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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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Firstly, that Accursed Trickster is creepy as hell, man! I almost put a Wrangler boot through my bloody monitor! XD
Mad cool design though, props to whoever designed it!
Also, kudos to whoever did the animations for the new units in this DLC! The melee animations of the monks and Cestus-armed heroes are class, but the Gorilla-like barrelling charge of the Accursed Ogre is so damn cool.

Now that we have proper assassin-like units and gameplay in the Shade unit and Tome of Shades respectively, will we also get some new equipment loadouts and skills for Heroes that allows them to play like assassins/rogues in battles? Like those katana-like swords and throwing daggers that the Shades have? Tom and Luis mentioned new loadouts briefly in today's stream, but it sounded like the Cestus was the only new loadout.
 
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So uh, is anyone else concerned that the Tome of Discipline feels extremely overturned? In one Tier 1 Tome You get: A Fighter with Free Action Mobility, Self-Healing/Cleansing, and a... stun? AoE? If they manage to hit three times? Then you have a unit enchantment that gives a flat physical increase to melee attacks and a chance to stun if they hit three times... which all those teleporting units are going to love. A racial enhancement that gives you status resistance and increased in-combat healing, and a spell that heals and cleanses, all in a single Tier 1 Tome? Oh, and let's not forget the Monastery SPI, which we still don't know what it does!

It just feels... exceedingly powerful and self-contained compared to non-DLC Tomes, and I am worried this is an instant of 'Pay to Win'.

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.

How does this work with Searing Blades and Frost Blades?

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.

So this is specifically a Celestial Dragon bonus then? Not a Dragon Bonus? Because it's not like the Dragon Units - especially the Young Dragon units - need a buff or anything and Control Loss Immunity would be a fantastic buff that balances out their Higher Maintenance cost.
 
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Shouldn't the prosperity Dragons attacks be called "Spirit Spike" or something since it doesen't do Radiant (Fire/Spirit) damage?
 
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Absolutely mental. Well done.

I suggest removing the healing effect from the Mantra of Purification. Removing all negative status is already strong enough. Alternatively, make it so it removes ALL status and keep the heal.
 
So uh, is anyone else concerned that the Tome of Discipline feels extremely overturned? In one Tier 1 Tome You get: A Fighter with Free Action Mobility, Self-Healing/Cleansing, and a... stun? AoE? If they manage to hit three times? Then you have a unit enchantment that gives a flat physical increase to melee attacks and a chance to stun if they hit three times... which all those teleporting units are going to love. A racial enhancement that gives you status resistance and increased in-combat healing, and a spell that heals and cleanses, all in a single Tier 1 Tome? Oh, and let's not forget the Monastery SPI, which we still don't know what it does!

It just feels... exceedingly powerful and self-contained compared to non-DLC Tomes, and I am worried this is an instant of 'Pay to Win'.



How does this work with Searing Blades and Frost Blades?



So this is specifically a Celestial Dragon bonus then? Not a Dragon Bonus? Because it's not like the Dragon Units - especially the Young Dragon units - need a buff or anything and Control Loss Immunity would be a fantastic buff that balances out their Higher Maintenance cost.

Monastery is a conduit that gives draft for adjacent farms, IIRC.
 
Okay, not the strongest SPI around, but a Conduit is pretty strong I feel? And farms are easy to put down, so this is a lot of free draft on top of the mana you get from it already.
I actually feel like farms are the worst improvement as it loses value the bigger your city gets. So any SPI that relies on farm adjacency has an inherent nerf to it already. Foresters are a close second, but at least you get some production out of it.
 
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Ooooh I love this!
I really like that the tomes aren't too focused on one affinity in this expansion.
And I love the design of the Prosperity and Calamity units. The Judge/Kirin, Accures Trickster, and the Accursed Blade are my favourites, such cool designs!
And glad to see the Shade back!
 
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Shadows look nice!
4 tome cool

you can do a eye in inner mastery just a bit smaller? Please!
if you ask me, this is the only detail that irritates me so much (yes, undead need to fix to. More bones + now we have so much cool shadow stuff.)

thx <3
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I like the idea of Tome-specific structures giving you an option to recruit new units in your city as opposed to flat-out summoning them. This should be expanded.
 
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I'm pleased to see we can access all the Properity and Calamity units. It's a bit of a frustration of mine where previous DLC's have added lots of cool units for the Marauders/NPC's with no reliable way for the player to get them. I'm not super thrilled about getting units I can't command without luck or very specific builds to allow capture of hostile units.

Not being able to command the full Umbral roster or making a unit that looks as amazing as the Herald of War and making it just an NPC boss is a bit rubbish to me personally.
 
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I like the idea of Tome-specific structures giving you an option to recruit new units in your city as opposed to flat-out summoning them. This should be expanded.
Wildlife sanctuary and both gates already do that.
We only need greater animals and plants to finish that part (since Umbral demons are mostly very specific)
 
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So uh, is anyone else concerned that the Tome of Discipline feels extremely overturned? In one Tier 1 Tome You get: A Fighter with Free Action Mobility, Self-Healing/Cleansing, and a... stun? AoE? If they manage to hit three times? Then you have a unit enchantment that gives a flat physical increase to melee attacks and a chance to stun if they hit three times... which all those teleporting units are going to love. A racial enhancement that gives you status resistance and increased in-combat healing, and a spell that heals and cleanses, all in a single Tier 1 Tome? Oh, and let's not forget the Monastery SPI, which we still don't know what it does!
I came here to say that, actually. It's not so much that the tome is OP - its abilities aren't necessarily more powerful than any other tome's. But this is a tome that literally everyone can make good use of. It doesn't really nudge your playstyle in any particular direction (okay, aside from "away from shock units"), it just gives you bonuses that you can use in nearly any play style. That's not ideal design, IMO.
 
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I am more than satisfied with this expansion as it meets my taste in design and the content is a strong addition.
I like the points of focus and evasion that are picked up in the Discipline and Shades books.
These are combat characteristics that are rarely present in Age of Wonders.
These points have good potential to be developed in the future.
for example, by combining books to achieve a strategic orientation in evasion with 30%.
This would give me a stronger feeling for the assassin.
Another innovation I think is worth mentioning is the possibility of incorporating speed and haste.
This can become another action point
lead and suggest higher attack speed in a turn-based combat.
Finally, great expansion.

Best regards
Albert Athletik
 
I came here to say that, actually. It's not so much that the tome is OP - its abilities aren't necessarily more powerful than any other tome's. But this is a tome that literally everyone can make good use of. It doesn't really nudge your playstyle in any particular direction (okay, aside from "away from shock units"), it just gives you bonuses that you can use in nearly any play style. That's not ideal design, IMO.

Right, exactly. The other Tomes are a bit of a package, but Tome of Shades & Calamity are about dealing damage and inflicting their condition respectively, while Tome of Prosperity is a support/econ Tome. But Tome of Discipline just does, everything.

Also, will say. Dust Serpent Primals are going to love Tome of Shades
 
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