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Alex Walz
04-01-2011, 11:59 AM
<center><img src="http://reverieworld.com/screenshots/ff56/elves.jpg" width="600">

<font size="+4"><b>Fantasy Friday</font>
<font size="3">A (Semi-) Comprehensive Reference to the Elven Army</b></font></center>
<table width="150" align="left" cellspacing="5"><tr><td><center><img src="http://reverieworld.com/screenshots/ff56/alidea.png"></center></td></tr><tr><td><center><font size="-2">Princess Alidea, the contentious heir to the Elven throne and one of the new 'Hero' units in <i>Dawn of Fantasy</i></font></center></td></tr></table>

Happy April, everyone! We apologize for the forum downtime yesterday, but are glad you were able to make your way back! We migrated to a better hosting package to accommodate all new users and to provide better download speeds and performance. And now we're back and better than ever! We also hope that those of you who received a beta key, are enjoying the beta build - and many more keys will be issued shortly for those who are still waiting.

Today, we will be showing off our third and final unit showcase, this time focusing on the Elves of Nhob'ru:

<blockquote><i>Centuries ago, the elves divided into two groups: the High Elves, who pursue alchemy and the arts of the intellect, and the Wood Elves, who are devoted to nature and lore. Both are a people of magic and harmony, and their numerous white citadels and tree architecture can be found high up in the mighty trees of the Nhob'ru forests.

Given enough distance and cover, their powerful ranged units make the elves a deadly force. With the game's best archers, elven armies can quickly take control of the battlefield as well as defend their forests. Elves have strong fortifications and economies that do not require territorial expansion as their resources are produced within their buildings and around their homecity. The elves' greatest weapon is their magic. They have, by far, the greatest knowledge of the magical elements, using them in battle and to produce resources.</i></blockquote>

Based on popular request, I have added unit stats to this showcase so Elven players can better compare their options. You'll see that all Elven battalions have the same formation options. Elven battle formations work differently than those of other races in that they do not drain stamina but take a short amount of time to transition into, during which the unit is left defenseless. Therefore, it is advised that players arrange their battalions before a battle starts. More information, albeit dated, on battalion formations can be found in an earlier showcase (http://www.reverieworld.com/forums/showthread.php?t=1329).

Please note that this showcase does not include information on heroes, stationary units (garviolas, defenses), uncontrollable units (forest spirits, deer, vine ladders), or warlocks. All stats and abilities are subject to modification during further testing.

<center><hr width="400">Elven Units
<hr width="400"></center>

<img src="http://reverieworld.com/screenshots/ff56/bladestorm.png" align="right">Bladestorm - A heavy infantry unit wielding dual swords with a strong whirlwind attack, great against any tightly packed units. Bladestorms can be trained at the War Lodge for 350 Food and 250 Gold.

Unit Stats:
<table width="600"><tr><td>Battalion Size: 16</td></tr><tr><td>Health: 250</td><td>Stamina: 250</td></tr><tr><td>Attack: 160</td><td>Defense Rating: 30</td></tr><tr><td>Damage Reduction: 45</td><td>Speed: 62</td></tr><tr><td>Attack Rating: 20</td></tr></table>


Unique Abilities:
Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.
Whirlwind – A powerful area attack that damages every adjacent unit. Costs stamina.

Available Formations:
Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.
Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

<img src="http://reverieworld.com/screenshots/ff56/bolt_thrower.png" align="right">Bolt Thrower - The woods come alive with the Elven ranged siege unit, the Bolt Thrower. Bolt Throwers impose massive damage on unsuspecting enemy units and buildings, and can be summoned by Enchanters for 50 Food and 250 Gold.

Unit Stats:
<table width="600"><tr><td>Single Unit</td></tr><tr><td>Health: 500</td><td>Stamina: 0</td></tr><tr><td>Attack: 330</td><td>Defense Rating: 20</td></tr><tr><td>Damage Reduction: 60</td><td>Speed: 58</td></tr><tr><td>Accuracy: 20</td><td>Range: 1850</td></tr></table>


Unique Abilities:
Attack Ground – Rangers will target a single area rather than a unit or battalion - ideal for damaging buildings and destroying small objects such as the Sun Stone defense. Can also be used when anticipating enemy movement in tight areas.
Fiery Arrows - Increases damage and can result in devastating wildfires, but decreases accuracy and fire rate.

<img src="http://reverieworld.com/screenshots/ff56/enchanter.png" align="right">Enchanter - Powerful magical melee unit that casts spells and summons Treants and Crossbolts. Enchanters can be trained at the Arcane Sanctuary for 250 Wood and 250 Gold. More information on Enchanters and the role of magic in Dawn of Fantasy will be revealed at a later date.

Unit Stats:
<table width="600"><tr><td>Battalion Size: 16</td></tr><tr><td>Health: 300</td><td>Stamina: 250</td></tr><tr><td>Attack: 280</td><td>Defense Rating: 30</td></tr><tr><td>Damage Reduction: 140</td><td>Speed: 49</td></tr><tr><td>Attack Rating: 20</td></tr></table>


Unique Abilities:
Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.
Summon Treant – For 180 Wood, Enchanters can summon a Treant, the Elven heavy siege unit. Ideal when players need additional siege weapons away from their homeland and merchants, although summoning takes time.
Summon Bolt Thrower – For 250 Gold and 50 Wood, Enchanters can summon a Bolt Thrower, the Elven ranged siege unit. Ideal when players need additional siege weapons away from their homeland and merchants, although summoning takes time.

Available Formations:
Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.
Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

<img src="http://reverieworld.com/screenshots/ff56/grand_master.png" align="right">Grand Master - The Grand Master is an elite heavy infantry unit and the epitome of Elven strength. Grand Masters are very effective against infantry, but weak against archers and cavalry. Grand Masters can be trained at the War Lodge for 300 Food and 450 Gold.

Unit Stats:
<table width="600"><tr><td>Battalion Size: 16</td></tr><tr><td>Health: 475</td><td>Stamina: 150</td></tr><tr><td>Attack: 160</td><td>Defense Rating: 30</td></tr><tr><td>Damage Reduction: 60</td><td>Speed: 49</td></tr><tr><td>Attack Rating: 20</td></tr></table>


Unique Abilities:
Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.
Battle Frenzy – Greatly increases unit armor for 15 seconds, at the cost of 50 stamina.

Available Formations:
Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.
Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

<img src="http://reverieworld.com/screenshots/ff56/grand_master_mounted.png" align="right">Grand Master, Mounted - One of the best mounted units in the game, Mounted Grand Masters have significantly greater Health and Damage Reduction stats than their foot-soldier counterparts, but reduced Attack. Mounted Grand Masters can be trained at the War Lodge for 425 Food and 500 Gold.

Unit Stats:
<table width="600"><tr><td>Battalion Size: 10</td></tr><tr><td>Health: 900</td><td>Stamina: 200</td></tr><tr><td>Attack: 150</td><td>Defense Rating: 30</td></tr><tr><td>Damage Reduction: 176</td><td>Speed: 72</td></tr><tr><td>Attack Rating: 20</td></tr></table>


Unique Abilities:
Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.
Battle Frenzy – Greatly increases unit armor for 15 seconds, at the cost of 50 stamina.

Available Formations:
Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.
Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

<img src="http://reverieworld.com/screenshots/ff56/ranger.png" align="right">Ranger - Rangers are the most skilled archers in Mythador, weak only against heavily armored units and cavalry that manage to get close enough for melee combat. Rangers can be trained from Tree Dwellings for 200 Food and 200 Wood.

Unit Stats:
<table width="600"><tr><td>Battalion Size: 16</td></tr><tr><td>Health: 120</td><td>Stamina: 100</td></tr><tr><td>Attack: 90</td><td>Defense Rating: 30</td></tr><tr><td>Damage Reduction: 72</td><td>Speed: 49</td></tr><tr><td>Accuracy: 30</td><td>Range: 650</td></tr></table>


Unique Abilities:
Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.
Attack Ground – Rangers will target a single area rather than a unit or battalion - ideal for damaging buildings and destroying small objects such as the Sun Stone defense. Can also be used when anticipating enemy movement in tight areas.
Arrow Volley - Greatly decreases unit reload time for 20 seconds, at the cost of 50 stamina.
Fiery Arrows - Increases damage and can result in devastating wildfires, but decreases accuracy and fire rate.

Available Formations:
Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.
Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

<img src="http://reverieworld.com/screenshots/ff56/ranger_mounted.png" align="right">Ranger, Mounted - Rangers are the most skilled archers in Mythador, weak only against heavily armored units and cavalry that manage to get close enough for melee combat. Mounted Rangers have significant health and stamina boosts over those of regular Rangers. Mounted Rangers can be built at Tree Dwellings for 275 Food and 250 Wood.

Unit Stats:
<table width="600"><tr><td>Battalion Size: 10</td></tr><tr><td>Health: 450</td><td>Stamina: 400</td></tr><tr><td>Attack: 85</td><td>Defense Rating: 30</td></tr><tr><td>Damage Reduction: 30</td><td>Speed: 72</td></tr><tr><td>Accuracy: 30</td><td>Range: 650</td></tr></table>


Unique Abilities:
Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.
Attack Ground – Rangers will target a single area rather than a unit or battalion - ideal for damaging buildings and destroying small objects such as the Sun Stone defense. Can also be used when anticipating enemy movement in tight areas.
Arrow Volley - Greatly decreases unit reload time for 20 seconds, at the cost of 50 stamina.
Fiery Arrows - Increases damage and can result in devastating wildfires, but decreases accuracy and fire rate.

Available Formations:
Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.
Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

<img src="http://reverieworld.com/screenshots/ff56/sentry.png" align="right">Sentry - A tough, defensive infantry unit that is ideal for holding important areas and killing cavalry, but weak against other infantry. Sentries can be trained at the War Lodge for 225 Food and 200 Gold.

Unit Stats:
<table width="600"><tr><td>Battalion Size: 16</td></tr><tr><td>Health: 400</td><td>Stamina: 100</td></tr><tr><td>Attack: 120</td><td>Defense Rating: 30</td></tr><tr><td>Damage Reduction: 33</td><td>Speed: 43</td></tr><tr><td>Attack Rating: 20</td></tr></table>


Unique Abilities:
Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.
Tackle – Unit's next attack will knock down its target and deal extra damage. Costs 50 stamina.

Available Formations:
Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.
Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

<img src="http://reverieworld.com/screenshots/ff56/treant.png" align="right">Treant - Functioning as the Elven battering ram and siege tower, this walking tree is sure intimidate enemies. Treants also serve as mobile resource drop-off points for Wardens. Treants can be summoned by Enchanters for 180 Wood.

Unit Stats:
<table width="600"><tr><td>Single Unit</td></tr><tr><td>Health: 7500</td><td>Stamina: 0</td></tr><tr><td>Attack: 0</td><td>Defense Rating: 20</td></tr><tr><td>Damage Reduction: 75</td><td>Speed: 49</td></tr><tr><td>Attack Rating: 350</td></tr></table>


<img src="http://reverieworld.com/screenshots/ff56/unicorn.png" align="right">Unicorn - Able to fight effectively even without riders, Unicorns are strong against infantry and archers, but weak against cavalry. Unicorns can be bred at the Sylvan Shrine for 250 Food and 150 Gold.

Unit Stats:
<table width="600"><tr><td>Battalion Size: 10</td></tr><tr><td>Health: 360</td><td>Stamina: 200</td></tr><tr><td>Attack: 90</td><td>Defense Rating: 30</td></tr><tr><td>Damage Reduction: 30</td><td>Speed: 72</td></tr><tr><td>Attack Rating: 20</td></tr></table>


Unique Abilities:
Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.

Available Formations:
Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.
Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

<img src="http://reverieworld.com/screenshots/ff56/warden_female.png" align="right">Warden, Female - A ranged gatherer unit that slowly gathers Gold, Stone, and Fruit, and can lay the dead to rest to gain Favor. Great against infantry units, but terrible against heavily-armored and cavalry units. Female Wardens can be built at Tree Dwellings and Settlements for 110 Food and 70 Wood.

Unit Stats:
<table width="600"><tr><td>Battalion Size: 16</td></tr><tr><td>Health: 220</td><td>Stamina: 250</td></tr><tr><td>Attack: 75</td><td>Defense Rating: 20</td></tr><tr><td>Damage Reduction: 85</td><td>Speed: 49</td></tr><tr><td>Attack Rating: 20</td></tr></table>


Unique Abilities:
Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.
Attack Ground – Wardens will target a single area rather than a unit or battalion - ideal for damaging buildings and destroying small objects such as the Sun Stone defense. Can also be used when anticipating enemy movement in tight areas.
Downpour - Wardens can summon the power of the talltia, the realm of the sky, to release rain on a small area to put out dangerous fires. Has a long reload time.

Available Formations:
Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.
Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

<img src="http://reverieworld.com/screenshots/ff56/warden_male.png" align="right">Warden, Male - A gatherer unit that gathers Gold, Stone, and Fruit, and can lay the dead to rest to gain Favor. Male Wardens can be trained from Tree Dwellings and Settlements for 160 Food.

Unit Stats:
<table width="600"><tr><td>Battalion Size: 16</td></tr><tr><td>Health: 350</td><td>Stamina: 250</td></tr><tr><td>Attack: 60</td><td>Defense Rating: 20</td></tr><tr><td>Damage Reduction: 50</td><td>Speed: 52</td></tr><tr><td>Attack Rating: 20</td></tr></table>


Unique Abilities:
Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.
Downpour - Wardens can summon the power of the talltia, the realm of the sky, to release rain on a small area to put out dangerous fires. Has a long reload time.

Available Formations:
Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.
Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Gongora
04-01-2011, 01:09 PM
Awesome update on the enemy...*cough* I mean the Elves!

Cool that the story line NPCs will be playable Heros, thats always an awesome thing to come accross important icons of the game and then actually have them join your forces!

Keep up the great work, every passing day everything comes more and more together to create the grandest MMORTS!

Errant
04-01-2011, 07:24 PM
Are the names set in stone? I mean, are you guys dead set on them?

I ask because I'm not too keen on the "bladestorm" unit name. It bugs me for some reason. Probably because it sounds more like an action or ability than a proper unit name.

Perhaps Blade Dancers might be more suitable?

Andy Joslin
04-02-2011, 07:04 AM
Hey Errant,

I looked back at our name discussion for the Bladestorm. To recap... originally it was named the High Elven Defender. The first name change they thought of was to make it Avenger or Fanatic. Then they moved away from that toward Blade Dancer. But then head writer Gordon Farrel thought Blade Dancer was just a little too "artsy fartsy":rolleyes: , so they decided to use Bladestorm.

GPS51
04-02-2011, 11:17 AM
How about lightning blades?

Curst
04-02-2011, 09:15 PM
Seriously, why Bladestorm and not Avenger? I find Avenger more appealing. Or what about Duelist? Or Fencer. Or Slayer. Or even Orc Slayer. :D I'm sure elves aren't too fond of big ugly orcs, who'd rather die in fire then live in harmony. :)

I might be not the best judge (because English is not my native language), but I think "Bladestorm" really don't sound too well.

Errant
04-03-2011, 10:14 AM
Hey Errant,

I looked back at our name discussion for the Bladestorm. To recap... originally it was named the High Elven Defender. The first name change they thought of was to make it Avenger or Fanatic. Then they moved away from that toward Blade Dancer. But then head writer Gordon Farrel thought Blade Dancer was just a little too "artsy fartsy":rolleyes: , so they decided to use Bladestorm.

Hmm. I suppose that makes sense. Blade Dancer IS kind of "artsy fartsy" but remember, we're dealing with Elves.

I know it's generalizing and hardly fair to lump all versions in the fantasy genre together but the general image of elves are elitist snobs who are holier than thou, at one with nature, masters of magic, et cetera.

I do like Avenger, too.

Bladestorm isn't terrible, but I don't know. It just sounds weird for a unit name. I've always ever encountered it as an ability which is probably why.

Curst
04-03-2011, 10:54 AM
Uh-huh. "Bladestorm" sounds more like some action or event rather than object. Or perhaps other games I've played are to blame, because there's alot of RPGs and strategies where "bladestorm" is some sort of skill or ability and never a unit/class name.

dekription
04-09-2011, 11:29 PM
When I think of elves I would think that Wind Dancer, or maybe Nature Blade. I definitely would agree with most that bladestorm sounds like a spell or a epic event

Dimosa
04-11-2011, 08:44 AM
The elven units give me a feeling of guerilla warfare, or is that just me? seems to me they would have a disadvantage at assaulting keeps.

Alex Walz
04-11-2011, 10:47 AM
We'll be considering the name change but the problem is we've already compiled all the text for localization and voiceovers, so it may not be possible.

TimidObserver
04-13-2011, 06:03 AM
This looks pretty cool.

deamonkinge
04-20-2011, 03:07 PM
man , i hope the elves arent too over powered with all their blade master and blade storms and 50ft walking trees and such . they must have some weakness!!!!!

Venatic
04-20-2011, 04:44 PM
man , i hope the elves arent too over powered with all their blade master and blade storms and 50ft walking trees and such . they must have some weakness!!!!!

Here's a little bit of an older thread (About 1/2 month old) with a short discussion on it.

http://www.reverieworld.com/forums/showthread.php?t=2594

Briggsby
04-20-2011, 05:03 PM
AHHH thanks for making my choice so much harder :P
I love the elves sustainability and armies but I also really ilke the orc's freedom to build where they want and such. At the moment I'm leaning towards the elves but I think I'm probably gonna need to play a bit of single-player for both before I decide and start playing multiplayer.

WhiplashJC
04-21-2011, 06:21 AM
Elves look very cool. I tend to go for the race that has the dual-blade unit - Atlantean (fanatics) in AoM and Protoss (zealots) in SC2.

gerdon
04-21-2011, 02:54 PM
I love the looks of the models. I hope those are in game and not just concept art

ki adi mundi
04-21-2011, 02:59 PM
so are elves going to be the strongest?:D

Loborob
04-21-2011, 11:43 PM
really good info thanks

Xmudder
04-25-2011, 11:04 PM
The elven units give me a feeling of guerilla warfare, or is that just me? seems to me they would have a disadvantage at assaulting keeps.

I think that the treant unit should balance that out, but I agree they do feel more like guerilla warriors. I wonder if the combat engine allows that sort of play.

GPS51
04-25-2011, 11:20 PM
I find the elves are great at blowing defenders off hte first line of walls without any trouble. Then they tend to surge forward and get hte melee on..trouble with walls...no.

Antiquitas
04-26-2011, 06:02 PM
Anyone know if thought has been given to actually building in trees? Based on the game footage trees seem to be part of the building structure rather than buildings themselves.

kentbrack
04-27-2011, 06:08 PM
Guerilla warfare ftw x)

ki adi mundi
04-28-2011, 01:54 AM
treants will just provide orcs with more lumber hehe

flyinggreek
04-28-2011, 11:25 AM
Can not wait....This game rocks!!

doulakis
04-29-2011, 09:44 AM
Great Elven army!

Lancer_Vance
05-04-2011, 02:54 PM
Seriously, why Bladestorm and not Avenger? I find Avenger more appealing. Or what about Duelist? Or Fencer. Or Slayer. Or even Orc Slayer. :D I'm sure elves aren't too fond of big ugly orcs, who'd rather die in fire then live in harmony. :)

I might be not the best judge (because English is not my native language), but I think "Bladestorm" really don't sound too well.

I don't have much of an issue with Bladestorm being a name other than it sounds like something a certain swordsman or axeman would use as an ability. As for the other names, Duelist would only work if the main idea behind it were only swords being used, or axes, as I said above. Slayer would have to have an actual purpose, and Fencer..well..thats more human tone than Elf.

Lancer_Vance
05-04-2011, 02:57 PM
On another note of pointy-ears (Elves), over all the lore in the history of Phantasy, they have always been excelent archers, able to peirce heavy mail and armor. When in close combat with an enemy, although they can hold their own in large groups, smaller groups won't be able to hold out for long, reguardless of bows or not. And of course their magic excells that of humans, at least most of the time.

000000AEA000000
05-25-2011, 04:39 PM
what would interest me... are elven mounted rangers able to shoot while riding?

That would be amazing.

PS: I am a boring guy... I will take the humans anyway.

iHunterKiller
05-26-2011, 02:28 AM
They have, by far, the greatest knowledge of the magical elements, using them in battle and to produce resources.


Does this mean, considering everything is quite likely already balenced for magic to be introduced, that elves will have a slight disadvantage at game start?

Doesnt matter much as the magic pack will be out soon enough - jus wondering is all, as if they have better magic, they must have somthing else lowered to compensate.

Loved the info mah Elves :D Cant wait till friday - tho i too agree that some of the names are quite perfect - yay to patches! :D

Alex Walz
05-26-2011, 02:46 PM
Magic is still a big part of elven society, it's just that the bulk of the spells and spellcasters will be released later on. But at release, elven magic will allow the elves to generate resources without depleting the forests, turn elven units invisible for stealth attacks, fight potentially devastating fires by commanding the skies, and summon mighty forest creatures/siege weapons anywhere in the game world - meaning that they don't have to set up a camp to construct siege from a siege workshop or armory. Anyone who has ever encountered a fire-breathing dragon will tell you that it makes life A LOT easier to have the power of the sky/rain at your command. Human peasants have to have access to a well and pour water on fires one bucket at a time, and orc laborers shovel dirt on the fire slowly stopping its growth, but elven wardens summon a flash flood and that mighty fire dragon is reduced to an oversized lizard you can hack away at (albeit arrows might be a safer option).

So the game was balanced without the future magic system in mind, and may or may not be rebalanced when more spells are introduced. Deep down, the team and a lot of our fans realized that magic might take a bit longer to implement and would have to take a backseat to polishing the rest of the game so DOF was balanced without plans for an enhanced magic system, but it took a several looks at the schedule and negotiations between Reverie and 505 Games to officially delay that system.

iHunterKiller
05-27-2011, 01:03 AM
AH yea i see, so they still have their inate magical poweres, thats kool :)

Novakiller
05-27-2011, 03:25 PM
Yeah thats what I thought and can understand why the delay, disappointed but can get excited about seeing it later.

R4nd0M
06-29-2011, 07:48 AM
loving the fact treants are in this :P

Sythin1
07-01-2011, 09:06 AM
Moving trees. Nuff said >:D

Funkcikle
07-23-2011, 06:49 AM
Call them Storm Blades, rather than bladestorms, there you go, fixed