athelasloraiel

athelasloraiel

Joined Member # 4563704
9 Posts 164 Replies 1,285 Reputation

variable magic, dynasties, realm big boys spells, war of mages, additional planes ans subterran areas, city item caches, shield spells for cities, sieges forcities, tacticals with walls, swamps, LOS modifiers etc, sea vehicles, monsters and race, in game inventing spells with combinations of shards. more realm effects with multicolored /shards required)spells, shards used for casting spells which dicharges them for a while, better and more variab

1 Replies 3,277 Views

variable magic, dynasties, realm big boys spells, war of mages, additional planes ans subterran areas, city item caches, shield spells for cities, sieges forcities, tacticals with walls, swamps, LOS modifiers etc, sea vehicles, monsters and race, in game inventing spells with combinations of shards. more realm effects with multicolored /shards required)spells, shards used for casting spells which dicharges them for a while, better and more variab

29 Replies 37,602 Views

hoping that new expansion/DLC brings more summoning things to get by.. as well as better summoning mechanics... (even combining shards o create new elementals and creatures?)

14 Replies 20,145 Views

[quote who="GFireflyE" reply="3" id="3276641"] It's boring. Needs a complete overhaul imo. Heroes should cost influence to hire, not gildar. Additional heroes should cost incrementally increased influence. Empire growth should be a dependant factor based on how much influence you have. I put together a suggestion proposal that can be found here: https://forums.elementalgame.com/433096 [/quote] <p

20 Replies 40,566 Views