Age of Wonders 4

Age of Wonders 4

Age of Tomes
Winterwolf 12 May, 2023 @ 9:08pm
Tome Suggestions?
Feel free to delete this, but I figured maybe if ya need some ideas we could pop some up in here as Tome Suggestions.

I've got a few on the mind, like a Tome of Plagues. Maybe some debuffs that have a chance to spread between units during a battle, or even armies? Plaguerot transformation which gives your units some swelling and cysts and what not but makes them immune to blight and such. Shadow and Nature affinity is what I'm thinking.

Tome of Enchantment/Allure/Mind magic. This tome focuses on some mind control/confusion/stun effects, maybe a few spells to increase opinion on Free Cities and Players. Maybe even a new unit, the seducer, that has a slightly buffed version of the seduce skill along with some confusion abilities. Hard to tell what affinity this might be, but Revelry and such is under chaos so maybe there?

Might have more ideas down the pipeline but here are two.
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Showing 1-15 of 39 comments
Plum 14 May, 2023 @ 4:08am 
Tome of deception:
Provides green and blue affinity.
Includes making mirrors of an ally that can do half damage but dies instantly if hit.
A lot of reflection buffs.
Circus building that enables city stability and plenty of growth.
Magic origin monster could be a Jester type of character.
Winterwolf 14 May, 2023 @ 7:28am 
Originally posted by Plum:
Tome of deception:
Provides green and blue affinity.
Includes making mirrors of an ally that can do half damage but dies instantly if hit.
A lot of reflection buffs.
Circus building that enables city stability and plenty of growth.
Magic origin monster could be a Jester type of character.

Sounds more like Astral and Shadow affinity. Since Mirrors are part of Astral, and deception is in the shadow affinity description.
crochetcocoking 14 May, 2023 @ 10:39am 
mroe elemental tomes could be neat to have pyromancer/cryomancers spells without having to spec into undeads or demons later.
magneto526 14 May, 2023 @ 4:28pm 
Maybe a tome of blood? Shadow and maybe chaos affinity? Lean into the vampire theme a bit?
Slayer 14 May, 2023 @ 8:57pm 
will any new units be made or only units currently in the game?

because im wonder if a tome of skeleton summoning which gives some more variation of skeletons to summon

Tier 2 Tome - Tome Of Skeletal Hordes

all about summoning various undead units and helping keep your soul upkeep high

Part Astral Part Shadow (since astral have traits that help summons)

Summon Skeleton Archer - Summons a Skeleton Archer to do your bidding (Tier 1)

Summon Skeleton Squire - Summons a Sword and Shield Skeleton to do your bidding (Tier 1)

Summon Bone Wyvern Rider - Summons a Skeleton Riding a Bone Wyvern to do your bidding (Tier 3)

Summon Bone Wyvern - Summons a Bone Wyvern to do your bidding

Steal Essence - Terraforming Spell that steals essence out of the ground giving the user souls. Gives more souls if a forest , forestry upgrade , farm upgrade , grasslands . gives less souls in other terrains. kills off the land and changes it to ashland . can be used on your own or enemy territories . cannot be used in ashland

Grave Robber Building - Allows construction of the Grave Robber building in towns. Gains +1 soul per population in a town but will give negative happiness . every x amount of ashland provinces give an extra 1 soul per turn

I feel for elemental picks there really is a lack for some of the elements so i will suggest those too


Tier 2 Tome - Tome of Frostbite

An tome which contains average frost spells and summons. (currently a lack of options outside necromancy if you wanted to keep going ice)

2 shadow

Summon Frost Wyvern - Summons a Frost Wyvern to do your bidding

Frost Nova - An Combat spell that causes a wave of ice to form around the location causing low frost damage (full to target half to all hit in the radious) to all enemies around a 1x radious. has a chance to cause slow to targets hit (more chance on the main target less on targets around)

Teachings Of Cryomancy - Enchantment Cultural units that use magic will gain Frost Bolt - Costs x mana per unit . If you got White Witch their Frost Bolt will deal more damage . Cannot be case if any other Teaching Spell has been used

Frost Armor - Enchantment . Phyical Units will gain +1 Defense and +1 Frost Protection but gain Fire Weakness

Ice Quarry - Building/Improvement - Quarry built in Ice areas give more production than normal

Tier 2 Tome - Tome Of The Flame

An tome which contains average fire spells (mainly debuffs) and summons (currently a lack of a tier 2 option for pure pyromancy)

2 Chaos

Summon Fire Wyvern - Summons a Fire Wyvern to do your bidding

Flash Fire - Terraform/Strategy damage spell. Causes a Fire to take place in a provance causing low Fire damage to all units that are currently in the provance . Forests will be destroyed if used on those provances . boosts damage units take if its in a Forest Provance. Melts Snow Tiles , not usable in Wetland , Mountains or Water (basically a weak Abyssal Flame but does not turn land to Desolate Territory and deals less damages unless unit is in a forest. but destroys forest tiles )

Teachings of Pryomancy - Enchantment Cultural units that use magic will gain Fire Bolt - Cost x mana per unit . if you got Pryomancers their Fire bolt will deal more damage . Cannot be case if any other Teaching Spell has been used

Heat Weapon - Debuff in battle - Causes a unit to Fumble next turn

Melt Armor - Debuff in battle - Reduces a targets defense by 2 for x amount of turns. If used on a Target with Frost Armor it will nullify the enchantment instead for x amount of turns

Ash Storage - Building/Improvement Gives extra food to farms in Desolate Terrain , Allows construction of Farms in Desolate terrain if not already allowed

Tome of Storms

An tome which contains more advanced lightning spells and summons

2 Astral

Summon Thunder Bird - Summons a Thunder Bird to do your bidding

Teachings of Evocation - Enchantment Cultural units that use magic will gain Lightning Bolt - Cost x mana per unit . if you got Evokers their Lightning bolt will deal more damage . Cannot be case if any other Teaching Spell has been used

Lightning Storm - Strategy Damage Spell - Deals Lighning damage to all units in a provance . If cast on the Water the targets takes double damage . Units on Water will also gain Stormy Weather Debuff for 1 turn unless they leave the water causing them to gain a debuff to vision

Lightning Pillars - Combat Spell - Allows placement of 2 Pillars within 4 cells of each other in a line. Any unit that walks thought it will take x amount of lightning damage . disappears after 1-2 turns. cannot be attacked . can friendly fire own units

Static Charge - Enchantment - If unit is hit by a lightning move that unit will gain a small amount of temporary health and be overcharged for 1 turn causing it to deal extra lightning phyical damage

Altar of Storms - Building/Improvement - Forests gain +1 production , Farms get +1 food

Tome Of The Archons

Tier 3 Holy

2 Order

Teaches the Secrets of the Archons Holy Prowess

Summon Blessed Soul - Summons a Bless soul to do your bidding

Bless Weapons - Enchant - +4 Spirit Damge -2 Phyical Attack

Blessed Arrows - Enchant - +4 Spirit Damage -2 Phyical Attack

Teachings of Faith - Enchantment Cultural units that use magic will gain Spirit Bolts - Cost x mana per unit . if you got Chaplin their Spirit Blast will deal more damage . Cannot be case if any other Teaching Spell has been used

Blood of the Archon - Minor Transformation - +1 toughness (vs undead only) , +2 spirit damage (vs undead only) +10 morale (vs undead only) +100 diplomacy bonus with people who are good -100 diplomacy with people who are evil

Tome of Poison

Tier 2 Nature

2 Nature

An Tome that contains average poison magics

Summon Floral Stinger - Summons a Floral Stinger to do your bidding

Toxic Cloud - Spawns a natural poisonous cloud on a provance dealing very low poison damage but has a good chance of poisons a target for a few turns

Teachings of Poisons - Enchantment Cultural units that use magic will gain Poison Bolts . Cost x mana per unit . If you got Wildspeaker their Poison Blast will deal more damage . Cannot be cast if any other Teaching Spell has been used

Poisonous Swamps - Terraforming - allows you to turn a wetland provance into a poisonous wetland provance dealing damage to anyone who spends a turn in it

Poison Resistance - Minor Transformation - Allows unit to walk though Poisonous Wetland provances unharmed , gains Blight Resistance and -1 movement cost in Poisonious Wetlands

Pharmacy - Building/Provance upgrade that gives gold per Poisonious Wetland

Tome of the High Seas (inspired by your idea of water tomes)

Tier 2 or 3 Tome

1 Nature 1 Chaos

An tome that is about defending your oceans and making use of them

Pirate - Allows the construction of a Pirate a unit that gains the ability to use Ship abilitiys on the open seas - not as strong on land. Gains gold for each unit killed in the ocean

Summon Kraken Spawn - Summons a Kraken Spawn to do your bidding

Summon Nimu - Summons a Nimu to do your bidding

Spirit of the Seas - Enchantment - +10 Morale when on the open waters , if embarked gains +1 defense on the open waters ,

Reandforced Ships - Enchantment - +2 Defense to Ship Units (not embarked units)

Oceans Bounty - Terraforming - Attracts Fish to an empty ocean provance

Defensive Building - Pirates Hideout - If on a ocean tile in your domain will summon a boat to help you in combat if in a siege a pirate will be summoned to help you in defending


idk if any of these ideas will help but thought id just go though what i feel is missing which is another elemental tome in each catagory , more weaker undead units and something to make defending via the sea more attractive and making sea tiles better
Claymore Roomba 14 May, 2023 @ 11:59pm 
There are so many OP options in this, I would not even bother pointing them out. xd
Tho some ideas are pretty good.
Last edited by Claymore Roomba; 15 May, 2023 @ 12:01am
PaleDragon  [developer] 15 May, 2023 @ 9:25am 
Originally posted by Winterwolf:

I've got a few on the mind, like a Tome of Plagues.

Tome of Enchantment/Allure/Mind magic.

Might have more ideas down the pipeline but here are two.
I have a planned T1 or T2 Nature tome for Plagues featuring the Plague Serpent and maybe a custom unit, but that will have to wait until I visit other elements as well. I like the astral tome idea featuring mind effects. There's quite a lot of Psy effects in the game from Planetfall and I could use some of them. Also probably on the long run.



Originally posted by Slayer:
will any new units be made or only units currently in the game?

1.Tome Of Skeletal Hordes
2.Tome of Frostbite
3.Tome Of The Flame
4.Tome of Storms
5.Tome Of The Archons
1. I like the skeleton idea. Now that I've learned how to do custom units with the Witch, I may do a tome of bones to supply more skellies in the future.
2. I wanted to do an icy tome that's less about shadow, maybe a shadow-materium one that features the ice ogre and some ice spiders.
3. Also have something in mind for fire.
4. Something along those lines is already in my list! It's the one that will abuse the wet status from Tides.
5. Also on my planned list! Probably a T2 order, and I'll do a Corrupt Soul T2 Shadow counterpart too.
Rockbou 15 May, 2023 @ 12:31pm 
I like the idea someone said of Blood, I was looking for something vampiric in nature, maybe with Lifesteal effects or special statuses when dealing with bleeding kind of thing to use for a Vampiric themed ruler.

Also maybe a Sea Monster themed tome to continue with the water theme on a higher tier

Or a Tome of Sands, focused on desert gameplay and effects if that would be possible
Wish Maker 15 May, 2023 @ 7:56pm 
Need Tome Spells which allow for alteration of Terraforming Terrain City Spells on par with "ENCHANTED BLOOM" and "MARCHING WINTER" - but for DESERT and DESOLATION.

Upkeep: 12

Target friendly city starts altering terrain to [TYPE] at 2 Provinces per Turn.
The spell extends up to 2 Provinces outside the Domain.
While the spell is active, provinces with {TYPE] and [TYPE] provide +2 Food and +2 Production income.
DelightfullyMAD 15 May, 2023 @ 9:51pm 
TOME OF THE MIND BOUND

Tier: Tier III Tome

Affinities: Astral 1 & Shadow 1

SPELLS

Spell 1: Beguiler
Spell Type: Trainable Unit
- Battle Mage
- Beguiling Bolts: Magic Attack, deals electric damage and inflicts Lower Resistance
- Enthrall: Range 4, Mind Control Target base 60% chance for 3 turns. Cooldown 3 turns
- Die for Me: Range 4, Target Friendly, causes Berserk. Cooldown 2 turns

Spell 2: Mists and Shadows
Spell Type: Enemy Army Spell
- Inflicts Distracted on chosen army

Spell 3: Mind Blast
Spell Type: Tactical
- Inflicts 12 electrical damage in 1-hex radius and inflicts Confusion for 1 turn (90% chance)

Spell 4: Enrapturing Presence
Spell Type: Unit Enchantment
- Enemies in melee have a chance to become Distracted (base 60% chance)

Spell 5: Crooning Whispers
Spell Type: Enemy City Spell
- Inflicts -20 Stability on target city

Spell 6: Compel Treachery
Spell Type: Siege
- One of the enemies starts off Mind Controlled at the start of the battle (can only affect Tier I - III units)

Special Structure: Beguilers Conclave
- Gives a +15 to City Stability, and increases Gold, Production, and Draft by +10 each. Counts as a Conduit

Hero Trait: Beguiling Presence
- Enemies in melee with Hero have a chance (60%) to become Distracted each turn.
Last edited by DelightfullyMAD; 15 May, 2023 @ 10:15pm
Leon Mercury 16 May, 2023 @ 12:11am 
Tome of Sands
Tier 2-3
Either 2 Materium or 1 Materium 1 Nature (probably the former, there's a lot of nature already)

I dunno the full rundown, but I'm thinking a province structure that benefits from desert tiles, and a spell to terraform to desert tiles. Possibly a sand-themed spell that causes fumble or miss chance.
Queen Aoife 16 May, 2023 @ 9:22am 
i love the water tome. but the biggest issue with it i think is as follows:

Tidercaller skill does all physical, but is a magic attack. its an amazing ability overall. but it doesnt scale at all with almost any magic focused skills. maybe mixing it half physical, and half frost damage? or maybe add a slow to it as well, to let it scale better into a cc ability later?

obscuring mist. i LOVE the potential of this spell. its a very different take on buff/debuff spells. however, if you could make it so it only applies wet to enemies, and obscured to allies, would be better. I have tried and struggled to make a synergy build with wet status, but it only seems to work with Mystic.

either in the t2 water book if you make it, add water arrows, or make water blades become Water weapons... to add to ranged units.

-------------------------------------------

now for suggestions:

Tome of the Siren. Tier II (1 dark, 1 nature)

add a new navel unit that is a mermaid/siren. support/debuff focused. low upkeep like most navel units. get bonus levels from experienced seafarers.

Siren's song hero skill. aoe chance to stun enemies in a radius.2/3 turn cooldown. base 60% chance. leave 1 skill point activation. so it doesnt end turn. but has lower success chance to compensate.

Niad's blessing: allow some melee and ranged units to disembark and embark easier like previous tier.

Call of the Sea: combat summon spell. summon a tier 1-2 sea creature on water, or a tier 1 bird on land. combat summons are rare. powerful too. so having it work as a niche pick would be fantastic.

Bounty of the sea: sustained city spell. while active, gain +5 food, +1 gold per fishery and harbor in domain. costs 20 mana upkeep. expensive, but great for growing your fledgling water cities.

Water arrows, see above.

Raidcallers: support construction, like caltrops. causes enemies who try to enter the defenses to become wet, and slow them down.

Pearl farm (special province upgrade for water): adds 15 gold income, and 3 mana. plus 3 mana for each adjacent fishery
Last edited by Queen Aoife; 16 May, 2023 @ 9:23am
Apur 16 May, 2023 @ 11:38am 
Idea for new unit that would fit a desert tome

Scorpion
-animal
-can inflict poison damage with its stinger
-can grapple/hold units which makes both unable to move and stuns opponent for one turn. The only thing the scorpion can do when holding a unit is release or attack with the stinger


Last edited by Apur; 20 May, 2023 @ 9:21am
crochetcocoking 17 May, 2023 @ 6:02am 
tome of the foodie T2 : nature+materium : ogres units, morale and health buffs

tome of the butcher T2 : chaos : ogres units, melee buff, life leach enchantment

tome of the unseen T2 : shadow : assassin unit (melee & ranged unit (ignore zone of control, lethal but squishy)), poison enchantment, buff to blight DoT

tome of the snake T1 : shadow + nature : snake units, poison enchantment, buff to blight DoT

tome of the Giants T3 : nature + chaos : giant units, melee buff, health buff, charge resistance for melee
Tactics 17 May, 2023 @ 8:25am 
T5 tome - Magebane + Lost wizard summon

T4 - Tome of the chained god: Lost wizard summon, Magebane summon, AOE spell for mind control (tactical), Map spell (-20 hit point all units, grant them strengthen, and other buffs), Map spell Immobelise unit
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