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Dev Diary #24: Seals & Tomes

Welcome to the developer diaries for both the new Seals Victory and the new Tomes that are coming in Empires and Ashes. There is a lot to cover so this dev diary will be split in two, starting with…


The Seals Victory

Hello everyone! I am Sam Minh, a designer for Age of Wonders 4. Today I will talk about the Seals, what they are, how to achieve a Seals Victory and what challenges will stand in your way.

The Seals are ancient structures constructed by the order of the Archons, to protect a world from the outside… or to seal something within. Controlling the Seals gives one great power over the realm thus Godir are racing to take control over them.

1 Seal Structure No UI.png


People who have played Age of Wonders 3 might be familiar with how the Seals Victory worked there. There are a limited number of Seals spread around the world. Each Seal is defended by an army of strong defenders. Once they are defeated, you will gain one seal point per turn as long as your units stand on top of the Seal. Capturing and holding multiple Seals will provide you with more points per turn. Once a specific amount of points has been reached, you achieve victory.


2 Seal With Defenders Demons.png


But the capturing of Seals will not go uncontested. There are two sources of opposition that will try to prevent you from obtaining a Seals victory.

First and foremost are the other Empires. Capturing a Seal will provide every other Empire with Grievances as they become aware of your ambitions of controlling the Seals of this realm. As you approach the Seals victory, they will be forced to stop you.

3 Seal Race.png


The other source of opposition are the defenders of the Seals, for they were left heavily guarded. These defenders will awaken and sporadically attack any trespassers. The frequency and intensity of these attacks increase as you capture more Seals and collect more points.

These Seal Defenders come in a lot of variety, each providing a different challenge to overcome. They could be angels, demons, elementals or dozens of others, each attack has its own theme which determines what kind of units appear and what Combat Effect will be present in the fight. These Combat Effects can vary from providing some extra challenge to forcing you to approach the battle in a completely different way.

4 Seal Defenders Elementals.png


While you are channeling the power of the Seals, various events can happen. Your surveyors can uncover the secrets of the original creators, accidentally wake up a Progenitor Golem, or the Seal can suddenly become unstable. With the massive power of the Seal running rampant, how will you choose to resolve this imminent crisis?

5 Unstable Seal.png


Not all worlds have Seals on them. You will find some on one of the new story realms and you can choose to add them to your own games. Their presence is added in the form of a realm trait.

How many Seals are added in a world is dependent on the amount of players in that game. There will always be more Seals than players, ensuring that rulers must fight over multiple Seals to get an edge over their rivals. The amount of points you need is dependent on the amount of Seals in the world and can be further changed by choosing to play with either the Active or Dormant Realm Traits.
6 Seal Traits.png


Now that you know what the Seals Victory is and how you can achieve one, let’s explore the new ways you can achieve this victory condition with the Tomes that will come with Empires and Ashes.



Tomes

Hello again Godir and/or Mortal visitor, Thomas Schuiten, Designer at Triumph, has returned to regale you with tomes of lore about Tomes of which we made more.

For Empires and Ashes we wanted to inject some new tome combinations into the game, thus each Tome for E&A is designed as a “twist” on the Materium affinity by combining it with another. Each supports a playstyle that may combine uniquely with particular cultures or base game Tomes, such as the Tome of Alchemy being an excellent source of Weakened which the Dark Culture may benefit from greatly.

Empires and Ashes comes with 4 new Tomes (5 if we count the Reaver Culture as well). The Tome of Alchemy fuses the inventiveness of Materium with the afflictions and support of Nature, while the tome of the Construct fuses Materium’s constructs with Order’s expertise in formation fighting and so on.


Tome of Alchemy

TomeOfAlchemyCrop.png


The tome of Alchemy specializes in negative status effects, both applying them to the enemy and removing those afflicting your forces. The Afflictor provides an early ranged unit, able to spread afflicting miasma and deal both blight and physical damage with their repeating crossbows. While Fumigation grants you a useful siege project uniquely early, letting you damage and poison the defenders before rushing into relatively undeveloped settlements.

Here’s a look at the unique power of the Afflicting Miasma:

AlchemyAfflictingMiasmaMouseover.png

AlchemyAfflictionTooltip.png



Tome of the Construct

TomeOfConstructCrop.png


The Tome of the Construct fuses the material superiority and defense of Materium with the discipline and formation fighting of Order. It grants access to the Bronze Golem, letting you construct the powerful Tier 3 Polearm constructs directly without the need to fully rank up your Copper Golems first.

ConstructBronzeGolemUnitPanel.png


But more uniquely this Tome holds two powerful buff spells in the form of the Cascading Commands.

ConstructCascadingCommandTooltip.PNG


Cascading Command: Defend lets you grant additional retaliations to your units while allowing even those that have already acted to enter defense mode. This effect is notably exclusive to Constructs or Racial units with the “Linked Minds” transformation, but cascades through the entire formation to affect any number of viable friendly units.

Meanwhile Cascading Command: Reposition instead lets your Constructs close the distance rapidly by granting them Hastened and strengthened to strike first.

LinkedMindsIngame.png


Linked minds provides a new minor transformation, letting you get the most out of your racial units when mixing in with your new construct legions, it also gives a powerful safeguard against flanking, granting any affected unit Hyper Awareness when adjacent to another Linked Minds or Construct unit.


Tome of the Dreadnought

TomeOfTheDreadnoughtCrop.png


The Dreadnoughts of the third Age of Wonders may have decayed, but some of their mightiest weapons of war remain documented in the Tome of the Dreadnought. This Tome focuses on Area-of-Effect firepower and siege warfare. The Great Bombard provides a powerful siege project while Tuning Kits grant your support units the ability to overcharge the firepower of your Constructs. If that all isn’t enough, the Destabilized mana core has been refined since its old days, able to be used with more “precision” than before:

DreadnoughtUnstableManaCoreTooltip.PNG



Ironclad

IroncladUnitPanel.png


The Ironclad is a powerful Tier 4 Mythic unit, able to lay down a horrific amount of ranged firepower through either its Direct Fire shot when maneuvers are necessary, or through its powerful, but inaccurate tri-shot Barrage when in position.

IroncladBarrageAbility.png


When using the barrage, beware of friendly fire, as it has a tendency to scatter wildly.

Both shot types can be affected by the special Ammunition the Ironclad carries with it, each ammunition type can only be loaded once per battle as a free action and enhances the Ironclads firepower for that turn only, so choose wisely when to spend these powerful shells.

IroncladIncendiaryAmmoAbility.png



Tome of Severing

TomeOfSeveringCrop.png


The Tome of Severing is a powerful anti-magic tome, wielding the power to disrupt Enchantments on your foes as well as banishing their summons or projecting the magic warding of Spelljammers outside of your own domain through the Spellward.

Disrupted.PNG


SeveranceAstralSeveranceMouseover.png


Those pesky powerhouse Magic Origin units will bother you no longer, if your opponent has units able to resurrect through Resurgence or Undead sorcery, perhaps you are more interested in a pre-emptive solution.

SeveranceFinalBanishmentMouseover.png


This grants a powerful heal option in larger battles, and a useful way to be rid of troublesome material for enemy necromancers.

SeveranceGolemUnitpanel.png


Lastly a glimpse at the Severing Golem, a rather unique Mythic Construct fulfilling a hybrid role between support and battle mage.

SeveranceGolemDispellingFieldAbility.png


The Severing Golem’s dispelling field provides a useful anchor in large end-game battles, but the real power lies in its Magical Disruption:

SeveranceGolemMagicalDisruptionAbility.png


IngameIroncladScreenshot2.png


The fiery carnage above will wrap us up for now, we haven’t shown you everything that the Tomes contain, and all of these are only glimpses at the powers contained within. We hope you will enjoy discovering new combinations and making fresh stories with these new Tomes!

Join us in two weeks for a look at the new Form Traits system and the Item Forge — next Dev Diary will be published on November 9th, while Empires and Ashes Expansion will be released on November 7th on all platforms!


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I'm getting kinda worried about the substance of the water overhaul, which was one of the things I was most looking forward to. We still know nothing about it, and won't no anything prior to release at this rate, which worries me...
There are more resource nodes at least in the water. There was a watermananode with a research outpost.
 
Kinda fascinating since the Astral Sea is perpendicular to space - both are ways of finding new worlds, but the godir flow across the multiverse instead of exploring the far reaches of a specific realm. Might be something to have a little fun with if there was ever a crossover DLC, but I'm not really holding my breath.
It would be funnier if Millennia did crossower with Stellaris and AoW.
There is Age of Old Ones in it, so who knows if they are ultimate spacetime breakers :D
 
Yeah I noticed that when it first went live, kinda odd. Wondering whether or not Warding Metals is a new unit, or an enchantment. It looks kinda like a new unit that was in the Trailer, although it could just be an enchantment of some form, presumably an Armor Enchantment if not a Unit.

On another note I think this expansion + update will add a bit of healthy gameplay. There'll be counters to Order & Necromancy Mass Resurrections, counterplay to overly focusing on Unit Enchantments via Disruption, and Order's Morale Devastation won't be so absolute anymore given the amount of Constructs you can get.
Imo most likely an enchantment, could be some sort effect immunity.

Link777 said:
I'm getting kinda worried about the substance of the water overhaul, which was one of the things I was most looking forward to. We still know nothing about it, and won't no anything prior to release at this rate, which worries me...
Indeed, that's one of the things that worries me too. Post factum dev diary is a strange decision, what's the point in it if you can already play and see the thing for yourself.
 
Imo most likely an enchantment, could be some sort effect immunity.


Indeed, that's one of the things that worries me too. Post factum dev diary is a strange decision, what's the point in it if you can already play and see the thing for yourself.
They are advertising the DLC, not the update. Which is logical. Remember, that they need to sell it to those, who haven't bought it already. Although, I do agree, that 2nd of November should have been dev diary about golem update, instead of 9th.
 
That's fair. Tbh, full block was extremely annoying if you play as mystic culture. Wonder, if Mage's Bane has the same stuff (double the cost)
It does not, you can take out a Mage Bane during the combat to lift the restriction.
 
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I wonder why the reavers got cannons rather than flame tanks.
Imo it would have made more sense to give them the tanks and tie the cannon to a tome so that Industrious also has access to it.

On another topic, anyone think we will get a pure chaos culture at one point?
Pure nature is hinted at in the expansion pass, leaving pure chaos.
 
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I wonder why the reavers got cannons rather than flame tanks.
Imo it would have made more sense to give them the tanks and tie the cannon to a tome so that Industrious also has access to it.

On another topic, anyone think we will get a pure chaos culture at one point?
Pure nature is hinted at in the expansion pass, leaving pure chaos.
Only if it will be Demons with guns. And flamethrowers.
 
I wonder why the reavers got cannons rather than flame tanks.
Imo it would have made more sense to give them the tanks and tie the cannon to a tome so that Industrious also has access to it.

On another topic, anyone think we will get a pure chaos culture at one point?
Pure nature is hinted at in the expansion pass, leaving pure chaos.
Industrious can still take the Tome of the Dreadnought and get both the tank and the Great Bombard siege craft, at least. That part of the DLC isn't restricted to reavers.
 
Warding metals will, probably, add something to all constructs, like golems/ironclad. Maybe, additional armor plus immunity to some statuses.

Imo, but we are still missing one major transformation. Materium has steel and gold, but both of them are minor.

I think we've got a high chance of getting a major transformation in each of the next DLC, Primal Fury I expect to be a Nature+ (Nature Astral, Nature Shadow) expansion, although I could definitely be wrong. Possibility of getting a Fey Transformation of some form, if we do then I'd expect Nature + Order, Nature + Astral, and Nature + Shadow Tomes as likely possibilities, but who knows.

The final expansion of this set seems very likely to me to reintroduce the Shadow World, and with it Shadow Demons, which seems like a likely Major Transformation.

Granted neither of these are Materium.
 
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Thank the Gods! They finally corrected that.
Yup, easily one of the worst things to ever experience. Had to climb over a mountain, took 5 turns (lava everywhere else, no alternatives), only to find that they have a Spell Jammer, which is somewhere off in the fog of war 2-3 turns away from me. Meanwhile I am facing the Demonic Prince Realm Trait, and on one of the higher difficulties, I forget which.

This on the other hand sounds like it could be good. Still a high value target, but not nearly as bad.
 
Yup, easily one of the worst things to ever experience. Had to climb over a mountain, took 5 turns (lava everywhere else, no alternatives), only to find that they have a Spell Jammer, which is somewhere off in the fog of war 2-3 turns away from me. Meanwhile I am facing the Demonic Prince Realm Trait, and on one of the higher difficulties, I forget which.

This on the other hand sounds like it could be good. Still a high value target, but not nearly as bad.
Yeah, I'd gotten into a long habit of prepping a spell - like Army Heal or something - and using it as a test for whether a spell jammer was in a place whenever I went to a new enemy city, just so that I could plan around it.

In an interesting roundabout way, this is actually a nerf to dragon lords. One of the strongest aspects of them is that their AoE effects and ability to support teammates passively aren't spell based, but rather internal abilities, whereas wizard kings need casting points to do all that stuff. With a Spell Jammer in place on an enemy stronghold, my dragon lords are actually stronger due to not needing to worry about enemy spellcasting. This change makes it so that wizard kings (and Champions, I guess?) can still operate at full capacity, just with a higher buy-in cost.
 
Yeah, I'd gotten into a long habit of prepping a spell - like Army Heal or something - and using it as a test for whether a spell jammer was in a place whenever I went to a new enemy city, just so that I could plan around it.

In an interesting roundabout way, this is actually a nerf to dragon lords. One of the strongest aspects of them is that their AoE effects and ability to support teammates passively aren't spell based, but rather internal abilities, whereas wizard kings need casting points to do all that stuff. With a Spell Jammer in place on an enemy stronghold, my dragon lords are actually stronger due to not needing to worry about enemy spellcasting. This change makes it so that wizard kings (and Champions, I guess?) can still operate at full capacity, just with a higher buy-in cost.
I am pretty sure spelljammers only Block enemies.
 
Yeah, I'd gotten into a long habit of prepping a spell - like Army Heal or something - and using it as a test for whether a spell jammer was in a place whenever I went to a new enemy city, just so that I could plan around it.

In an interesting roundabout way, this is actually a nerf to dragon lords. One of the strongest aspects of them is that their AoE effects and ability to support teammates passively aren't spell based, but rather internal abilities, whereas wizard kings need casting points to do all that stuff. With a Spell Jammer in place on an enemy stronghold, my dragon lords are actually stronger due to not needing to worry about enemy spellcasting. This change makes it so that wizard kings (and Champions, I guess?) can still operate at full capacity, just with a higher buy-in cost.
Dragon lords can't cast spells under spell jammer. Idk what you are talking about.

After the update, spell jammer will increase the cost of any spell in tactical combat and, I assume, mana cost for world spells on that domain by 100%. So, stuff like victory anthem will be very expensive to cast multiple times to the attacker. It doesn't matter, what ruler type it is. Currently, spell jammer completely destroys wizard kings though
 
I am pretty sure spelljammers only Block enemies.
Do they? Well, whatever, I suppose. I guess I just wasn't paying enough attention - usually I pillage spell jammers before going after the enemy city.

Dragon lords can't cast spells under spell jammer. Idk what you are talking about.
I'm referring to the dragon's internal AoE abilities - dragon breath, tail slam, and the auras that with a little planning you can use to make your stack nearly invincible. An order dragon in particular can make a stack absolutely ridiculous via three different types of buffs and the ability to negate debuffs AND heal by hitting allies with breath attacks. It ain't spellcasting, just dragons being awesome.