Conquest of Elysium 5

Conquest of Elysium 5

Elven_Lords
Showing 1-8 of 8 entries
Update: Oct 26, 2022 @ 12:44am

- Changed the Jabberwoky to have high armor. Now huge armies with no magic attacks have a hope to kill it.

Update: Sep 20, 2022 @ 11:32pm

Jabberworky - reduced herb cost by 250, added sweep to claw attacks, added armor piercing attack to it's bite, added fear aura, increased hp.
Lords - all should have their spells as spellweaponbonus instead of spellweapon, they are limited in number or need libraries to learn spells, so, why not make them good at it?
Lords - those that start with spells, do so with more spells known.

Update: Sep 18, 2022 @ 7:02pm

Update: Sep 18, 2022 @ 5:59pm

Ver 1 9-18-2022

Update: Sep 17, 2022 @ 2:17pm

Wow! I forgot to give spellcasters all items slots.

Update: Sep 16, 2022 @ 1:32am

Slightly reduced costs and increased econ.
Changed High Lord and Sylvan King's casting from sepllweapon to spellweaponbonus (still no spells learned).
Gave some elven units more hp.
War brute ac increased from 1 to 2.
Structures have more defensive capabilities.

Update: Sep 13, 2022 @ 1:59am

Updates
Fixed Sylvan Queen reclimiter
Changed item chance percentages
Changed recruitment offer percentages
Varied ambush attacks, reduced their damage from 1d3 to 1d2
Riders of the Vale no longer have forest stealth
Reduced trade, iron, and gold from ritual's summons
Slightly increased gold costs for most units

Update: Sep 12, 2022 @ 11:02pm

My overall goal is to have a fairly balanced faction, ideally something with more late game potential than Baron, but not necessarily as exponential as a rampant warlock.