managerial affairs' of the Orc Pride rather then that of combat, in many ways the Orc Workshops can be considered 'His Pride'. His importance can't be overlooked as he is flanked with the finest bodyguard to keep him alive.
Grusknak/Vor/Gorbat/Rak'Shor Bodyguards - Elites - Only 4 Spawn
Charged with watching over the Logistics Coordinator, these are highest competent combatants that will likely be much more of a threat then the Old Orc. Their abilities reflect the Prides they come from.
Other Thoughts
This zone could perhaps get easier with the respective bodyguards 'disappearing' when the pride they were associated with falls.
The Zone itself would likely just be a giant 'loot-fest' for the player to rummage through.
Orc Workshops
Tucked away under the guard of several armed Orcish Guards lies the Orc Workshops. Here a variety of Shop Orcs go about creating the equipment and tools of battle they need to fight. Destroying the Orc Workshops would help hamper the ability of the Orcish Prides to supply their troops and wage war.
Area Composition
To be perfectly honest, I think that the current makeup of Vor's Pride, Gorbat's Pride, or Rak'Shor Pride might be a good map layout for the Orc Workshops. Maybe have it use a sort of cavernous layout but with the structural rooms and the armed guards sitting in front ready to pounce on your adventurer as you get close.
This could do well as a multi-pride area, so it could be possible to find any type of Orc guarding the entrance or running about inside. Along with them could be some specific Orcs to the Zone.
Area Enemies
Orc Weaponsmith - Normal Enemy, Uncommon
Orc Weaponsmiths craft the weapons that the basic soldiers wear. They themselves can be expected to have some of the best weapons to wield, though they aren't exactly trained for battle.
Orc Armorsmith - Normal Enemy, Uncommon
Orc Armorsmiths are much like the Orc Weaponsmith, but they craft the armor. They themselves will be quite durable with the armor they wear, but not necessarily very adept at absorbing blows.
Orc Clothier - Normal Enemy, Uncommon
Orc Clothier deal with the lighter garments of armor that may be used that the Armorsmiths don't make. They can have some decent ability to avoid attacks, but should go down when a blow hits them.
Orc Fletchers - Normal Enemy, Uncommon
Orc Fletchers craft ranged equipment that the Orc Weaponsmiths don't make. They can use the bows and arrows that they have but lack any real training with them effectively.
Orc Mastersmith - Elite Enemy, Uncommon
Orc Mastersmiths are master equipment makers, able to create any weapon, bow, or armor for the use of the Orcish Pride. They come equipped with the best equipment and weapons. Even without training, the amount of equipment they make use of makes them formidable threats to contend with.
Orc Craftsmen - Normal Enemy, Uncommon
Orc Craftsmen work with jewelry, mindstars, tools, and other crafts. They are bound to have some interesting effects or some neat properties available such as resistances, increased saves, or perhaps
Orc Spellweavers - Normal Enemy, Uncommon
Orc Spellweavers work with staves, wands, and various enchantments. The magical nature of the gear they use can give them an edge - such as using a wand that can fire a random elemental bolt at you.
Orc Runemasters - Normal Enemy, Uncommon
Orc Runemasters create Runes of various types. While very powerful, they don't have much else besides those Runes to use against the player.
Orc Infusionists - Normal Enemy, Uncommon
Orc Infusionists create Infusions of various types. They have some powerful regenerative or hampering abilities to use against the player.
Orc Alchemists - Elite Enemy, Uncommon
Orc Alchemists are master crafters, capable of create the various trinkets that one might imagine. They can be expected to have the best assortment of tactical items available for their use. The collection of abilities granted to them can't be denied.
Logistics Admistrator - Boss
An Old Orc who dealt with the more 'managerial affairs' of the Orc Pride rather then that of combat, in many ways the Orc Workshops can be considered 'His Pride'. His importance can't be overlooked as he is flanked with the finest bodyguard to keep him alive.
Grusknak/Vor/Gorbat/Rak'Shor Bodyguards - Elites - Only 4 Spawn
Charged with watching over the Logistics Coordinator, these are highest competent combatants that will likely be much more of a threat then the Old Orc. Their abilities reflect the Prides they come from.
Other Thoughts
This zone could perhaps get easier with the respective bodyguards 'disappearing' when the pride they were associated with falls.
The Zone itself would likely just be a giant 'loot-fest' for the player to rummage through.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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- Sher'Tul
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Re: Brainstorming New Areas For The Game
Figure I should try my hardest to think up another 'Non-Orc' Location to throw into the Far East.
Bellowing Caves
Residing in some of the deep caves located in the higher elevations of the southern mountains resides the Howling Caves. The residents of this place are a group of small humanoids with 'amphibian' properties that sort of resemble frogs. Also of note is the many dangerous mushrooms in the area.
Much like the Featherwinds, they were mostly avoided by the Sunwall as they never really left their caves and were only hostile when entering their territory. Unlike the Featherwinds they are less primitive and more organized, and they are capable of communicating with other races.
Area Composition
I figure that this could be Mountainous Tileset zone that could have dirt floors and some sections of areas covered by large swaths of water.
The enemies would include a new race that for now I'll call the 'Bellowers' which are a bunch of Frogmen. Some Mushrooms that act much like Venus Flytraps or Poison Ivy would be present, or perhaps even like Treants. Maybe some other wildlife type of enemies could be included here too.
Area Enemies
The Bellowers being like Frogs have Air Capacity similar to that of Yeeks, and much like the Featherwinds I suggested above have their own Racials as well. They are slightly slow by nature (-20% Global Speed Penalty) and in many ways imitate Ghouls - but use Infusions and have less hit points. Some ideas for there Racials:
Jump - Retaining their abilities in jumping, Bellowers can leap to a tiled square in their sight range, even when blocked by enemies.
Attentiveness - Grants the Bellower a -4% Global Speed Penalty reduction per talent level, removing the Bellowers Speed Problems at 5/5
Regenerative - Bellowers are very good at regenerating, they restore 0.2% of their hitpoints per turn per talent level.
Endurance - Bellowers can reach down into inner reserves to restore their resources other then health.
Bellower Bulwark - Normal, Common
Bellowers favor the use of Shields and use them very effectively in combat, Blocking an enemies blows and counterattacking.
Bellower Warcryer - Normal, Common
A rather interesting Bellower which is why they are named as such, they make use of Warshout, Bellowing Roar, and Warcry talents.
Bellower Reaver - Elite, Uncommon
Some Bellowers are known to make uses of Diseases and Bone, while wielding two weapons instead of a shield. They are truly fearsome.
Bellower Water Caller - Elite, Uncommon
Similar to Featherwind Lightning Callers, these Bellowers blend Cold Drake Aspects and Spell/Water talents into a fearsome whole.
Bellower Earth Caller - Elite, Uncommon
Much like the Water Caller or Lightning Caller, the Earth Caller blends Sand Drake Aspects and Spell/Earth talents together to defeat foes.
Bellower Chieftain - Boss
The Boss Bellower is an interesting fellow who uniquely blends Corrupter/Bone, Fire Drake Aspects, Spell/Fire, Warcries, Berserker's Strength, and Two-Handed Assault talents together. He's sure to be a lot of fun.
And then we have some Mushroom enemies:
Toxic Mushroom - Normal, Common
A type of exotic mushroom in the Far East, best stay clear else it will use Wild-Gift/Slime talents on you.
Mossy Mushroom - Normal, Common
A type of Mushroom that makes use of the Wild-Gift/Moss talents against you.
Mushreant - Normal, Common
Apparently Trees aren't the only type of plant-like critters that can become sentient. Much like the other mushrooms there is something Oozemancer themed about them.
As a note, Yeti's and Sasquatches might be a good fit for this area as well.
Bellowing Caves
Residing in some of the deep caves located in the higher elevations of the southern mountains resides the Howling Caves. The residents of this place are a group of small humanoids with 'amphibian' properties that sort of resemble frogs. Also of note is the many dangerous mushrooms in the area.
Much like the Featherwinds, they were mostly avoided by the Sunwall as they never really left their caves and were only hostile when entering their territory. Unlike the Featherwinds they are less primitive and more organized, and they are capable of communicating with other races.
Area Composition
I figure that this could be Mountainous Tileset zone that could have dirt floors and some sections of areas covered by large swaths of water.
The enemies would include a new race that for now I'll call the 'Bellowers' which are a bunch of Frogmen. Some Mushrooms that act much like Venus Flytraps or Poison Ivy would be present, or perhaps even like Treants. Maybe some other wildlife type of enemies could be included here too.
Area Enemies
The Bellowers being like Frogs have Air Capacity similar to that of Yeeks, and much like the Featherwinds I suggested above have their own Racials as well. They are slightly slow by nature (-20% Global Speed Penalty) and in many ways imitate Ghouls - but use Infusions and have less hit points. Some ideas for there Racials:
Jump - Retaining their abilities in jumping, Bellowers can leap to a tiled square in their sight range, even when blocked by enemies.
Attentiveness - Grants the Bellower a -4% Global Speed Penalty reduction per talent level, removing the Bellowers Speed Problems at 5/5
Regenerative - Bellowers are very good at regenerating, they restore 0.2% of their hitpoints per turn per talent level.
Endurance - Bellowers can reach down into inner reserves to restore their resources other then health.
Bellower Bulwark - Normal, Common
Bellowers favor the use of Shields and use them very effectively in combat, Blocking an enemies blows and counterattacking.
Bellower Warcryer - Normal, Common
A rather interesting Bellower which is why they are named as such, they make use of Warshout, Bellowing Roar, and Warcry talents.
Bellower Reaver - Elite, Uncommon
Some Bellowers are known to make uses of Diseases and Bone, while wielding two weapons instead of a shield. They are truly fearsome.
Bellower Water Caller - Elite, Uncommon
Similar to Featherwind Lightning Callers, these Bellowers blend Cold Drake Aspects and Spell/Water talents into a fearsome whole.
Bellower Earth Caller - Elite, Uncommon
Much like the Water Caller or Lightning Caller, the Earth Caller blends Sand Drake Aspects and Spell/Earth talents together to defeat foes.
Bellower Chieftain - Boss
The Boss Bellower is an interesting fellow who uniquely blends Corrupter/Bone, Fire Drake Aspects, Spell/Fire, Warcries, Berserker's Strength, and Two-Handed Assault talents together. He's sure to be a lot of fun.
And then we have some Mushroom enemies:
Toxic Mushroom - Normal, Common
A type of exotic mushroom in the Far East, best stay clear else it will use Wild-Gift/Slime talents on you.
Mossy Mushroom - Normal, Common
A type of Mushroom that makes use of the Wild-Gift/Moss talents against you.
Mushreant - Normal, Common
Apparently Trees aren't the only type of plant-like critters that can become sentient. Much like the other mushrooms there is something Oozemancer themed about them.
As a note, Yeti's and Sasquatches might be a good fit for this area as well.
Last edited by Davion Fuxa on Tue Aug 05, 2014 12:50 pm, edited 1 time in total.
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- Sher'Tul
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Re: Brainstorming New Areas For The Game
By the way, for anyone reading these ideas I wouldn't mind some feedback. By now I've probably shown a bit of direction on some of the ideas I've submitted here - what ideas interested people the most? What type of direction should I try to head in for future zone brainstorming?
Maybe people liked the idea of making areas with enemies that used talents from classes not really used elsewhere/much as of yet in game (Oozemancer Mushrooms, Celestial Orcs, Brute-Rogue Types), or the idea of a new non-playable race that could be used as an addon (Featherwind, Bellowers), the idea of trying to include lesser used content again (Heart of the Gloom, Alternate Lake of Nur, Temporal Enemies), or even the idea of combining some talents in different setups (Wild-Gift Drake Aspect categories with Spell Talents for example).
Additionally, would people want more ideas for Orc type dungeons in the Far East, or maybe non-Orc?
Maybe people liked the idea of making areas with enemies that used talents from classes not really used elsewhere/much as of yet in game (Oozemancer Mushrooms, Celestial Orcs, Brute-Rogue Types), or the idea of a new non-playable race that could be used as an addon (Featherwind, Bellowers), the idea of trying to include lesser used content again (Heart of the Gloom, Alternate Lake of Nur, Temporal Enemies), or even the idea of combining some talents in different setups (Wild-Gift Drake Aspect categories with Spell Talents for example).
Additionally, would people want more ideas for Orc type dungeons in the Far East, or maybe non-Orc?
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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Re: Brainstorming New Areas For The Game
I'd like to do new temporal zone of some sort. So any ideas for that would be nice.
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- Sher'Tul
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Re: Brainstorming New Areas For The Game
Here's an idea then for a sort of 'fixed' Temporal Plane Zone, no Alternate Dimension occurring here, rather the Alternate Dimensions are bleeding into Eyal....
Shattered Plains
After leaving the Charred Scar, it appears the activities of the Sorcerers have resulted dimensions of time and space shattering the lands in this area. Horrific entities are funneling through into the Far East Continent.
You can only wonder if this was merely a side effect of the Sorcerers plans - or perhaps an omen of what may happen should you fail to stop them.
Area Compisition
Sort of a mish-mash of the Temporal Zone background, Abashed Expanse, and a regular Grassland tileset. The player can move through 'Space' tiles much like in the Temporal Zone - with the Zero Gravity effect; this applies to enemies as well. The Map may 'Relocate' portions of itself from time to time (this includes all portions of the map regardless of tileset) - you may be at one point in the Southwestern part of the map, only to be moved to the East; similarly, enemies may also be moved along with the map portion. The Rules concerning Phase Doors in the Abashed Expanse also apply here.
Enemy types include Abashed Expanse Enemies, Temporal Rift Enemies, and of course some Orcs. Along with them could be some new specific zone enemies with a 'Temporal/Space' theme. They could make use of Paradox Mage talents of Time/Spece Manipulation.
Traveling to the next instance of each zone could work much like with the Abashed Expanse, you need to use a Damaging spell to activate the portal to the next level (Offensive Runes and Insidious Poison Infusions also work)
Due to the nature of the Charred Scar having two outcomes - this dungeon could potentially be a good candidate for having an 'alternate' form depending on what outcome occurs for the player.
Shattered Plains
After leaving the Charred Scar, it appears the activities of the Sorcerers have resulted dimensions of time and space shattering the lands in this area. Horrific entities are funneling through into the Far East Continent.
You can only wonder if this was merely a side effect of the Sorcerers plans - or perhaps an omen of what may happen should you fail to stop them.
Area Compisition
Sort of a mish-mash of the Temporal Zone background, Abashed Expanse, and a regular Grassland tileset. The player can move through 'Space' tiles much like in the Temporal Zone - with the Zero Gravity effect; this applies to enemies as well. The Map may 'Relocate' portions of itself from time to time (this includes all portions of the map regardless of tileset) - you may be at one point in the Southwestern part of the map, only to be moved to the East; similarly, enemies may also be moved along with the map portion. The Rules concerning Phase Doors in the Abashed Expanse also apply here.
Enemy types include Abashed Expanse Enemies, Temporal Rift Enemies, and of course some Orcs. Along with them could be some new specific zone enemies with a 'Temporal/Space' theme. They could make use of Paradox Mage talents of Time/Spece Manipulation.
Traveling to the next instance of each zone could work much like with the Abashed Expanse, you need to use a Damaging spell to activate the portal to the next level (Offensive Runes and Insidious Poison Infusions also work)
Due to the nature of the Charred Scar having two outcomes - this dungeon could potentially be a good candidate for having an 'alternate' form depending on what outcome occurs for the player.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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- Sher'Tul
- Posts: 1293
- Joined: Wed May 22, 2013 2:39 am
- Location: Halifax, Nova Scotia, Canada
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Re: Brainstorming New Areas For The Game
Sort of a potential continuation from the Shattered Plains instance, this starts to alternate the players destination a bit....
Frozen Charred Scar
You are returned back to the Charred Scar gauntlet, but some freakish event has occurred. Horrors that looks like the Sun Paladins and the Orcs that you had left behind approach you while the Dragons and Fire Elementals from before have grown Cold.
Area Composition
Hell has frozen over, and the lava floors are now covered in snow and ice. The Fire Wyrms and and Fire Elementals have been replaced with Ice Wyrms and Ice Elementals, and there are hostile deformed 'Sun Paladin/Orc' Temporal Horrors pushing you down the gauntlet.
When you get down to the end you are greeted with your first boss - a nasty Ice Elemental.
Edit:
A alternate idea to the alternate Charred Scar, it might make sense if the player starts at the portal where the Fire Elemental Boss was and they have to work there way up through the gauntlet in reverse. The longer they take, the more Temporal Enemies will wander him from the North and make their way South towards the player - while Ice Wyrms and Ice Elementals work to slow down the player.
At the end of the instance could still be an Ice Elemental Boss that the player has to fight.
Frozen Charred Scar
You are returned back to the Charred Scar gauntlet, but some freakish event has occurred. Horrors that looks like the Sun Paladins and the Orcs that you had left behind approach you while the Dragons and Fire Elementals from before have grown Cold.
Area Composition
Hell has frozen over, and the lava floors are now covered in snow and ice. The Fire Wyrms and and Fire Elementals have been replaced with Ice Wyrms and Ice Elementals, and there are hostile deformed 'Sun Paladin/Orc' Temporal Horrors pushing you down the gauntlet.
When you get down to the end you are greeted with your first boss - a nasty Ice Elemental.
Edit:
A alternate idea to the alternate Charred Scar, it might make sense if the player starts at the portal where the Fire Elemental Boss was and they have to work there way up through the gauntlet in reverse. The longer they take, the more Temporal Enemies will wander him from the North and make their way South towards the player - while Ice Wyrms and Ice Elementals work to slow down the player.
At the end of the instance could still be an Ice Elemental Boss that the player has to fight.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
-
- Sher'Tul
- Posts: 1293
- Joined: Wed May 22, 2013 2:39 am
- Location: Halifax, Nova Scotia, Canada
- Contact:
Re: Brainstorming New Areas For The Game
Another possible area continuation...
Boggy Eruan
You step out into what looks to be Eruan - assuming Eruan was a swamp and not a desert. What use to be rolling sand dunes and sparse trees is now lots of mucky water. The Ritches have seemingly altered while the Sandworms have turned into Eels.
Area Composition
Rehash of the Aternate Trollmire tileset, Boggy Eruan features Ritches that seem to make use of Oozemancer talents - specifically maybe Corrosive Blades/Oozing Blades, and other Oozemancer talents that may not be incorporated into other new enemies that might enter the game.
The Area could also share the Shattered Plains features of mish-mashed terrain - including zero gravity environments and such in blotches of the area or teleporting landpieces or whatnot.
All the Horrors could be randomly about in the area too.
Boggy Eruan
You step out into what looks to be Eruan - assuming Eruan was a swamp and not a desert. What use to be rolling sand dunes and sparse trees is now lots of mucky water. The Ritches have seemingly altered while the Sandworms have turned into Eels.
Area Composition
Rehash of the Aternate Trollmire tileset, Boggy Eruan features Ritches that seem to make use of Oozemancer talents - specifically maybe Corrosive Blades/Oozing Blades, and other Oozemancer talents that may not be incorporated into other new enemies that might enter the game.
The Area could also share the Shattered Plains features of mish-mashed terrain - including zero gravity environments and such in blotches of the area or teleporting landpieces or whatnot.
All the Horrors could be randomly about in the area too.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc