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[Strategy / Risk] Corruption of Veseon

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Created by ilusioner, Svnms and somefaggot:

addtext_com_MTUw_Mj_Mx_NTAz_Mz_Y.jpg



The map takes place in the world of Veseon. Everything in the lore we created is original, though much has been based on a multitude of games/films/books. The current state of the map does not fully cover everything in the world, only part of it. The lands are more or less spread around the sea in a circular form. The environment ranges from green lands, corrupted forests, icy wastes, underground caves, forgotten swamps, to the barren, demonic realm of the Mirror.

Currently the map is playable, but is still in beta development.




Map Trailer
Created by Cynicaldoubt, special thanks to Harald for uploading the trailer on his channel.



A treaty on magic and the Mirror.

First step to understand the world is to understand the magic, the lifeblood of creation. Magic is inherently present in almost every living being, however only few have the talent to use and manipulate it. Those that can are capable of wielding forces beyond comprehension to satisfy their heart's desires.

Magic comes from the the Mirror, an ethereal realm of demons and spirits connected to Veseon (the real world). Traveling between the two worlds is fraught with danger, even should one have the ability and knowledge to sunder the barrier between realms. Little is known about the Mirror and the demons, though the demons fervent determination to enter Veseon and wreck havoc has left scarred and dark areas of history. The demons themselves are not united, for there exists many different factions, under different leaders, each with their own enigmatic aspirations.

Magic has varying influences on different beings, and humans, being amongst the most shortlived creatures, who compared to other races, are also the most numerous, find themselves most severely altered by use of magic. Those that are born with the power to wield it are both blessed and cursed. They contain power that others can only dream of, but are also cursed by the consequences of it's usage. Humans that use magic are drawn to the Mirror, and thus to the demons there who lie in wait.

Most of the human magi are united under one organization, that serves all the human kingdoms, though their loyalty varies.

=================

A treaty on Gods of Veseon.

The 'Gods' were once mortal creatures, which ascended to godhood in the distant past. The original few, which ascended eons ago, are now known as Elder Gods. These malicious beings used their power to corrupt and manipulate mortals as their pawns, and waged war with one another. The war between Elder Gods lasted centuries and ended when mortals found the strength and will to break the chains that bound them and fight the Elder Gods. Though they died by hundreds of thousands, in their vast numbers they found the strength to overwhelm their oppressors.
The gods that were not slain fell into a deep slumber.

Millennia later, new gods have arisen, marking the beginning of a new era. Aware of the devastation unleashed on the world by their fore-bearers, these new gods have vowed to withdraw from mortal affairs.

=================
Centuries later...

The beginning of our story begins when one of the Elder Gods - Rarthal awakens. Seizing control of the Vorzhal demons he succeeds in using both magi and demons to rupture the barrier between worlds, anchoring the Mirror to Veseon.

As demons poured into the world through the gateway, the mortal races had no option but to bury aeon old resentments and unite to prevent the apocalypse. With their combined strength and the sacrifice of many, Rarthal and his demons were defeated, and many of the gateways closed, though some still remain, for it will take years for the barrier to restore itself.

While it seems the worst has passed, Rarthal's awakening and destruction he wrought will surely have stirred creatures who have slumbered for aeons beneath the earth.. As such, each nation girds itself for battle, as the war to come will shake Veseon to its foundations.



Pictures of map terrain
Pictures of map terrain
Pictures of map terrain


Cadash_City.png

The_Mirror.png

Dresh_Highlands.png

Forgotten_Swamp.png

Freezing_Wastes.png

Inside_the_Great_Mountain.png

Map Description

I. Resources

The gameplay will resemble the strategy maps "Azeroth Wars" and "Lordaeron: The Aftermath" - in that it is a control point based gold-income system, where players are awarded gold every minute, depending on the number of control points held. Additionally players can harvest lumber in order to build structures and research upgrades. There will be no gold-lumber exchange.
II. Garrisons

All control points can be upgraded into Garrisons. Those structures will spawn free units (That cost no food) every 45 seconds. If units spawned by garrisons leave garrison area, they will begin to lose health rapidly and die quickly. This makes the garrisons a powerful defensive structures that will provide you small army that can be used defensively. Upgrading garrisons increase the maximum number of garrison units that garrison can held.
III. Units

Each of the 9 playable factions has it's own set of events, units and heroes. Every unit has it's own purpose in the game and there will be no footman-knight-alike units. (Meaning knight is stronger than footman in all aspects, just costs more gold). Every faction will have unique perks that are part of their gameplay, making them individually unique with different playstyles. By interesting we don't mean 'X Faction is focusing on ranged units, so it will have stronger archers and weaker front liners'. For example, one faction will be using Rage mechanic, where their warrior-like units will generate Rage (mana) through attacking or taking damage, and then the Rage can be spent on abilities. We are planning to make every faction at more or less same strength, meaning no matter what faction path, or what event you launch, you should have the same strength as everyone else. (Units-wise) This allows us to balance the game by editing the food supply limit for players. After tests are made, we can adjust the food supply limits and faction powers to stride towards balance.
IV. Alliances

At this moment, every player starts with one or two allies as in case of human kingdoms. However, players are free to unally, and ally another. Should anyone leave the three man human alliance, then it will be irrevocably shattered meaning each member will have to make their own way in the world. The exception for -ally command will be the starting opponents, meaning you can't ally your starting opponent, as this would cause impossible balance issues in the game.
V. Alliance balance system

Most of the units will cost 1 food, with the exception of some special limited ones costing less. Depending on number of allies, the players will have changed food cap and unit powers:
Solo players: 200 Food Cap, all player units get an aura that increases damage by 20%, armor by 2 and health by 175
2/3-man alliance players: 100 Food Cap, income is reduced by 25%

The capital buildings and event buildings will grant a lot of food supply (~100), and with their destruction, players will have to rely on farms (~3 food supply) and garrisons (~30-60 food supply, depending on upgrade). Destroying enemy bases will allow players to cripple enemy players, but everyone is able to make comebacks if they try hard enough, and will have to rely on farms and garrisons.
VI. Creep camps and dungeons

The map will contain creep camps that will provide players with gold and experience. Such creep camps will respawn over time, but beware, the strength of creep camps is set on high level and will stay so throughout the game. The creeps were designed in a way, which allows them to scale with the player's strength. So, what does this mean? Basically, that one unit squad will not be able to kill 6 creeps (Usual number of units in creep camp), even if it's a hero squad, though it's possible the losses of player will be probably greater than the reward. Players will need to bring actual armies to battle to creep camps.

To be implemented later in game, dungeons:
You can find dungeons throughout the map with neutral-hostile creeps. At the end of the dungeon there is a boss that will provide you with special chests. Those chests will work as 'pandora's boxes', meaning you may find not only powerful items/resources/tomes, but also general curses/buffs that work on every faction or on only on your own. Yes, if you are unlucky enough instead of a reward you may get only debuffs and useless items. (However due to the %, this is still unlikely, but still possible.) After some time from the event of player clearing the dungeon, the dungeon will reset, spawning new set of units, boss and a different reward.

Some of the heroes will have special items/artifacts, that provide them with unique auras/abilities or just stat increases. In addition to that, players can find item sets, special items that have little strength while only one piece is acquired, but a lot stronger when you have the second piece of the set. (Max items in set number is set to 2 for now). Items from the sets can be found in dungeons or may drop from the ruptures annihilation rewards.
VII. Mercenary Camps

In your travels through world of Veseon, you may encounter special mercenary camps, where you will be able to train special and unique units that will allow to boost your strength or cover your faction weaknesses. When a mercenary unit is bought, it will not cost any food, but it will take 2 gold from player every income turn. Each of the units will have 'Retire' ability, which will allow you to remove the unit and return 50% of unit's gold cost. We believe this will allow players to invest their money into mercenaries to create fearsome army, but very expensive one.
VIII. Events across the world

In the first versions there will be only one world-cross event, which is the Mirror ruptures event. In future versions we hope to implement enslaving Gods events which will allow player to obtain god tier heroes from shrines.

After some time in game, rips in the barrier between the Mirror and Veseon starts to appear, with the awakening of yet another Elder God, the God of deception and schemes, the hidden hand, his name unknown. Unlike the previous demonic invasion, this one is not fully launched. The barrier is still strong, and only in a few places are the demons strong enough to break through and materialize. In such places 'sunderings' appear, which allow the Vozhal demons to pour into the mortal world...

From time to time, in random places on the map a sundering between worlds will appear, and demons will begin to emerge from it. Demonic forces will guard the rifts and over time if enough sunderings are present throughout the map, the demons will grow massively in strength and will start to appear everywhere, including the bases. Players will have to deal with those sunderings if they don't want to be overwhelmed by the demons. Destroying the sunderings will also give player a random reward, from rare items to resources or tomes.
IX. Author's comments and credits

It's obvious that the plan is to create a grand strategy map that will compete with AW/LTA. We've decided to create custom lore map, out of few reasons with most important being the terrain restraints, lorenerds, and simply the fact that there are already tons of Warcraft 3 lore maps. We realize that this can be a big downside to the map, as after all we are all playing Warcraft III and love it, thus we are all somewhat closer to Warcraft lore.

Efforts were made to create a map where players events/alliances will not heavily affect others, where many players simply have no chance of competing in some circumstances. The plan is to give everyone equal chances and ensure there are no superior or inferior factions. Also custom terrain ensures that the map is very open and there is always at least two ways leading to one place, there are no places with just one entrance. That allows all players to use different side of attacks, opens up a lot of tactical options and makes the game more interesting.

Such a big project required some people helping with it, and we would like to thank following people:

For their ideas, help with the map, feedback and comments:
- Mesis
- Cynicaldoubt
- Vidovit
- Uther01
- Marshmalo


shadowkiller - orc wall
communist_orc - orc spikes
Ujimasa Hojo - overlords buildings/Mercenary Camp and Derivatives
Wandering soul - human pikeman, footarcher models
olofmoleman - trebuchet model
SpasMaster - Hatch Eggs icon
kellym0 - hydra corrosive ground effect
jesushipster - soul armor graphics
Muoteck - Nerubian caster icon
Kuhneghetz - Hell Hydra icon
Marenko - overlords shield icon
levigeorge1617 - Aura of Shock model
sPy - Magic Lightning Aura model
D.ee - Disabling poison icon
Skizzik - ghost shell graphics
HerrDave - Trapper Model
Uncle Fester - Infiltrator Model
-Berz- - Lightning charge icon
San - entropy icon
FrlkY - red orc shaman icon
Murloconlogist - Battle Shaman icon
Sweet Oblivion - Emperor Amaron model
BlazeKraze - Demonic energy/Trapper icon
kittenranch - Earth icon
Pheonix-IV - sacrificial altar
Grendel - Herald of Doom/Nerubian Elder/Quiraji Warlord model
kola - Widowmaker icon/Berserk icon
PeeKay - Blood rage/Rage/Revenge/Fire/Storm icon
BETABABY - blood offering icon
Darkfang - blood sacrifice/slavery icon/Blood Mage Harvester form skin
the_silent - blood wound/Make their nightmares flesh icon
xyzier_24 - terror aura graphics
4eNNightmare - corrupted persuasion/throat cutting/passive strike icon
~Nightmare - Elemental mastery/Overlords upgrades icon
CRAZYRUSSIAN - sanguine strike icon
NFwar - light infantary armor/weapon icon
lelyanra - Sweeping Blade icon
KelThuzad - Furious charge/Electric Vortex icon
Hemske - harvester/Convection icon
General Frank - dwarven warrior, sixth order brother model/icon
Radagast - Dwarven skirmisher model
Mr. Goblin - Dwarven skirmisher/orc dragonrider icon
Marshmalo - engineer icon
golden-drak - system overclock icon
Sin'dorei300 - alcoholic beverage/Kaval/Kellan icon
Sellenisko - dwarven alchemist/orc dragonrider/Night's Cover model
Tranquil - General Sigward/Dwarven berserk/dwarven catapult model
Fingolfin - dwarven archway/Sixth order brother model
ghostthruster - dwarf berserker icon
JetFangInferno - Rest Rhytm/Blinding Darkness Aura
Noinrad - Stone rhytm aura
Mouteck - Dwarven might icon
Devine - paragon ethror model
Carrington2k - Sinn crystal
Champara Bros - Energy shield model
Shyster - Pearlescence
Amigurumi - Chains of the Elder God icon
Statics - sinn cyrstal icon
JollyD - sinn infused corpse icon
bigapple90 - sin behemoth icon
morbent - Sinn Horrors icon/Hydra skin
Kitabatake - Arcane Warrior model
Freddyk - Kaval model
Apheraz Lucent - Freeze time icon
Heinvers - Sorrow's Edge icon
Epsilon - Force Field/chaos shaman model


Factions Overview

Team 1
  • Cethell Republic
  • Dresh Kingdom
  • Varinius Empire
Team 2
  • Mage Rebellion
  • Xaer Demons
Team 3
  • Overlords
  • Dwarfs of Cadash
Team 4
  • Orc Tribes
  • Sha'Qet


Map overview:

Factions_Map.png





Cethell Republic
Cethell_Republic.png

"Times have changed brother, with the fall of the Empire imminent our time has come. Let us seize the moment brother, let us break free from the tyrant's iron grip."

Currently under the jurisdiction of Varinius Empire, the faction is ruled by High Steward Rainer. The people of Cethell Republic were always open to others and preferred farming over war, which allowed Varinius Empire to conquer them. However the Cethell people are not so easily defeated and quickly adapted to the harsh times of war. Times change, and the Cethell Republic shall change with them.

  • Starts allied to the Varinius Empire and Dresh Kingdom.
  • Faction starts without a main opponent, but later in the game will have to pick between one of two.
Faction's trait:
  • Cethell is home to the secret order of Infiltrators, which are special units capable of vanishing from enemy sight and excelling at killing fragile units. They can also disguise themselves as members of enemy factions and sabotage enemy armies.
  • The war style of Cethell is based on using quick and nimble units, engaging enemy at many fronts and setting traps on unsuspecting players.
  • Cethell units will be using morale system. Each time unit dies, morale of units decrease, while killing enemy units increases the morale. Morale can be also raised by buying extra drinks or provisions for army. Based on morale, some spells will be enabled for the faction, and units stronger/weaker depending on current morale level.
  • They will have access to illusionists, powerful caster units, capable of creating illusionary armies, tricking enemy unit's minds and making entire armies invisible in seconds.


Overlords
Overlord_Purp.png

"Within the Empire we recognize two types of beings, Overlord and Slave. Those who are not our slaves now need simply to wait."

The Overlords are a race of insectoid beings living in Great Paran Mountain. Though primitive at first, through circumstantial evolution they them to control and harness the power of electricity, with which they created a massive underground Empire of trade and slavery. They have a massive quantity of slaves at their disposal ranging from the frail Troggs and Sathers to the hulking Hydra, Shadamon and Dragons who live deep within the mountain. As their Empire spreads into the depths of the mountain, new colonies were sent to try and expand closer to the surface as well to attempt to obtain more precious carbonated materials, one such being led by the Principality of Majis'Thar. Closer to the surface, Prince of Majis'Thar had managed to find a land ripe for expansion and plunder. In an attempt to strengthen their position on the surface, Prince Majis'Thar entered into a mutually uneasy Alliance with the Dwarfs of Cadash, fellow inhabitants of the mountain, who too are under threat from surface dwellers.
  • Starts allied to the Dwarfs of Cadash.
  • The main opponent of Overlords are the Sha'Qet.

Faction's trait:

  • All casters will have high mana pool, but no mana regeneration at all.
  • Regular non-caster units will be using special mana shield all the time. Around 50% of their HP will be located in mana. Their HP regeneration will be very low, and no mana regeneration at all.
  • Overlords' Farms, the Galvanic Stones will be mana generators. They will be used to replenish mana of all Overlord units.
  • Overlords will be using special resource - Slaves, as a resource for the upgrades of your units. All of Overlord units will have two upgrades:
    • A direct upgrade, making the unit slightly better at everything, worse at nothing
    • A sidegrade, making the unit excel in different approach, buffing one side while nerfing the other one
  • Slaves can be obtained via various ways:
    • Over time, from the passages leading to the heart of Overlord's Empire. They will be located only inside the Great Paran Mountain, though scattered around the undeground.
    • Overlords do not kill their enemies, instead they enslave them. Each time overlords kill enemy unit, there is a chance to gain slave, that can be later used for upgrades.
    • Can use their gold to buy slaves. [Note: They cannot sell slaves]
    • Reward for killing enemy capitals, events.
  • Underground network - a secluded area that will represent heart of Overlord empire. Inside it, overlords will have 'safezone', no one else will be able to get inside. Your builders are capable of creating Earth Grinders, huge worms which will allow your units to quickly transport from the Earth Grinder to Underground Network and from Underground Network to selected Earth Grinder. Creating Earth Grinder will be time consuming and will cost a good number of slaves. The Earth Grinders will work as transport units, rather than Teleporting Gateways, meaning they can load only one unit, and loading one unit takes time. To reconpensate that fact, Earth Grinders will have a huge pool of health and can be ofcourse used only be Overlord units.



Dwarfs of Cadash
Dwarves.png

"Alone we are but lone rocks, united we stand with the strength of a mountain."

The dwarfs of Cadash city are ruled by four High Houses each with their own representative in the Council of The Four. The stalwart General Sigward leads their armies, which now stand ready to face invasion. The faction is currently in an uneasy alliance with Overlords. After the defeat of Rarthal the tension between these two only grow stronger. Dwarfs are the only race which lack access to magical powers, and thus are more resistant to magic than other races. For generations they have fought Orc Tribes, with the border between two great factions shifting constantly due to never ending conflict.


  • Starts allied to Overlords.
  • The main opponent of Dwarfs of Cadash are the Orc Tribes.
Faction's trait:
  • Access to special buildings, such as dwarven bunkers and barricades, which player will be able to quickly construct to gain upper hand on the battlefield. The structures will provide buffs and allow the dwarfs to have strong static defense. The dwarven ramparts can be easily and quickly constructed just as they can be deconstructed to regain the spent resources. This allows the player to control the battlefield and choose the ground on which he will meet the opponent.
  • Due to their lack of magic powers, all dwarven organic units will have 20% magic resistance.
  • Dwarfs possess access to advanced technology allowing them to create fearsome mechanical units and unleash chaos on their opponents with their alchemist units.
  • Their elite units will have a special aura which is 'Rhythm of Life'. The player can switch in-between three Rhythms, with each change having a global effect. Every elite unit loses the previous Rhythm and gains new one. Presently there are three Rhythms of Life:
    - Stone Rhythm, increases the armor of friendly player units, but decreases their movement and attack speed.
    - Fight Rhythm, increases the damage of friendly player units, but decreases their armor.
    - Rest Rhythm, restores health points every sec of friendly units, increases their movement speed but greatly decreases their attack speed.



Dresh Kingdom
Dresh_Kingdom.png

"Do not presume to lecture me about demons, you know not what I have done to protect my people from them. You know not the price of your freedom."

Dresh Kingdom is the only human faction that has fully accepted the half elves into their community and even made one of them their king. The current ruler of Dresh is the king Canarth. His hatred for the demonic forces of the Mirror is legendary. Due to events following the defeat of Rarthal, the Dresh Kingdom suffers under a terrible curse and must find a way to remove it, lest they suffer a fate worse than death itself.


  • Starts allied to the Cethell Republic and Varinius Empire.
  • The main opponent of Dresh Kingdom are the Xaer Demons.
Faction's trait:
  • The faction will have access to special demon hunter units, which will excel at blocking enemy magic, negating its effects and dealing bonus damage to enemy mage units.
  • Players will have access to unique ranger units, which have two stances, one dealing regular damage to single target, and the other dealing lesser damage but with an AOE.
  • Dresh mages will be able to manipulate their surroundings creating magic blockades, short duration mass invulnerability shields, anti-magic shields, mana shields and damage dealing glyphs. The faction will be focusing around protecting their powerful ranged line and destroying enemy army with their powerful ranged units.
  • The faction will be cursed from game start, and will have an early game quest where they have to kill the Demon's Bastard to end the curse. However, players may also choose to ignore it and end up commanding an entirely different faction...



Orc Tribes
Greenskins.png

"A great storm is coming. One that cannot be stopped. The only thing we can do brothers, is to endure it. Pray to ancestors and ask for their guidance..."

Before the Day the Earth Wept, Orc Tribes have always warred with each other. The awakening of Elder Gods have changed everything. With a new outside threat, the orcs have decided to stop their wars and unite together against the demons. After the Rarthal's defeat, the Orc Tribes have decided to retake their lands, which were taken by treacherous dwarfs.

  • Starts allied to the Sha'Qet.
  • The main opponent of the Orc Tribes are the Dwarfs of Cadash.
Faction's trait:
  • All non-caster units will be using rage mechanic. Their mana (rage) will be slowly degenerating with time, while it can be generated via taking damage or attacking. Most of the spells will require rage to be cast, making orcs weak at the beggining of battle, but as the fight goes on, orcs gain a lot of power.
  • Orcs will have access to only one caster unit - Shaman. This unit will be capable of manipulating with three elements - Earth, Storm and Fire. Shamans will be capable of using the elements together, creating powerful combo spells depending on elements used.
  • Orc Tribes will be able to choose between two faction paths. One focuses on shamanistic powers, implementing a balance system, allowing your shamans to create very powerful combinations of elements, but the player will have to watch out for the elemental disorder. If one of the elements will be used too frequently, element disorder may start to occur, which will have grave consequences for the player. The second path focuses on the non-caster units and empowers the rage-based units. Orcs begin to worship ascendant of war, and player will gain a new system, based on rage of his units. As the fight goes on, and units are filled with rage, the Ascendant of War is supporting the orcs, giving them bonus powers. However if the orc halt and stop fighting for too long, they will become mad with their lust for rage and start to fight with each other.



Sha'Qet
Youhai.png

"I've accepted what I, or rather we are. I know that there's no coming back. I embrace my destiny, knowing it will lead me to my doom"

In the old times, at the end of first war of Elder Gods two proud and distant races Sha and Qet fell a victim of one of the Elder Gods. Cursed by the God, two races were bound together, their forms intertwined for eternity. Thus new immortal race was created - Sha'Qet. For centuries they have lain dormant, secluded from the outside world on the borders of Cursed Forest. However the vicious expansion of Overlord Empire has forced the Sha'Qet to wage a war for survival.

  • Starts allied to the Orc Tribes.
  • The main opponent of the Sha'Qet are the Overlords.
Faction's trait:
  • All units have two forms. Each form has its own set of abilities and stats. The Qet are slower but harder to kill, while the Sha are more agile but vulnerable.
  • Their heroes also have two forms. Though they share items and levels, they have completely different abilities as well.
  • The Sha'Qet have access to certain abilities which are enhanced, or can only be used, during the night.
  • Scattered throughout the world there are many environmental objects which the Sha'Qet can capture, allowing them to use their powerful abilities.



Mage Rebellion
Rebelled_mages.png

"For centuries we have been chained, bound by the rule of a fool. No more! Though we wish not to fight, we do so for the highest good - for our freedom!"

With the defeat of Rarthal and the role played by some of the mages in his plans has ensured heavy repercussions on mages by the Empire. The Varanius Empire forcibly imposed the Ritual of Freeing, an act of cleansing one of demonic corruption, or as seen by mages a mean to get rid of those who oppose Makarios. Being born with magic was no longer a gift, but a life sentence. Facing their grim fate, the mages had no other option but to rebel against their own nation. Led by Peregius and Sieg, they've bargained with demons to save their lives, and to ensure their freedom from tyranny.

  • Starts allied to Xaer Demons.
  • The main opponent of Mage Rebellion is the Varinius Empire.

Faction's trait:
  • Due to their small numbers, the Mage Rebellions resorted to forbidden magic, the art of animating corpses. Their bulk of army consists of undead units, with magi directing and controlling them. Every undead unit has mana capacity, and does not regenerate mana naturally. Instead the mages can channel their magic into them, allowing them to cast spells which increase their combat proficiency.
  • The Mage Rebellion's heroes are capable of unique and powerful spells such as flinging friendly and enemy units alike into the air, creating a great wave of force that pushes aside and damages all units it encounters on the way.
  • Mage Rebellion will have access to special unit - the Skeleton Mage, a vessel for great magic powers. The unit will have huge mana pool, that will degenerate over time. All magi casters will have the ability to channel their power into the Skeleton Mage, allowing them to stockpile their magic to unleash in devastating infernos, earthquakes and storms.
  • Arcane Warriors will be available in the late game, powerful units entirely dependent on their mana pools.



Varinius Empire
Varinius_Empire.png

"I've bled for Varinius! I've killed for Varinius... Dammit I've even raped for Varinius!"

The largest and capitol of the human kingdoms, led by the emperor Makarios. The latest events of Mirror opening and the Mage Rebellion has hit the Empire hard. No longer does it stand united, and it's opponents now move to seize the opportunity that its difficulty presents. Makarios has sworn to put down the Mage Rebellion by any means necessary. As if it was not enough his allies have begun to turncloak, and the once strong human alliance is cracking. Rumors say that Emperor is slowly falling into madness, fearing an attempt on his own life.

  • Starts allied to Cethell Republic and Dresh Kingdom.
  • The main opponent of Varinius Empire is the Mage Rebellion
Faction's trait:
  • Every non-caster unit will have a 100 mana pool and a stacking brilliance aura on very low range. The more densely packed warriors are, the faster their mana regeneration.
  • Each type of non-caster unit of the Varinius Empire will have a low range aura that increases the efficiency of nearby friendly units in a very short area. The tighter the formation of Varinius Forces the more power they gain from the abilities. Footmen provide bonus armor aura, Pikemen provide bonus attack speed aura and Archers provide bonus damage aura. It's in the best interest of the player to experiment with unit composition and strategically place the units on the battlefield to make the most of this trait.
  • Heavily depends on the melee combat formation, their footmen units will be ultimate tanks, with little damage output, focused mainly on soaking up damage, while the true damage will come from pikemen, which will have huntress-like range and will deal most of the damage. If the lines are broken, and pikemen are on the front-line, they will quickly melt to enemy forces.
  • Starts with a special hero - Falconer, who is a mage hero connected to his Herth Falcon. They will have a permanent spirit link between them, and if one dies their partner too will perish. The effects of Falconer's own magic heavily depends on the Herth's Falcon spells usage.
  • Masters of siege warfare, the Empire will be able to produce trebuchets alongside catapults, which are stationary, but very powerful and a long range siege unit. (1500 range compared to catapult's regular 900).



Xaer Demons
Demons.png

"They say that freedom is the highest good. How foolish of them. Power is. For without power, your freedom can be taken."

Demons in the Mirror are divided among two factions, one led by the Ancient Demon Xaer. Unlike the demons under command of the Rarthal, Xaer demons seek to dominate the mortal realm instead of destroying it. With the aid of the Rebelled Mages they managed to anchor part of the Mirror to Veseon and create permanent ruptures in the barrier between worlds. Now demons may freely cross into Veseon, though in turn mortal creatures may enter the Mirror as they have never before. A tenuous alliance has been struck with the Rebelled Mages, though neither faction is willing to turn their back on the other. Their most hatred opponent is the Dresh Kingdom which has a long history of thwarting the demonic attempts to invade Veseon.

  • Starts allied to Mage Rebellion.
  • The main opponent of Xaer Demons is the Dresh Kingdom.

Faction's trait:
  • As the masters of manipulation with magic, each of their elite units can create one Mirror Gateway. The Gateways can be later connected allowing player to quickly transport units between distant locations. Created Gateways can be also used by opponents and if left unchecked the special weapon of Demons can turn against them. Gateways are permanent and destructible.
  • Access to special units that deal magic area damage to both enemies and friendly units making them a double-edged sword and requiring careful placement of such units.
  • Later in the game can choose between two major paths, one of which focuses on blood magic (Spells costing HP, merging mages with demons etc.) and second on units which inflict terror in enemy ranks reducing their efficiency, creating horrors to haunt enemies and other tools to unleash Reign of Terror on Veseon.
 

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