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Dev Diary #35 - Ways of War: Tomes and Wildlife

Hello again! I am Luis Ferreira, a senior designer at Triumph Studios. This time we are going over the Tomes and Wildlife that will be available to you on the first pack of our second expansion pass, Ways of War.

Tomes​

Tome of Discipline​


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The Tome of Discipline is a Tier I tome of Materium and Order affinities. This tome is all about channeling inner strength and conducting its magic to empower or heal your units.

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The Monk is a Fighter that conducts the tomes empowering magic into its strikes. It punches its enemies and on a third strike in the same turn it triggers a Spirit explosion on the target that also hits adjacent enemies. They have a Leap free action ability which allows them to jump up to 2 hexes, which helps them position and trigger that explosive third strike. Additionally, it also has a Meditate ability which heals, removes 2 Negative Status and places them in defense mode, making the monk a nice allround unit to have!

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The minor transformation Inner Mastery grants a small bonus to status resistance while also giving your racial units increased healing in battle.

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To further help sustain your units you need a healing spell to trigger Inner Mastery’s extra healing. Mantra of Purification is a powerful spell that does just that while also removing all their Negative Status Effect.

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The Tome of Discipline has two unit enchantments. Empowered Strikes grants shield, polearm and fighter units extra damage and gives a similar effect to the Monk, where the third strike in a turn causes it to have a chance to stun their target. Focus Aim gives an ability that as a free action grants the unit True Strike for that turn, meaning their attacks cannot miss.


Tome of Shades​


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At Tier II and giving Materium and Shadow affinities is the Tome of Shades. This tome is all about blinding enemies in combat and then eviscerating them in their moment of weakness.

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The Shade is a Tier III skirmisher with a kit that is all about poking enemies from afar and then going in for the kill. Throw Shadow Dagger is a ranged ability with a chance to Blind and when this unit is ready to engage in melee their main ability Fatal Strike is there to finish their enemy off, as its damage increases based on the missing Hit Points of their target.

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Living Shadows is a minor transformation found on this tome that grants evasion against ranged attacks while also retaliating against attackers by attempting to blind them.

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Shadow Blades is what makes all these Blind status pay off. Melee units with this enchantment ignore 50% of the target’s Defense and Resistance if the target is Blind, vastly increasing damage done against high defense targets.


Tome of Prosperity​


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Prosperity is a Tier IV Nature and Order tome. This tome is all about protecting your units and it also grants access to the Prosperity wildlife units which we will talk about in more detail later. It focuses on applying a new status effect called Grace: When a unit with this effect is hit by an attack, they regain 10 Hit Points and lose one stack of this effect. It can stack up to five times.

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Summon Prosperity Dragon grants access to a new tier 5 unit of the same name. This is a powerful support mythic unit and so its spell costs extra gold in order to cast. The other Prosperity units are accessed by building this tome’s special province improvement, the Shrine of Prosperity.

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The two enchantments from this tome both give Inner Grace. This ability grants a stack of Grace if a unit starts its turn in combat without a stack of it.
Staves of Grace gives an ability called Cleansing Rain which dispels negative status effects from friendly units and positive status effects from enemies in a 1-hex radius. It additionally gives all support abilities a stack of grace in addition to their other effects.


Tome of Calamity​


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The other side to the Tome of Prosperity is the Tome of Calamity. Also Tier IV, this Chaos Shadow tome is all about Accursed Fiend units, Ruin provinces and the Ghostfire effect.
Ghostfire is an existing effect but it was rarely used, it functions like Burning but deals 2 Fire and 2 Frost damage per stack. Additionally it doesn’t remove the Frozen status from an enemy like Burning does. To help this work a bit more smoothly, we’ve also made it so that if any Burn stacks are present on the unit or any are added while Ghostfire is present, they are converted to Ghostfire.

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Summon Calamity Dragon summons a T5 offensive mythic unit. Like summon prosperity dragon, it also has an extra cost in that it can only be cast on an owned province and it will ruin it, as if it was pillaged. The Accursed Shrine gives access to the Accursed unit wildlife line, which we will talk about very soon, and it also makes it so all the Ruins this tome can causes can benefit your lands!

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Accursed Armors applies to your melee units and makes them tougher while making their bodies cursed with calamity magic: melee attackers against this unit have a chance to suffer from Ghostfire and Misfortune. Accursed Projectiles gives your ranged units attacks a chance of applying Ghostfire while also adding Fire and Frost damage to their projectiles and magic.

Wildlife​

In this content pack Wildlife is split between the forces of Prosperity and the forces of the Accursed. There’s also a new Inhabitant Trait, Land of Conflict, that places more of these two wildlife families in the world!

Prosperity Units​

The prosperity units are a group of Celestial Dragon units, meaning they have Dragon Rage, Inspiring Killer and Control Loss Immunity as well as having Inner Grace inherent to them.

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The Blessed Dragon is a Tier II Support Unit. Its Graceful Rain heals and grants a stack of Grace to all units in a 1-hex radius!

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The Radiant Guardian is a Tier III Shield Unit whose special ability is its Radiant Transposition. The unit enters defense mode and swaps places with a friendly unit, dealing damage to all adjacent units after swapping. The ability also has a chance to apply Pacified to enemies, which disables their attacking abilities.

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The Tier IV Righteous Judge is a Mythic unit with Zeal and a powerful melee attack that can apply Sundered Defense and Resistance. Its Righteous Judgment ability is a free action ability that doubles its damage against Condemned enemy units. If the double damage doesn’t trigger, then the target becomes condemned so that you can smite them harder next time you use this ability.

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The Prosperity Dragon is the pinnacle of the Prosperity units, a Tier V support unit that has a long range main attack and that can give all friendly units in combat Grace while also removing one negative status effect with its Rain of Prosperity ability.

Bestow Mask of Prosperity links this unit to another and all the damage that unit takes is transferred to the Dragon with a 35% reduction. Additionally the linked unit and the dragon gain 1 Grace each turn while the link is active.

When linked to a unit the Prosperity Dragon gains the Recall Mask of Prosperity ability which breaks the link but for each Grace stack the Dragon has it heals 10 Hit Points and gains a stack of Regeneration, making the Dragon not only a great support unit but also tough.


Accursed Fiend Units​


Accursed Fiend units are a new type of Fiend unit. They count as fiends for the sake of spells but have their own resistances, to Fire and Frost, and are weak to Lightning instead of Spirit. Unique to accursed fiends is their Accursed Body ability that makes it so melee attackers have a small chance to gain Ghostfire when striking them.

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Of note, we updated the other fiend units to be known as Infernal Fiends, so we can make the distinction on spells when referring to Infernal Fiends, Accursed Fiends or both by just referring to Fiends.

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The Accursed Ogre is a Tier II shock unit. Its Cursed Charge always applies a stack of Ghostfire while pushing and moving the ogre into the hex the target was in.

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The Accursed Blade is a Tier III Polearm Unit. Like many in this line, its main attack applies Ghostfire while its Frozen Flame ability attacks all adjacent enemy units with a chance to Freeze them.

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The Accursed Trickster is a strong Battle Mage unit. Its Maddening Phantasm is a full action ability that has a high chance to cause Insanity on a single target. Tricky Escape applies three stacks of ghostfire to a nearby enemy and makes the trickster teleport four hexes away from the target. On reaching 50% or lower of its hit points the Trickster clones itself. The copy deals less damage but acts like Astral Reflection in that if the original dies the copy takes its place!

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The Calamity Dragon is the Tier V that sits at the top of the accursed fiends family. Like the Prosperity Dragon its main attack is a long range ability, but the Calamity Dragon deals more damage and also applies Ghostfire.
Its Ghostfire Storm ability places a Combat Enchantment that immediately deals Fire and Frost damage and applies two stacks of Ghostfire to three random units. This effect then repeats for the next 3 turns.

Force Mask of Calamity links the dragon to an enemy unit and gives them a stack of Ghostfire each turn. If the dragon is attacked while linked, the linked enemy sustains fire and frost damage.
Rip Mask of Calamity is available while the link is active which when used removes the link and deals damage for each stack of Ghostfire the linked unit had.

And there it is, tomes and the wildlife! I didn’t go over everything that a tome has but I hope this gives you a taste of what you can play with in the future, when Ways of War releases on the 5th of November! Hope to see you there, and join us next week for another Dev Diary!


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the t2 dragon has limbs but not the t5 one??
 
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You've stumbled on the secret Big Amputation doesn't want you to know: less limbs = more power.
you might be onto something, from what i remember reading a while back there is a chinese or japanese or both legend that from west to east the long or easter dragon has less fingers

thats why if i remember right china dragon has 5 fingers and i think japanese have 3 or something like that
 
thats why if i remember right china dragon has 5 fingers and i think japanese have 3 or something like that
Chinese Dragons at some point became the symbol of Emperor/Royal Family and five fingers signified that. Five is a "holy" number in China, for example it symbolizes 5 elements.

There's also a fun legend that the further they went from China the less fingers they had. Japanese legends state the opposite (further they went from Japan, more fingers they got :p). Probably some scribes/storytellers had fun making that up :)
 
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Is the Shade in function suppose to be like other skirmishers being a melee with a ranged utility skill? Or is it more intended to be a ranged unit with a melee assassinate? You're describing it in the dev diary like it's a primary ranged class till it's time to go for the kill.
 
Lots of good stuff but do Shades NOT have invisible/stealth on the strategic map? if no this seems like a huge oversight.
Then there is shade network, this maybe would have been a chance to give stealth or something and instead it gives knowledge.

Not to be a party pooper but without stealth tome of shades just seems sort of watered down.I just have to ask why have a tome of shades with no stealth gameplay?
It's right there on the unit card, eye with the X through it
 
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I really really like the theme and mechanics brought in with these units. Apart from possibly the grace mechanic, nothing seems OP.

I just have one request: please can the affinities for the lower and higher tier tomes be made the same? It's really difficult to get the Ways of War things into a themed build, because of the Materium in the T1 and T2 tomes does nothing to help you build towards the T4 tomes.
 
So what exactly makes the Tomes of Discipline and Shadow part-Materium?

The lore of Discipline, I'd say, even sounds more like Order/Astral.

Prosperity is only Order/Nature and not Materium/Nature to be as opposite of Calamity as possible.
I will take the philosophy of colours from Magic the Gathering in terms of the affinity symbolism and some real world myths and examples and applying in AoW4. At least this is how I interpret the game.

Astral: Is about knowlege, philosophy, the mind, curiosity, the cosmos, space, time and magic.

Chaos: Is about passion, war, destruction, fire, demons.

Materium: Is about the primal elemental forces of the earth, wealth (precious metals), commerce, innovation, ingenuity, stubborness, endurance, preservation.

Nature: Is about life, creation, plants, animals, growth, respect, balance, healing.

Order: Is about light, faith, the spirit, righteousness, zeal, cooperation, law and justice, peace, angels.

Shadow: Is about darkness, void, entropy, the occult, the forbidden knowledge, cold, death, selfishness.

Now when we mix affinities new combinations are coming forth

The Materium/Order Discipline tome: Has its inspiration from the real world Shaolin Monk having a strong body and mind, enduring harshness, having quick reflexes, strong punches, focus, spirituality, inner peace/calm state of mind.

The Materium/Shadow Shade Tome: Has its inspiration from real world Ninjas as they were spies, assasins and intelligence gatherers and operated mostly in the cover of darkness (shadow affinity). They mainly used tools like kunai (it is mostly a tool for digging), smoke bombs, caltrops for stunning, disorientation and escape. The tool usage is mostly a materium affinity like tome of enhancement or artificer even wind since it has some blinding spells.

The Order/Nature Prosperity Tome: Is about spiritualty, balance, the righteous and east asian myths of some noble spirits and dragons.

The Chaos/Shadow Calamity Tome: Is about the Yokai and dark spirits.

In truth both Harmony and Calamity are "opposing" affinity tomes. Shadow(death) opposes Nature(creation), Chaos(strife) opposes Order(peace)
 
Materium: Is about the primal elemental forces of the earth, wealth (precious metals), commerce, innovation, ingenuity, stubborness, endurance, preservation.
I would also add to materium that it includes discipline as a concept. Holding ranks and locking shields, training mind and body ect.
 
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I would also add to materium that it includes discipline as a concept. Holding ranks and locking shields, training mind and body ect.
I couldn't have said this any better myself. Materium is more than just machines and earth elementalism, it's material bodies and forms, physical matter strengthening itself by any means necessary.

Which is also why I want multiple major transformations concerning materium. Steampunk golem, diamondskin, or an elemental twist. Materium has just as much right to be a complete affinity with clear tome paths like the others.
 
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