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Thread: Faction Combinations | |
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Jiriki9
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posted May 09, 2010 12:48 PM |
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Edited by Jiriki9 at 16:21, 10 Jul 2010.
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Faction Combinations
So this is about a thing I would really like, anda mentioned once in a different thread: The combining of Factions. I think it is a strategical worthy point, with several options and Aspects:
1. Towns&multi-faction-units
2. A faction-combining hero skill
3. Multiple/mixed Racials
1. Towns & multi-faction-units:
This topic gives a whole lto of options, SO many things you can do wiht the town, making even it multi-factional, etc. etc.
For the beginning, I'll start with the idea I once mentioned:
1.1: Embassys.
Embassys are town buildings which open the gate to the faction of the embassy. Theoretically, each faction could have embassys of every other faction. Embassys would open up special buildings and dwellings, where you can recruit multi-factional units. Multi-factional units fit perfectly with BOTH factiosn they belong to. You can only have the embassy of ONE other town in your town, but you can change the embassy for an extra sum of gold, later in the game.
This also uses building upgrades, which function just as this: you click on the building, choose an upgrade, and buidl it. It's like building a normal building, except that some Buidlings can have more than one upgrade built.
There will be buildings & upgrades that just need ANY embassy, not a special one:
Trade Route: Upgrade for the City Hall, needs Market. Increases your daily income by another 500 gold for any town under your control fitting to your embassy (so if you built a Warlocks Tower and control 3 Dugneons, you gain +1500 gold per turn).
Guest Chambers: Upgrade for the City Hall. Ensures that, at the beginning of the week, there will be a hero fitting to teh embassy in your tavern. Such heroes cost 500 gold less. When a hero fitting to the embassy defends the town in a siege, all units gain +1 moral.
Alliance: Upgrade for the City Hall. In this town, during a defense, there is no moral penalty for using units fitting to your embassy. If there are only units of the town faction and the embassy faction, initiative of all units on first turn is increased by 10%.
XYZ merchant: Building. Needs Town Hall & marketplace. Allows 1-1 exchange of the ressources fitting to town/embassy.
So here, first, some embassys for the Academy Town (note taht embassies aren't necessarily real embassies, they can be enclaves, secret orders, etc.)
Warlock Tower (Dungeon Embassy):
The Warlock Tower opens up the Special Dungeon Buildings, Building upgrades and Dwelling of Academy. It also grants any WIZARD or WARLOCK visiting this academy +1 Spellpower.
Special Buildings & Upgrades:
-Protection Pact: Upgrade for the Warlock Tower. In a Siege, your castle does not shoot, but casts a random Lvl 2 Destructive spell, with basic/advanced/expert mastery, depending on your mage guild level (1&2,3&4/5). The castle is handled, here, as a hero with spellpower = (Town_Level*_Number_of_Dungeon_Towns_you_have*Mage_Guild_Level/10)
-Library Enhancement: Upgrade for the Library, grants you one more lvl 1&2 spell (only destructive or dark)
-Arcane Walls: Upgrade for city defense. Strengthens the City walls.
Special Dwellings&Creatures:
-Tier 2: Harpy Nest -> Harpies; Pretty much like Furies, but flyers and a bit less initiative, yet slightly more health&defense. Upgrade to Blood Harpies witch Cleave and stronger dmg. or Harpy Hags with no retaliation and more health&defense.
-Tier 5: Manticore Cage -> Manticores; The good old H3 ones, quick, strong attackers, initiative not so high, good dmg. Can upgrade to Scorpicores (Paralyzing effect) or Royal manticores w. Bravery&Armoured
Enclave of Light (Haven Embassy):
The Enclave of Light opens up the Special Haven Buildings, Building upgrades and Dwellings of Academy. It also grants any WIZARD or KNIGHT visiting this academy +1 Knowledge.
Special Buildings & Upgrades:
-Library Enhancement: Upgrade for the Library, grants you each one lvl 1&2 Light Magic Spell.
-Protector: Upgrade for Castle. Requires Tavern. In a Siege, the Castle will be defended by a Knight hero, whose level is equal to the town level. If there allready is a defending hero in town, the Protector still takes over the army if his level is higher. When you establish the protector, you can also level it up and choose his skills...as you can do whenever you build a building in this town and therefore enhance the town level. So you keep control over the Protector. A protector can NEVER leave his town. He also has no hero name, just, protector, and has no hero special. (Yet he has the Knight racial ability)
Special Dwellings&Creatures:
-Tier 3: Haven Garrison -> Pikemen. Pikemen are pretty good fighters, which can attack from one square distance, and with that prevent retaliation, and also use the pikes for defense. Can upgrade to Helbardiers (loose Spearwall Ability, gain much offensive power) or Guardsmen (Increased range of the spears, great spear wall ability, very slow).
-Tier 4:
Summoner School:
The Summoner School opens up the Special Inferno Buildings, Building upgrades and Dwellings of Academy. It also grants any WIZARD or DEMON LORD visiting this academy +1 Spellpower.
Special Buildings& Upgrades
-Library Enhancement: Upgrade for the Library, grants you one more lvl 1&2 spell (only destructive or summoning)
-Forbidden Library: Needs Library incl. Enhancement. Teaches any visiting hero with certain capability in Summoning Magic Demon SUmmoning Spells. The FL exists in 3 levels, each teaching one spell (randomly chosen from the level), and needing a higher level of the mage guild (2,4,5).
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Demon Summoning Spells:
-Level 1: Summon Imps, Summon Grunts
-Level 2: Summon Hell Hounds, Summon Succubi
-Level 3: Summon Hell Stallion, Summon Pit Spawn, Summon Devil
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-Fire Walls: City Defense Upgrade. Adds a row of flames in front of the usual city defense.
Special Dwellings&Creatures:
-Tier 4: Summoner Academy -> Summoners, which can cast "Summon Imps" & "Fist of Wrath", and attack in range (weak attack, though). Can upgrade to High Summoner (can cast Summon Hell Hounds, but is much weaker in stats (except mana) than summoner) or War Summoner (can cast "Fire Wall", and is better in stats)
-Tier 5: Red Pavillon -> Efreets, similar to those in H3, a demonic, fiery version of djin, with fire absorbance, fire attack, fire shield. Can upgrade to Efreet Sultan (Cursing opponents, great health) or Fire Demon (Melee attack works similar to fireball, good att.+dmg.)
Black Order:
The Black Order opens up the Special Necropolis Buildings, Building upgrades and Dwellings of Academy. It also grants any WIZARD or Necromancer visiting this academy +1 Knowledge.
Special Buildings& Upgrades
-Library Enhancement: Upgrade for the Library, grants you one more lvl 1&2 spell (only dark or summoning)
-Tower of Necromancy. Requires Citadel, Mage Guild Lvl. 3. Can teach a visiting Wizard Necromancy, as if it was an ordinary skill. The Wizard has access to the normal perk, but not to the ultimate perk. Instead, he has access to a different, special perk for necromancy called "Will of the Wizard", preventing the moral loss for fighting together with undeads, for all troops in the wizards army.
Special Dwellings&Creatures:
-Tier 3:
-Tier 6:
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Warlord
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posted July 10, 2010 03:35 PM |
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Sounds like an excellent idea! Here is my idea for one:
Tribal Hall
The Tribal Hall opens up special Stronghold buildings, building upgrades and dwellings for Inferno. It also grants any Barbarian or Demon Lord visiting this city +2 attack.
Special Buildings and Upgrades
Training Grounds: All Tier Three and Tier Five Stronghold units get +4 to their attack in the city.
Goblin Hole: Upgrade to Goblin Slums. Gives +2 to goblin weekly growth for every level of your strongest hero.
Special Buildings & Creatures
Tier Two: Troll. High attack and high defense, but very low initiative, speed, and HP. Upgrade to either Blood Troll, which increases attack but lowers defense, or to Stone Troll, which increases defense and doubles HP, but lowers attack, speed and initiative.
Tier Five: Ogre. High attack and speed but low defense, HP. Medium initiative. Upgrade to either Furious Ogre, which gives him the Enranged ability and increases his attack but lowers HP and defense, or to the Loyal Ogre, which increases defense and HP and gives Shield Allies ability but lowers attack dramatically.
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Jiriki9
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posted July 10, 2010 03:47 PM |
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Edited by Jiriki9 at 16:22, 10 Jul 2010.
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the goblin hole is far too imba!!!
else, these are excdllent, imo
welcome on board, if I may say so. feel free to add more suggestions!
EDIT:
added some more in the main post
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Warlord
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posted July 10, 2010 05:20 PM |
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Quote: So this is about a thing I would really like, anda mentioned once in a different thread: The combining of Factions. I think it is a strategical worthy point, with several options and Aspects:
1. Towns&multi-faction-units
2. A faction-combining hero skill
3. Multiple/mixed Racials
1. Towns & multi-faction-units:
This topic gives a whole lto of options, SO many things you can do wiht the town, making even it multi-factional, etc. etc.
For the beginning, I'll start with the idea I once mentioned:
1.1: Embassys.
Embassys are town buildings which open the gate to the faction of the embassy. Theoretically, each faction could have embassys of every other faction. Embassys would open up special buildings and dwellings, where you can recruit multi-factional units. Multi-factional units fit perfectly with BOTH factiosn they belong to. You can only have the embassy of ONE other town in your town, but you can change the embassy for an extra sum of gold, later in the game.
This also uses building upgrades, which function just as this: you click on the building, choose an upgrade, and buidl it. It's like building a normal building, except that some Buidlings can have more than one upgrade built.
There will be buildings & upgrades that just need ANY embassy, not a special one:
Trade Route: Upgrade for the City Hall, needs Market. Increases your daily income by another 500 gold for any town under your control fitting to your embassy (so if you built a Warlocks Tower and control 3 Dugneons, you gain +1500 gold per turn).
Guest Chambers: Upgrade for the City Hall. Ensures that, at the beginning of the week, there will be a hero fitting to teh embassy in your tavern. Such heroes cost 500 gold less. When a hero fitting to the embassy defends the town in a siege, all units gain +1 moral.
Alliance: Upgrade for the City Hall. In this town, during a defense, there is no moral penalty for using units fitting to your embassy. If there are only units of the town faction and the embassy faction, initiative of all units on first turn is increased by 10%.
XYZ merchant: Building. Needs Town Hall & marketplace. Allows 1-1 exchange of the ressources fitting to town/embassy.
So here, first, some embassys for the Academy Town (note taht embassies aren't necessarily real embassies, they can be enclaves, secret orders, etc.)
Warlock Tower (Dungeon Embassy):
The Warlock Tower opens up the Special Dungeon Buildings, Building upgrades and Dwelling of Academy. It also grants any WIZARD or WARLOCK visiting this academy +1 Spellpower.
Special Buildings & Upgrades:
-Protection Pact: Upgrade for the Warlock Tower. In a Siege, your castle does not shoot, but casts a random Lvl 2 Destructive spell, with basic/advanced/expert mastery, depending on your mage guild level (1&2,3&4/5). The castle is handled, here, as a hero with spellpower = (Town_Level*_Number_of_Dungeon_Towns_you_have*Mage_Guild_Level/10)
-Library Enhancement: Upgrade for the Library, grants you one more lvl 1&2 spell (only destructive or dark)
-Arcane Walls: Upgrade for city defense. Strengthens the City walls.
Special Dwellings&Creatures:
-Tier 2: Harpy Nest -> Harpies; Pretty much like Furies, but flyers and a bit less initiative, yet slightly more health&defense. Upgrade to Blood Harpies witch Cleave and stronger dmg. or Harpy Hags with no retaliation and more health&defense.
-Tier 5: Manticore Cage -> Manticores; The good old H3 ones, quick, strong attackers, initiative not so high, good dmg. Can upgrade to Scorpicores (Paralyzing effect) or Royal manticores w. Bravery&Armoured
Enclave of Light (Haven Embassy):
The Enclave of Light opens up the Special Haven Buildings, Building upgrades and Dwellings of Academy. It also grants any WIZARD or KNIGHT visiting this academy +1 Knowledge.
Special Buildings & Upgrades:
-Library Enhancement: Upgrade for the Library, grants you each one lvl 1&2 Light Magic Spell.
-Protector: Upgrade for Castle. Requires Tavern. In a Siege, the Castle will be defended by a Knight hero, whose level is equal to the town level. If there allready is a defending hero in town, the Protector still takes over the army if his level is higher. When you establish the protector, you can also level it up and choose his skills...as you can do whenever you build a building in this town and therefore enhance the town level. So you keep control over the Protector. A protector can NEVER leave his town. He also has no hero name, just, protector, and has no hero special. (Yet he has the Knight racial ability)
Special Dwellings&Creatures:
-Tier 3: Haven Garrison -> Pikemen. Pikemen are pretty good fighters, which can attack from one square distance, and with that prevent retaliation, and also use the pikes for defense. Can upgrade to Helbardiers (loose Spearwall Ability, gain much offensive power) or Guardsmen (Increased range of the spears, great spear wall ability, very slow).
-Tier 4:
Summoner School:
The Summoner School opens up the Special Inferno Buildings, Building upgrades and Dwellings of Academy. It also grants any WIZARD or DEMON LORD visiting this academy +1 Spellpower.
Special Buildings& Upgrades
-Library Enhancement: Upgrade for the Library, grants you one more lvl 1&2 spell (only destructive or summoning)
-Forbidden Library: Needs Library incl. Enhancement. Teaches any visiting hero with certain capability in Summoning Magic Demon SUmmoning Spells. The FL exists in 3 levels, each teaching one spell (randomly chosen from the level), and needing a higher level of the mage guild (2,4,5).
~~
Demon Summoning Spells:
-Level 1: Summon Imps, Summon Grunts
-Level 2: Summon Hell Hounds, Summon Succubi
-Level 3: Summon Hell Stallion, Summon Pit Spawn, Summon Devil
~~
-Fire Walls: City Defense Upgrade. Adds a row of flames in front of the usual city defense.
Special Dwellings&Creatures:
-Tier 4: Summoner Academy -> Summoners, which can cast "Summon Imps" & "Fist of Wrath", and attack in range (weak attack, though). Can upgrade to High Summoner (can cast Summon Hell Hounds, but is much weaker in stats (except mana) than summoner) or War Summoner (can cast "Fire Wall", and is better in stats)
-Tier 5: Red Pavillon -> Efreets, similar to those in H3, a demonic, fiery version of djin, with fire absorbance, fire attack, fire shield. Can upgrade to Efreet Sultan (Cursing opponents, great health) or Fire Demon (Melee attack works similar to fireball, good att.+dmg.)
Black Order:
The Black Order opens up the Special Necropolis Buildings, Building upgrades and Dwellings of Academy. It also grants any WIZARD or Necromancer visiting this academy +1 Knowledge.
Special Buildings& Upgrades
-Library Enhancement: Upgrade for the Library, grants you one more lvl 1&2 spell (only dark or summoning)
-Tower of Necromancy. Requires Citadel, Mage Guild Lvl. 3. Can teach a visiting Wizard Necromancy, as if it was an ordinary skill. The Wizard has access to the normal perk, but not to the ultimate perk. Instead, he has access to a different, special perk for necromancy called "Will of the Wizard", preventing the moral loss for fighting together with undeads, for all troops in the wizards army.
Special Dwellings&Creatures:
-Tier 3:
-Tier 6:
All right, for Goblin Hole, how about +2 goblins for every 3 levels of the hero?
Here are some more of my ideas, adding on to yours.
Haven Tier Four: Knight. medium attack, medium defense. low speed, low initiative. High HP. Upgrades either to Champion, who has more speed and intiative, but less HP, or to Crusader, who has high attack and Cleave ability but low defense and medium HP.
Necropolis Tier Three: Undead Warrior. Medium attack, speed, intiative, high defense and HP. Upgrades to either Undead Swordsman, who has high attack, medium speed and intiative, low defense and HP, and Cleave ability, or Undead Defender, who has Shield Allies and Large Shield abilities, but low attack and speed.
Necropolis Tier Six: Ghoul. High attack, high speed and high intiative, but low defense and HP. Upgrades to either Soulsucker, who have a chance (influenced by luck) to "suck their opponents soul out", giving any Light magic cast on them to a friendly unit, or ?.
I will post Fortress embassy soon.
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Jiriki9
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posted July 10, 2010 05:37 PM |
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Quote: All right, for Goblin Hole, how about +2 goblins for every 3 levels of the hero?
Sounds good.
For your units:
Thanks, the ideas are good.
Yet I'm not sure wether you understood me right...all these embassys are those you build IN acadamy. They than enable the haven/dungeon/inferno/necro upgrades&buildings for acadamy.
Your units are great. Yet I'm not sure they're good for academy.
...Knight could, f.e. also great fit into fortress. Also, Knight is name of a hero class and champion of a unit...ideas for better names? Undead warrior, on the other hand, seems more a combination of stronghold or haven with necros...yet it could also fit good in academy, I s'pose, since haven allready has such a swordman.
The Ghoul seems fitting, yet maybe better a lower Tier? 6 was only a suggestion
I hope I don't offend you or my comments sound harsh!!! I really appreciate your help sometimes I'm overly criticizing, I fear...
...Which fortress embassy do you mean? FortressAcademy?
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Warlord
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posted July 10, 2010 05:55 PM |
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Edited by Warlord at 17:57, 10 Jul 2010.
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Oh, I thought you meant for each separate city. My bad. Then, yes, I suppose they don't really fit. For the Ghoul, maybe Tier Five instead? And the Fortress embassy, I mean Academy-->Fortress. I'm still thinking...
Maybe Warrior instead of Knight, and Lord or Noble instead of Champion? Not sure about that, though... Not really for fighting.
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Jiriki9
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posted July 10, 2010 06:52 PM |
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Edited by Jiriki9 at 18:55, 10 Jul 2010.
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I'm somehwo confused...may come from the heat , tho. feels like 40° C in shadow...at least, though net may say it's only 33 (about 91.4° F...40 would be about 104 F...)
so you want to make the embassy you can establish/found/built IN a fortress town which than makes you capable of building the respective academy structures there?
for the stronghold/inferno thing: I guess you meant that in stronghold, you build this tribal hall, and than can build the units, which are inferno style?!?
Hell, I AM confused
EDIT: jsut saw your warrior/noble suggestion.
Warrior coudl be fine, yet I'm unsure, sicne it seems so general.
Noble, indeed, seems not so much a fighter...how bout Veteran?
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Warlord
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posted July 10, 2010 07:00 PM |
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Quote: I'm somehwo confused...may come from the heat , tho. feels like 40° C in shadow...at least, though net may say it's only 33 (about 91.4° F...40 would be about 104 F...)
so you want to make the embassy you can establish/found/built IN a fortress town which than makes you capable of building the respective academy structures there?
for the stronghold/inferno thing: I guess you meant that in stronghold, you build this tribal hall, and than can build the units, which are inferno style?!?
Hell, I AM confused
EDIT: jsut saw your warrior/noble suggestion.
Warrior coudl be fine, yet I'm unsure, sicne it seems so general.
Noble, indeed, seems not so much a fighter...how bout Veteran?
Veteran, indeed, is much better. Maybe Veteran for first thing and Expert for upgrade?
For the Stronghold thing: I thought that we were doing one embassy for each town, and so I did an embassy for Stronghold, rather than Academy. I shall have to redo that. And for the Fortress thing, it's the other way around. I want to make you can build in an Academy town with Fortress creatures.
Sorry about all the confusion!
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Jiriki9
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posted July 10, 2010 08:50 PM |
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Quote: Veteran, indeed, is much better. Maybe Veteran for first thing and Expert for upgrade?
Hey, that's an idea!
Quote: For the Stronghold thing: I thought that we were doing one embassy for each town, and so I did an embassy for Stronghold, rather than Academy. I shall have to redo that. And for the Fortress thing, it's the other way around. I want to make you can build in an Academy town with Fortress creatures.
Ah, I kind of thought that. No, that whole thing is about combining the factions in any possible way, so each faction has embassies of each other. ..I like variety, you know?
aah, ...so that's...no I'm confused again...I would say that's FortressAcademy, since you have the academy and you implement fortress into it...
Sorry about all the confusion, too!
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Warlord
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posted July 11, 2010 04:31 AM |
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Edited by Warlord at 04:32, 11 Jul 2010.
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Fortress thing.
The Diamond Mine
The Diamond Mine opens up the Special Fortress Buildings, Building upgrades and Dwellings of Academy. It also grants any WIZARD or RUNEMAGE visiting this academy +2 Defense.
Special Buildings and Upgrades
Dwarven Mine: The dwarves have been allowed to mine in the Academy lands, on the condition that they give the wizards part of the profit. They are most certain to comply. Gives +2 of a random recourse (not wood or gold) each week.
Dwarven Stone: Magical dwarven stone is brought up from the mine shafts to trade for the silks and spices of Academy. This stone reinforces the walls of the great city, and conceals a magical trap that will punish any attackers who try to break it.
Walls have +25% HP. They also do 10% of the attack damage of the catapult back to it.
Special Dwellings and Creatures
Tier Three: Automatons. High defense and HP, medium speed, low initiative and attack. Upgrades to either War Automatons, who have high attack but medium defense and low speed, or Defenders(name to be changed), who have low speed but Shield Wall ability.
Tier Six: ?
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Jiriki9
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posted July 11, 2010 11:53 AM |
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Edited by Jiriki9 at 14:09, 11 Jul 2010.
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Wow!!! Great embassy, great buildings, good creature... how 'bout a gigantic Diamond Golem on Tier 6?
EDIT:
here it comes...
Tier 6: Gold Forge -> Gold Golem A large, tough, strong golem made of pure Gold. Very strong, a rather even combination of stats. Upgrades to Diamond Golem (Magic Immunity, VERY strong defense&health, good damage, weak ini) & Gem Golem (Magical Ranged Attack, Magic Reflection, good Ini)
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Warlord
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posted July 11, 2010 04:08 PM |
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Thanks for the compliment! As for the golden golem... Sounds good to me! I'll to the Sylvan-->Academy embassy shortly.
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Jiriki9
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posted July 14, 2010 12:43 PM |
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great
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Warlord
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posted July 18, 2010 03:27 PM |
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The Wood Glade (name bad?)
The Wood Glade opens up the Special Sylvan Buildings, Building upgrades and Dwellings of Academy. It also grants any WIZARD or RANGER visiting this academy +2 Speed.
Special Buildings and Upgrades
The Intoxicating Meadow: The elves have shown the mages how to grow poisonous flowers that will leave anyone intoxicated for hours. Grants the Confusion spell on a random enemy unit at the beginning of a siege. The higher the tier, the lower the chance that it will be infected.
The Vineyard: Elves plant these vines around the city walls, in an attempt to slow down enemy soldiers. To destroy these vines, one must chop through them. Vines grow in front of moat. They have 20 HP. Do not affect fliers.
Special Dwellings and Creatures
Tier Four: ?
Tier Five: ?
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Jiriki9
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posted July 18, 2010 06:06 PM |
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What do you mean by speed for heroes??
For the name: HOw bout sth. with Garden in it?
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Warlord
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posted July 18, 2010 06:18 PM |
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Sorry, I meant the speed of units. And for the name, maybe Blooming Gardens?
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Jiriki9
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posted July 18, 2010 06:35 PM |
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...that bonus is, considering H5 battle boads, much too big imo. It means for a lot more units to directly be able to attack the enemy...
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Warlord
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posted July 18, 2010 11:41 PM |
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Jiriki9
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posted July 18, 2010 11:49 PM |
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or luck?! luck is a standard Sylvan attribute...or maybe +1 spellpower...or a mana bonus ...
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Warlord
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posted July 19, 2010 04:37 PM |
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I would say either luck or morale. I don't think spellpower or mana fits Sylvan.
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