Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also the Gelfing land striders cav, but they don't make sense. They never use the land striders for combat in the show/movie and I don't know how you practically would use land striders in combat.
ther are Darkend Landstrieders https://static.wikia.nocookie.net/darkcrystal/images/4/41/Thurma_vs._Darkened_Landstrider.png/revision/latest?cb=20190924133531
and ther are Fireling#s maybe a dark version https://darkcrystal.fandom.com/wiki/Fireling
the spider like Arathim https://darkcrystal.fandom.com/wiki/Arathim
fay dragon thing of magic https://darkcrystal.fandom.com/wiki/Bohrtog
thies Bat dogs maybe a darking version https://darkcrystal.fandom.com/wiki/Rakkida
found this stuff
I'd say that adding breadth to the class should be done through the commanders. By giving each commander type their own unique rituals, you could use recruiting and upgrading a given commander type as the buy-in to access a playstyle.
I'd let them keep the build shard ritual across the board, but divvy the rest of the current rituals up as part of the unique rituals. I'd say each type could have a ritual all their own for each level. That opens up room for them to have their own unique summons, terrain types they are hunting, etc. that will make them feel special.
I have more concrete ideas I'll share if anyone is interested.