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HeyTiko

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Paradox Staff
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Nov 22, 2022
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Hello! My name is Luis, I am a senior designer here at Triumph Studios and I will be telling you about the tomes for the Archon Prophecy expansion, coming out on the 12th of August. In this first Dev Diary, I will be going over the Tome of Virtue and the Tome of Prophecies.

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Tome of Virtue​

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The Tome of Virtue is a Tier 2 pure Order tome that is all about fighting back in the toughest of moments and being able to pull through.
There will be two units to help you in your fights, the Paladin and the Vigil:

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The Paladin is a Tier 3 racial shield unit with support capabilities. Their Lay on Hands ability lets them or another unit keep pushing in combat, healing them and giving status protection against future attempts to place debuffs on them. While their smite is an excellent first strike ability, a single action attack that does good damage and places the Paladin in defense mode.

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The Vigil is the first new angel type unit you will gain access to in the Archon Prophecy expansion. They are summoned in the World Map and help support your other units with their radiant attacks. The Purifying Blast ability hits a main target and all adjacent units to it, removing all positive effects from the main target and two from all adjacent.

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Virtuous Spirit is a Minor Transformation that enhances the units of your culture to be stronger and sturdier. They gain Spirit Resistance and when dropping below 60% of their health they gain Defense and Resistance as well as ignoring part of their Casualties which would otherwise reduce their damage.

Other Spells and Unlocks:
The spell Heroic Stand is a Tactical Combat support spell that removes negative status effects from a friendly unit, gives them Steadfast so they cannot go under 1 Hit Point for a turn and removes all their Casualty penalties so they fight at full strength no matter how many losses they suffered.

House of Charity is a part of the Virtuous spirit of the tome. This city structure shows that charity can have its benefits as it turns 10% of the gold income in that city into double that amount in Food and Production. So if your city produces 100 Gold they lose 10 but it then gains 20 Food and 20 Production in return!

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Tome of Prophecies​

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The Tome of Prophecies is a Tier 3 Order and Astral affinity tome. Its spells manipulate probability and apply a new status effect, Precognition - a non-stacking buff that allows a unit to foresee the next direct attack against them and completely evade it. And one of the ways to apply it is through this tome’s new unit, the Oracle:

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The Oracle is a Tier 4 support unit that has two support abilities. Healing Portent heals all friendly units in an area for a 40 Hit Points and gives them Precognition. Striking Portent manipulates their offensive capabilities and in an area gives all friendly units True Strike so that they cannot miss on their attacks, and Fortune which increases their critical hit chance.

For the gameplay curious, True Strike bypasses Precognition, as Precognition makes you see the attack coming and thus making it easy to dodge but True Strike makes the attack unable to miss so there’s no dodging that.

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There’s two unit enchantments on this tome. The first one is Fated Projectiles giving ranged units an increased Critical Chance and Faithful reducing their Upkeep. And probably the coolest arrow enchantment particle effect in the game right now.

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Not to be outshined by the arrows on how cool it looks, the second enchantment of this tome is Prescient Circlets. This enchantment applies to all Melee type units and gives them a reliable way to gain Precognition, granting it to units whenever they enter Defense Mod.

Other Spells and Unlocks:
Battle Divination is a combat spell that has three phases - when cast it grants all units a 25% chance to evade ranged attacks. On the following turn it gives all your units Precognition. When it ends on the next turn, it gives all your units a 20% damage increase until the turn ends.

The siege project Foresee Downfall gives your units Precognition and a critical chance increase for the duration of the battle. It also gives all your enemies in that siege a chance to Fumble until the battle ends.

Temple of the Prophet is a simple Special Province Improvement for your cities - a Conduit that grants mana and gains additional Knowledge for each adjacent Conduit to it.

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That’s all for now! Hope you are looking forward to the release of Archon Prophecy on the 12th of August and in the meanwhile I will see you next week when we go over the Tome of the Archon and the Tome of the Revenant.

You could rely on prophecies to get your news...or you could just follow us:
 
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There are way too many negative status cleansers as it is, to make a case for Astral/Shadow.
The name of the game is currently "All Buffs, All the Time", having varied sources of cleansing/purging brings opportunities and breathing room instead of being pushed into a few select builds.
Battle Divination (20% evade, precognition and 20% crit) is absolutely ridiculous
Battle Divination which each lasts only for a single turn, with the whole spell only lasting three turns. You don't get these effects all at the same time, if you want to benefit from them you need to time them correctly.
Melee enchantment that gives Precognition on Defense mode. I can already see T1 units going against Karaghs no problem.
Entering Defense Mode means that you're giving up attacking for the turn. There are 2 Cultural Spells that grants Defensive Masters to your Units, Tome of the Construct has Cascading Command: Defend and then there's the Units with a "Enters Defense Mode ability" - Barbarian Warrior, Industrious Anvil Guard & Bastion, Primal Protector & Ancestral Warden, Oathsworn Honor Blade, Monk, Pyre Templar, Earth Spirit, Radiant Guardian, Beetles and Entwined Protector. Ignoring a single Direct Damage is hardly oppressive when there's Ranged and Repeating attacks in play.
 
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