Conquest of Elysium 5

Conquest of Elysium 5

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Mad_Mage
   
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1.076 MB
14 Jul @ 7:29am
15 Jul @ 1:23am
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Mad_Mage

In 3 collections by Loverboy821
The Realms of Chaos
37 items
Loverboy821's Elysium
24 items
War of the Hidden Magics
1 item
Description
This is the first in a series of mods I have planned to tell a story, Rather than make a huge mod that tells the whole story and adds several classes I decided to split them up by classes, the classes will work stand alone and you can pick and choose which classes you like and want to add to your game.

This class is one of a pair of classes that are parodies of the Arch Mage class that is in the vanilla game but reserved for just the CPU players unless you unlock it with a mod. The idea being that the one class Magister would represent the heads of various sections of a fictional Mages guild I am making for the story called "The violet robes Mages Guild." The Magisters would operate much like the arch mages already do except they would only be able to get goodly apprentices from the other magical classes. Additionally they will have their own Ritual list unique to them as opposed to just getting several ritual lists to use.

This is the companion class to the Magister "The Mad Mage" where you would very much be like playing the arch mage class except that only evil or insane or easily influenced apprentices come to learn from you. See a Mad Mage is also called a Dark Magister, They are in short a Magister who has betrayed the goodness represented by the Magister class. Originally I was going to pair these two classes into one mod and call it "Wizard Wars" But then I got very inspired about how the Mad Magister would work.

My vision of the Mad Mage class is based very much in the old school AD&D setting Dark Sun. In which the evil mage kings are able to rip the life force from the very world around them to use incredibly powerful magic, which is why just one evil mage could fight several good mages of equal skill who wouldn't use so much magic that it would destroy the world around them. Additionally I decided I wanted the Mad Mage to be an evil overlord, Like the cartoonishly evil overlords of old school fantasy or BBEG's from someones D&D game. The sort with minions and insanity, the sort who never get directly involved because they are so incredibly powerful they would make the story not fun and just kill the hero early on. The ones who go "You have failed me for the last time" to their minions who return after losing to the heroes. To make the Mad Mage feel like this they start with insanity that slowly goes down with their insanity healing ability. So the Mad Mage them self has incredibly powerful abilities but their rituals are costly, destroy whatever tiles are needed to do them and add insanity to the Mad Mage making them harder and harder to use at least without giving them time to calm down with their insanity healing attribute.

All of that is the basic's of how it feels to play the Mad Mage class but coming back around to the Dark Sun setting. In the Dark Sun setting the most powerful of all evil mage kings would become dragons, beings of immense god like power. And so I decided to make the Mad Mage capable of the same. One of the mad mages third tier rituals is entitled Be Reborn As Dragon. Which will turn them into a Dark Dragon Lord. Or More specifically a Dark Dragon Lord Hatchling. A little baby dragon. This actually makes them much weaker than they already were esepecially if you had unlocked all of their rituals. But Dark Dragon Lords are not subject to the same sort of insanity or need for destrcution. And so if you choose to go down this route it will be difficult in the short and mid and honestly long term. But in the Super long term have incredible rewards. The Dark Dragon Lord has 8 stages of age each one more powerful than the last, so over time you will age up into more powerful forms and regain your spell like abilities as well as access to higher tier Rituals unique to the Dark Dragon Lord.

The Levels of Dark Dragon Lord are "Dark Dragon Lord Hatchling" "Dark Dragon Lord Wyrmling" "Young Dark Dragon Lord" "Young Adult Dark Dragon Lord" "Adult Dark Dragon Lord" "Old Dark Dragon Lord" "Ancient Dark Dragon Lord" and "Dark Dragon Lord Wyrm". The reason there are 8 stages of growth is inline with 1st edition AD&D. The First three forms of Dark Dragon Lord only have access to 1st tier Dark Dragon Lord Rituals. Form 4-6 have access to 2nd tier dark dragon lord Rituals and the 7th and 8th form of Dark Dragon Lord have access to 3rd tier Dark Dragon Lord Rituals.

To make the Dark Dragon Lord feel more like a dragon as well as balance its incredible power as best I can they time between ageing into new forms is very long.
Dark Dragon Lord Hatchling > Dark Dragon Lord Wyrmling = 1 year
Dark Dragon Lord Wyrmling > Young Dark Dragon Lord = 2 years
Young Dark Dragon Lord > Young Adult Dark Dragon Lord = 4 years
Young Adult Dark Dragon Lord > Adult Dark Dragon Lord = 8 years
Adult Dark Dragon Lord > Old Dark Dragon Lord = 8 years
Old Dark Dragon Lord > Ancient Dark Dragon Lord = 8 years
Ancient Dark Dragon Lord > Dark Dragon Lord Wyrm = 10 years

This class has many incredibly powerful possibilities but is resource hungry both in actual funds and the various tiles you can find. Without the resources you need to fuel its power it can be incredibly difficult to say its worth using over a more specialized class but I hope you have fun being the Evil Over Lords I know you can be. Personally Whilst Playing this class I recommend listening to "APAB (All Paladins Are Bastards)" on youtube on teh channel "burialgoods"
8 Comments
Loverboy821  [author] 20 Jul @ 6:03am 
I may or may not have something already sort of planned like that, Though I am going camping and also am a novice at making mods so as to when such a thing may be finished is anyones guess. Though you being excited for/ appreciating the work I put it certainly makes me want to make more~
fabian 20 Jul @ 4:20am 
Could you make a Dungeon Keeper/ Underlord class for your mod pack War of the Hidden Magics that resolves around using and terraforming Agartha, whiile you build your Dungeon there?
Loverboy821  [author] 19 Jul @ 3:42pm 
That is a fair criticism Morkelbdwyer. I made it in the mold of the Arch Mage which is normally npc only. Having played the Arch Mage by unlocking it with a mod I immediately went "How would this faction ever lose unless they get super unlucky" So if you are using only vanilla legal factions this faction is for sure over powered.
morkelebdwyer 19 Jul @ 2:57pm 
I wish it was balanced for vanilla faction gameplay, it's fun, but way too unbalanced and op
Waresky 18 Jul @ 7:54am 
Super!! Love this mod. "Intelligence". Ty!!
Loverboy821  [author] 17 Jul @ 10:07am 
I can think about it. but I feel like the Mad Mage already has a huge amount of options.
fabian 16 Jul @ 8:49am 
Could you the Cultist of Deep as possible recruits, just like you did for tier 1 necromancer and demonologist?
fabian 14 Jul @ 9:24am 
Great and fun mod, the change from mage to lord is realy, Looking forward to see more of your mod pack:steamhappy: