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Yeah by the means currently in the game. I could be wrong but as far as I'm aware it works as follows.

You get primordials from the underground prison wonders. The amount you can get is limited by how many prisons there are.

You get scourge from the toll of seasons event. Which only happens once per game.

If they were added as a summon to the tier 5 tome as part of your suggestion. Players would be able to get more unless an additional mechanic is added to limit how many a player could have at one time. Like you can only use these summon spells once or only when you do not have any of those units.
You can also get those T5s from Animal Infestations with Call to Chaos and technically there is no limit (limit is how many infestations are there, but other than that you can get a stack of those or more)
 
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You can also get those T5s from Animal Infestations with Call to Chaos and technically there is no limit (limit is how many infestations are there, but other than that you can get a stack of those or more)
Thanks for the information. The point I was making to the other guy was how these units are limited by the methods of getting them. Good to know there are more ways of getting these big primordials.
 
I wonder if there are any plans on splitting ritualist as well, since it's basically a merge of 4 different classes.

Split of mage into 2 different classes also means we are up from 7 to 9 classes in Archon prophecy, which makes issue I described here will become more relevant.
 
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I wonder if there are any plans on splitting ritualist as well, since it's basically a merge of 4 different classes.

Split of mage into 2 different classes also means we are up from 7 to 9 classes in Archon prophecy, which makes issue I described here will become more relevant.
My guess is that the Ritualist will lose the undead stuff (which goes to the Warlock). And the Ritualist becomes more of a Druid.

With the introduction of the Battlesaint we have a second supporty class which is more priest/cleric/Paladin themed so the Ritualist can focus more on the nature-y stuff.
 
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Ah good, so we aren't just remaking the Mage, but also getting a new curse/undead heavy class to hopefully make the Ritualist more nature themed? I like it, I very much like it!

I admit, I'm still not 100% on a Hero Class being DLC instead of a Ruler Type, but I am glad to see the classes getting so much work to make them sing.
 
Ah good, so we aren't just remaking the Mage, but also getting a new curse/undead heavy class to hopefully make the Ritualist more nature themed?
Sorry, I don't know that Warlock will include undead summon unless you do, if ritualist has been changed at all.

The right hand side of the warlock skill appears to include some atypical heal skill, represented by the plus sign.

Despite not being a typical mage skill, I would strongly urge that it include an undead summon, largely because the skill functions well.
 
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I wonder if there are any plans on splitting ritualist as well, since it's basically a merge of 4 different classes.

Split of mage into 2 different classes also means we are up from 7 to 9 classes in Archon prophecy, which makes issue I described here will become more relevant.
i mean most mmorpg use classes similar to
elementalist mostly fire lightning and ice dps spells getting specialization in one of the elements
darkmage is kind of a debuffer/dps dark magic and pet getting specialization on pet going to demons or higher undeath and the other on higher dps dark magic
priest generally focusing on holy dmg and buff with specialization on more holt damage or the other into more support/ heals
there are the summoners which are in the magic line who use either elementals or beast

as for nature mage strange enough only remember that they are pet based or shapeshifting based or they skip it and use a ranger which is a bow user with animal pet
 
Any news or rumors about the new rules we will see ? We are still missing a few of the OG's in cannon form.

Mab, Marinus, Anon, Ariel, Julia, Perses, Skulkan.

Really hope we get to see them in what is by far the greatest game of the series.
 
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i mean most mmorpg use classes similar to
elementalist mostly fire lightning and ice dps spells getting specialization in one of the elements
darkmage is kind of a debuffer/dps dark magic and pet getting specialization on pet going to demons or higher undeath and the other on higher dps dark magic
priest generally focusing on holy dmg and buff with specialization on more holt damage or the other into more support/ heals
there are the summoners which are in the magic line who use either elementals or beast

as for nature mage strange enough only remember that they are pet based or shapeshifting based or they skip it and use a ranger which is a bow user with animal pet
Personally I'd like to have a mage that shapeshifts into a badass T4 bear or something and smashes around doing magic dmg. But that's just personal preference lol.

Druid of the Claw for the win.
 
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Primary Nature affinity Druids would be a fantastic class to see. Especially if they were primal locked.
why would you lock by culture?
But we could have a druid with shapeshifting into animal and a druid into plants and flora, similar to current ritualist
 
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why would you lock by culture?
But we could have a druid with shapeshifting into animal and a druid into plants and flora, similar to current ritualist
I'd rather see culture specific classes, so that the wrong classes don't end up constantly getting picked in the roulette wheel. I don't want to see death knights or warlocks in my pool as a high culture faction
 
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I'd rather see culture specific classes, so that the wrong classes don't end up constantly getting picked in the roulette wheel. I don't want to see death knights or warlocks in my pool as a high culture faction
And what if you want to play an undead and/or evil high culture faction?

What we need is a way to get the classes that you want for a playthrough, without limiting options for rp (such as Dark culture druids or High culture warlocks).
 
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And what if you want to play an undead and/or evil high culture faction?

What we need is a way to get the classes that you want for a playthrough, without limiting options for rp (such as Dark culture druids or High culture warlocks).
Make it only possible for human but not for AI? (meaning AI goes for specific classes based on affinity)
 
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Make it only possible for human but not for AI? (meaning AI goes for specific classes based on affinity)
I would sooner tie it to affinity, than to culture. Even if it's just for AI.

So any culture has a good chance of having warlocks and death knights, if they are heavy into shadow for example.
 
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My guess is that the Ritualist will lose the undead stuff (which goes to the Warlock). And the Ritualist becomes more of a Druid.

With the introduction of the Battlesaint we have a second supporty class which is more priest/cleric/Paladin themed so the Ritualist can focus more on the nature-y stuff.
A ritualist that become closed to the archdruid, an old class of AoW3.
I like the idea to have classes in AoW4 that can be closed to AoW3 classes.
 
You could have something like prestige classes or specializations that could be very simple they come with one big ability and a passive like wildshape for a druid or some big aoe for the elementalist or some polymorph for the archmage.
 
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