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Sankt Empire v1.3

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Sankt Empire
Designed with 1.31 Patch for SD Graphic
AI Support is available for Sankt Empire

Darkness looms upon the horizon
The dead within the empire arise
To answer, one must resist together
For justice will always prevail


Sankt Empire, literally translated into the Saint Empire, is an empire in an alternate world that unites the entirety of the elven civilization. With the human kingdoms broken apart by the invading army of the dead and their demonic masters, this elven empire has been preparing their servants of Sankt to face upcoming invasions.

Elven people are not renowned for their strength, but their cunningness and precision are to be feared. Sankt Empire utilizes this trait by maximizing their Archers' ranged capability, while their frontline of Crusaders and Swordsmen are supported with blessings from the Priest and curses of the Sorceresses and Spell Slayers of Sankt Empire. When the situation forces the Empire, they can unleash their heavy machineries to lay siege on enemy bases. These machines are called Elvish Engines and Flying Ballistae that they crafted with the knowledge they learned from the humans prior to the invasion. To protect them from the skies, spiritual beings from nothingness called Spirit Plasms and the mighty Dragonhawk Riders are called to serve. If that it is still not enough, they can call forth they mighty Gritz Phoenixes to obliterate opposition with sheer ferocity.

Features

Video

Changelog

Credits

Authors Notes

An alternative Human faction called Sankt Empire which utilizes aggressive long-range combat strategies combined with powerful magic and frontline support.
Pick Human to play as Sankt Empire


TRAITS

  • Long-range units with an extremely devastating range of engagement.
  • Mana-happy spellcasters
  • Heavy utilization on long-range strikes with frontline support
  • Low health but high regeneration on most units

PROS
+ Absurdly long range assaults
+ Above average health and mana regeneration
+ High mana pool spellcasters


CONS
- Low base health for most unit and structures
- Low base armor


EARLY GAME DEFENSES
* Remember that Devoters can arm themselves into Loyalists.
[March 16th, 2025 [1.3]]
Changes:
  • Renamed Orb of Fire to Orb of Purification
  • Scroll of Regeneration renamed to Scroll of Sankt
  • Ivory Tower renamed to Tower Kit

Bugfix:
  • Protector Aura's buff no longer mention Devotion Aura
  • Militia is no longer mentioned
  • Removed any Aerial mention in Shackles
  • Removed any Heal mention in Mend
  • Fixed items hotkey for all faction exclusive items

Buff:
  • Archer base damage increased from 7 to 10
  • Archer health increased from 275 to 305
  • Swordsman health increased from 400 to 440
  • Swordsman level reduced from 3 to 2
  • Swordsman lumber cost reduced from 15 to 10
  • Priest's Mend cooldown reduced from 3 to 1.5
  • Priest health increased from 200 to 260
  • Enchantress health increased from 225 to 295
  • Flying Ballistae health increased from 200 to 260
  • Flying Ballistae level reduced from 3 to 2
  • Priest level reduced from 3 to 2
  • Enchantress level reduced from 3 to 2
  • Priest food cost reduced from 3 to 2
  • Enchantress food cost reduced from 3 to 2
  • Dragonhawk Rider health increased from 475 to 525
  • Flying Ballistae's Fortificate health bonus increased from 0 to 25
  • Crusader health increased from 700 to 770
  • Light Keeper's Resurrection number of revived troops increased from 1/2/3 to 2/3/4
  • Light Keeper's Protector Aura armor bonus increased from 2.2/4.4/6,6 to 2.3/4.6/6.9
  • Scroll of Sankt regeneration is not dispelled on attack
  • House lumber cost reduced from 50 to 40
  • Shield Training lumber cost reduced from 150 to 100
  • Priest's Mend mana cost reduced from 40 to 15
  • Swordsman base armor increased from 0 to 1
  • Swordsman train time reduced from 28 to 22

Nerf:
  • Improved Harvesting extra gold reduced from 2 to 1
  • Advanced Harvesting extra gold reduced from 3 to 2
  • Scroll of Sankt gold cost increased from 100 to 200
  • Scroll of Sankt healing reduced from 225 to 175
  • Priest's Mend healing reduced from 75 to 60

[March 15th, 2025 [1.2]]
Changes:
  • Light Keeper now uses a modified Arthas soundset
  • Renamed Improved Lumber Harvesting to Improved Harvesting
  • Adjusted Improved Harvesting and Advanced Harvesting icons
  • New model for Sankt Empire towers
  • Renamed Rock Tower to Phoenix Tower
  • Renamed Scattered Shards to Scattered Magic
  • Adjusted Scattered Magic icon
  • Adjusted Scattered Magic effect model
  • Adjusted Invisibility effect model
  • Renamed Arcane Tower to Observer Tower
  • Added Archmage movement sound to Light Keeper movement
  • Changed Light Keeper model
  • Changed Sphere model

Bugfix:
  • Remove any mention of Sundering Blades in Divine Blades related tooltips
  • Remove Bladedancer mention in Defend upgrade
  • Remove mention of Spell Immunity in Wrath of the Tides
  • Siphon hotkey now properly set to E
  • Fog will no longer affect the caster, preventing potential soft-lock
  • Flying Ballista glaive missile is now a Missile (Splash)

Buff:
  • Light Keeper movement speed increased from 290 to 320
  • Swordsman gold cost reduced from 150 to 120
  • Divine Blades now increases side damage by 1
  • Improved Harvesting gold bonus increased from 0 to 2

Nerf:
  • Light Keeper base strength reduced from 22 to 21
  • Swordsman health reduced from 475 to 400
  • Advanced Harvesting gold bonus reduced from 5 to 3
  • Synergy gold cost increased from 75 to 100
  • Flying Ballista attack range reduced from 1250 to 1150

Notes:
- It feels weird that Water Mage uses horse while Light Keeper doesn't

[August 8th, 2024 [1.1]]
Changes:
  • Renamed Heal into Mend
  • Renamed Sundering Blades into Divine Blades
  • Renamed Advanced Lumber Harvesting into Advanced Harvesting
  • Gritz Phoenix uses new missile model
  • Renamed Sorceress into Enchantress
  • Star Bomb tooltips adjusted
  • Spell Slayer tooltips adjusted

Bugfix:
  • Arcane Tower ricochet not functioning properly
  • Spell Slayer ricochet not functioning properly
  • Castle weapon not functioning
  • Elvish Engine Star Drop override Star Blast attack effect
  • Flying Ballistae Heaven Glaive's splash damage not functioning properly

Buff:
  • Swordsman gold cost decreased from 160 to 150
  • Precision damage bonus increased from 3 to 8
  • Advanced Harvesting gold bonus increased from 0 to 5
  • Arcane Tower maximum target increased from 1 to 2
  • Enchantress Training dice damage bonus increased from 0/0 to 1/2
  • Enchantress maximum target increased from 1 to 3
  • Enchantress ricochet distance increased from 0 to 300
  • Spell Slayer hit point increased from 450 to 575
  • Devoter hit point increased from 150 to 200
  • Orb of Fire healing multiplier decreased from 65% to 30%
  • House food provided increased from 8 to 9

Nerf:
  • Mend cooldown increased from 1.50s to 3.00s
  • Mend mana cost increased from 10 to 40
  • Mend heal reduced from 100 to 75
  • Swordsman hit point reduced from 500 to 475
  • Swordsman training time increased from 27 to 28
  • Precision range increase reduced from 100 to 0
  • Precision gold cost increased from 150 to 200
  • Precision lumber cost increased from 240 to 280
  • Advanced Harvesting gold cost increased from 200 to 400
  • Advanced Harvesting lumber cost increased from 0 to 150
  • Magic Tower loss factor increased from 0 to 0.5
  • Magic Tower attack speed reduced from 0.75s to 3.00s
  • Arcane Tower loss factor increased from 0 to 0.75
  • Lock mana cost increased from 100 to 110
  • Energy Burst health degeneration increased from 5 to 20
  • Energy Burst damage bonus decreased from 200% to 75%
  • Energy Burst armor bonus decreased from 15 to 10
  • Energy Burst mana cost increased from 50 to 75
  • Enchantress loss factor increased from 0 to 0.25
  • Invisibility mana cost increased from 50 to 80
  • Priest gold cost increased from 135 to 185
  • Priest lumber cost increased from 10 to 25
  • Priest level increased from 2 to 3
  • Priest train time increased from 28 to 33
  • Priest food cost increased from 2 to 3
  • Enchantress gold cost increased from 155 to 225
  • Enchantress lumber cost increased from 20 to 35
  • Enchantress level increased from 2 to 3
  • Enchantress food cost increased from 2 to 3
  • Enchantress train time increased from 30 to 35
  • Spell Slayer gold cost increased from 215 to 225
  • Spell Slayer lumber cost increased from 30 to 40
  • Spell Slayer train time increased from 28 to 35
  • Archer attack range reduced from 1000 to 800
  • Wrath of the Tides now summon Water Elementals (level 3) instead of Berserk Elementals
  • Orb of Fire damage bonus reduced from 7 to 5

Notes:
+ 1.31 is used for this patching. A 1.35 variation will be provided once the balance is somewhat stable.

[April 18th, 2023 [1.0]]
First Upload
Model and Icon Credits:
Water Mage: Ujimasa Hojo
Crusader: Cavman, Hawkwing, Mr.Goblin
Hall: Ujimasa Hojo
Keep: Ujimasa Hojo
Castle: Ujimasa Hojo
Priest: Daffa
Paladin: Ujimasa Hojo
Blizzard: Vinz
Sankh Altar: Itius Leurn Freim
Holy Claw: Freezer (?)
Purifying Beam: jhon wilber
Divine Burst: Darkfang
Ancient Phoenix: The Panda
Tower: Ujimasa Hojo
Magic Tower: Ujimasa Hojo
Phoenix Tower: Ujimasa Hojo
Observer Tower: Ujimasa Hojo

System Credits:
1.31 AI Fix: The3X
This is from my old project called Warcraft III Theta, a project to replace all 4 factions inspired by this particular challenge between Kyrbi0 and Direfury. It is very restrictive and originally I planned to follow the idea that the thread offers. However, icons and models becoming a very big issue pretty fast which dulled my senses and it let this little idea lost into the ravages of time. I do visit from time to time, but never get the motivation to work with the MacGyver rules of retrofitting.

Recently, I noticed that I had done substantial works on the Sankt Empire faction (customized Humans) and I find the faction lovely despite sharing decent similarity to the original. After further polishing with the unfinished parts of the work, I decided to present this little faction to the community to enjoy. I hope you have fun like I have fun polishing the faction. During polishing, I decided to try to stick to the MacGyver as much as possible, leading to 3 restrictions still noticeable in the final product:
1. No custom spells for the faction
2. All ability of the unit must remain untouched (so, if say I edit Priests, the abilities must remain Priest abilities and I cannot add or remove any of them)
3. Techtree rules cannot be changed (partially to ensure AI won't go braindead)

Due to the Sankt Empire replacing Humans in this map, it renders the AI of the Human available for the player. I have not tested extensively on the AI, but so far I noticed no issues during my tests.
Contents

Sankt Empire v1.3 Retro (Map)

Reviews
deepstrasz
Pretty much a Human/High Elf mild edit. Simple. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE MAPS...
Added to my review list, ah shit, here we go again.
To be fair, this is in lower grade than every altered melee previously I have done in my opinion, so there's no need to force yourself :D

Mostly because I am restricting myself too much.

EDIT:

Just deleting the Emerald Gardens, so please move along~
 
Last edited:
Level 9
Joined
Apr 12, 2018
Messages
64
I understand the concept of the faction's simplicity, but one thing that feels bad are the rather high costs for some units and upgrades that do not feel worth it. The main culprit being the barracks upgrades. Either the costs should be lowered or the faction should have some way to make up for its economy (i.e making the basic lumber harvest upgrade also increase gold gathered by a small amount).

For example; The Defense upgrade although useful, it is rather expensive for a tier 1 unit upgrade, compared to the original defense upgrade which costs quite less. The Precision upgrade also feels very bad, as the Archers already have absurd range and should not require more of it (as 50 range difference between basic artillery will not make a difference), so really you're only paying 150 gold and 240 lumber for +3 damage, which...is very bad. At least compared to the Night Elf Marksmanship upgrade which costs only 100 gold and 175 lumber.

Crusaders also should maybe cost less food? Like reduced to 3? Or at least grant them their base knight costs, as they should not be more expensive than knights when they are worse than base knights, especially when they have overall worse stats than Knights except damage output.
 
I understand the concept of the faction's simplicity, but one thing that feels bad are the rather high costs for some units and upgrades that do not feel worth it. The main culprit being the barracks upgrades. Either the costs should be lowered or the faction should have some way to make up for its economy (i.e making the basic lumber harvest upgrade also increase gold gathered by a small amount).

For example; The Defense upgrade although useful, it is rather expensive for a tier 1 unit upgrade, compared to the original defense upgrade which costs quite less. The Precision upgrade also feels very bad, as the Archers already have absurd range and should not require more of it (as 50 range difference between basic artillery will not make a difference), so really you're only paying 150 gold and 240 lumber for +3 damage, which...is very bad. At least compared to the Night Elf Marksmanship upgrade which costs only 100 gold and 175 lumber.

Crusaders also should maybe cost less food? Like reduced to 3? Or at least grant them their base knight costs, as they should not be more expensive than knights when they are worse than base knights, especially when they have overall worse stats than Knights except damage output.
This is interesting, which is contrast to another feedback that necessity for toning down the numbers for balance of other stuff :D

Anyway, I will take a look to rebalance the numbers for these upgrades and units. A note is that Defend also provides additional health (or was it armor?) which raises it's base cost.

I will implement this number rebalancing along with other recommendations I have received before.
 
Level 9
Joined
Apr 12, 2018
Messages
64
This is interesting, which is contrast to another feedback that necessity for toning down the numbers for balance of other stuff :D

Anyway, I will take a look to rebalance the numbers for these upgrades and units. A note is that Defend also provides additional health (or was it armor?) which raises it's base cost.

I will implement this number rebalancing along with other recommendations I have received before.
The Defense upgrade gave +2 armor, but for a t1 melee unit upgrade where you’re using a lot of resources in the early game to get a starting force going, you might not have the capability to spend so many resources unless you rush an expansion. I already checked the specific upgrade itself and its a good price for what is essentially an armor upgrade and a defend upgrade (i believe its actually cheaper compared to the combination of the two together).
 
The Defense upgrade gave +2 armor, but for a t1 melee unit upgrade where you’re using a lot of resources in the early game to get a starting force going, you might not have the capability to spend so many resources unless you rush an expansion. I already checked the specific upgrade itself and its a good price for what is essentially an armor upgrade and a defend upgrade (i believe its actually cheaper compared to the combination of the two together).
I'll make some adjustment in regards to pricing of T1 units and this upgrade then. Hope it resolves the issue.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,263
Pretty much a Human/High Elf mild edit.

Simple.


If you want more reviews, you should participate in the The Grand Review Exchange!

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How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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VERSION 1.2 HAS BEEN RELEASED!

Changes:
  • Light Keeper now uses a modified Arthas soundset
  • Renamed Improved Lumber Harvesting to Improved Harvesting
  • Adjusted Improved Harvesting and Advanced Harvesting icons
  • New model for Sankt Empire towers
  • Renamed Rock Tower to Phoenix Tower
  • Renamed Scattered Shards to Scattered Magic
  • Adjusted Scattered Magic icon
  • Adjusted Scattered Magic effect model
  • Adjusted Invisibility effect model
  • Renamed Arcane Tower to Observer Tower
  • Added Archmage movement sound to Light Keeper movement
  • Changed Light Keeper model
  • Changed Sphere model

Bugfix:
  • Remove any mention of Sundering Blades in Divine Blades related tooltips
  • Remove Bladedancer mention in Defend upgrade
  • Remove mention of Spell Immunity in Wrath of the Tides
  • Siphon hotkey now properly set to E
  • Fog will no longer affect the caster, preventing potential soft-lock
  • Flying Ballista glaive missile is now a Missile (Splash)

Buff:
  • Light Keeper movement speed increased from 290 to 320
  • Swordsman gold cost reduced from 150 to 120
  • Divine Blades now increases side damage by 1
  • Improved Harvesting gold bonus increased from 0 to 2

Nerf:
  • Light Keeper base strength reduced from 22 to 21
  • Swordsman health reduced from 475 to 400
  • Advanced Harvesting gold bonus reduced from 5 to 3
  • Synergy gold cost increased from 75 to 100
  • Flying Ballista attack range reduced from 1250 to 1150

Notes:
- It feels weird that Water Mage uses horse while Light Keeper doesn't
 
Just tested your latest version.
Have you managed to beat normal AI without cheats and cheeses ? Because I really don't with your overpriced units dropping like flies.
No early healing (beside scrolls), priest heal is bellow average and even with quite broken upgrades I get roflstomped by tier 2 enemies.
I can see some hope with phoenixes however it implies tech rushing is the only viable option. So you wait 15mn just to be bullied by regular and much more versatile enemies.
Eco upgrade is also very broken. While a 5-10% gold gather rate is acceptable as an exceptional faction quirk, you get +20% twice which is absolutely outrageous.
I don't mind having a faction with glass cannons, but due to how other factions work your units get eaten by AoE spells and bad positioning. On top of that you have unworkable healing and that breaks the fun. In other words your units cannot unleash their potential as they die after yeeting only few hits and spells.

All of that could be quite easily fixed by increasing unit HP by around 30% and retaining their current price, while giving some kind of early healing. Lowering price could also fix the problem from the other side but that doesn't make your units more effective (you'll just train and feed more XP toward enemy heroes).
Stronger casters with 3 food is not a bad idea on paper, but they are so damn frail even with extensive baby sitting.
Late game full compo is also too hard to handle.
I might do my own tweaks and edits to prove my point (or fail to) and share it to you in private.
 
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I feel that the gold rush can be an advantage that is utilized for this faction given the higher than average loss rate. It allows for compensating the losses faster.

Yeah, firepower is very centralized on getting late game gimmicks like Gritz Phoenixes for head-on combat against enemies, while using supportive units like Priests (Mend), Enchantress (Lock + Invisibility, and Dragonhawk Riders (Shackles is a dangerous disable here, even heroes hate it). There's a superior anti-air in the form of Spirit Plasm (snipe those air with Force Reveal, you have 1150 range with it), and Flying Ballista is the annoying air raider everyone hates seeing on their doorstep (5-6 can be used for sneak deletion).

The way I think of the faction is how elves play their fights. Elves do not engage directly unless must to and they try to put enemy into disadvantage using terrain, pronged attacks, ambush, and pincers. As such, this faction tries to capitalize on such dirty and underhanded tactics (Sankt Empire Archer has very high range for a tier 1, for example). Most upgrades are aimed at increasing damage or speed advantage (Synergy comes to mind on this one)

I will consider increasing overall HP of the faction slightly to compensate, especially for early phases of the game. For healing, I'll try to think of something. It is sort of hard to make it distinct from Human without changing a single unit training composition, requirement, no changing ability on the units and heroes and no triggering allowed 😅
 
I feel that the gold rush can be an advantage that is utilized for this faction given the higher than average loss rate. It allows for compensating the losses faster.
There's two crucial gamedesign errors here.
1) Warcraft 3 is heavily based on heroes, so that means enemy heroes will get XP much much faster. It is a game where you CANNOT allow yourself to lose units, even less to feed enemy heroes.
2) Ally can trade resources, which makes it a very strong sling.
Yeah, firepower is very centralized on getting late game gimmicks like Gritz Phoenixes for head-on combat against enemies, while using supportive units like Priests (Mend), Enchantress (Lock + Invisibility, and Dragonhawk Riders (Shackles is a dangerous disable here, even heroes hate it). There's a superior anti-air in the form of Spirit Plasm (snipe those air with Force Reveal, you have 1150 range with it), and Flying Ballista is the annoying air raider everyone hates seeing on their doorstep (5-6 can be used for sneak deletion).
Other factions have (and need) potent anti-air, so your argument is not very good. You are laser focused on a secondary quirk while the rest of the rooster cannot handle proper fights. Your Sankt empire is too easy to rush. Even with all upgrades the damage may be good on paper but your offensive crumbles instantly when the first enemy AoE spells are cast.
The way I think of the faction is how elves play their fights. Elves do not engage directly unless must to and they try to put enemy into disadvantage using terrain, pronged attacks, ambush, and pincers. As such, this faction tries to capitalize on such dirty and underhanded tactics (Sankt Empire Archer has very high range for a tier 1, for example). Most upgrades are aimed at increasing damage or speed advantage (Synergy comes to mind on this one)
Eeeeeeeerm orcs already do this 10x better and easier to handle. Scroll of speed. Endurance aura. Bloodlust. Stasis ward. They are known to be the most scummy little bastards in the competitive scene.
High range doesn't have much effect on a unit so frail and with low DPS (especially in the early game... get some math done and you'll be surprise how useless the unit is in reality). The enemy won't sit tight waiting you to get high tech too.
I will consider increasing overall HP of the faction slightly to compensate, especially for early phases of the game. For healing, I'll try to think of something. It is sort of hard to make it distinct from Human without changing a single unit training composition, requirement, no changing ability on the units and heroes and no triggering allowed 😅
That limits a lot of things, however I think you're perfectly able to cook something really good.
Allow yourself some triggering as long as the AI can use it.

I just tweaked some stuff and it got from bad to OK. However that still have that vanilla feel I don't like much. It also depends on what you expect for the map.
 
Version 1.3 (Retro) RELEASED!

Changes:
  • Renamed Orb of Fire to Orb of Purification
  • Scroll of Regeneration renamed to Scroll of Sankt
  • Ivory Tower renamed to Tower Kit

Bugfix:
  • Protector Aura's buff no longer mention Devotion Aura
  • Militia is no longer mentioned
  • Removed any Aerial mention in Shackles
  • Removed any Heal mention in Mend
  • Fixed items hotkey for all faction exclusive items

Buff:
  • Archer base damage increased from 7 to 10
  • Archer health increased from 275 to 305
  • Swordsman health increased from 400 to 440
  • Swordsman level reduced from 3 to 2
  • Swordsman lumber cost reduced from 15 to 10
  • Priest's Mend cooldown reduced from 3 to 1.5
  • Priest health increased from 200 to 260
  • Enchantress health increased from 225 to 295
  • Flying Ballistae health increased from 200 to 260
  • Flying Ballistae level reduced from 3 to 2
  • Priest level reduced from 3 to 2
  • Enchantress level reduced from 3 to 2
  • Priest food cost reduced from 3 to 2
  • Enchantress food cost reduced from 3 to 2
  • Dragonhawk Rider health increased from 475 to 525
  • Flying Ballistae's Fortificate health bonus increased from 0 to 25
  • Crusader health increased from 700 to 770
  • Light Keeper's Resurrection number of revived troops increased from 1/2/3 to 2/3/4
  • Light Keeper's Protector Aura armor bonus increased from 2.2/4.4/6,6 to 2.3/4.6/6.9
  • Scroll of Sankt regeneration is not dispelled on attack
  • House lumber cost reduced from 50 to 40
  • Shield Training lumber cost reduced from 150 to 100
  • Priest's Mend mana cost reduced from 40 to 15
  • Swordsman base armor increased from 0 to 1
  • Swordsman train time reduced from 28 to 22

Nerf:
  • Improved Harvesting extra gold reduced from 2 to 1
  • Advanced Harvesting extra gold reduced from 3 to 2
  • Scroll of Sankt gold cost increased from 100 to 200
  • Scroll of Sankt healing reduced from 225 to 175
  • Priest's Mend healing reduced from 75 to 60

The reason I added 'Retro' is because if one day I decided to break the design rule for this faction (no trigger, no ability edits etc), they will be separate from the Retro variant.

EDIT:
Just want to say I beat Computer Normal in both of my two test runs after partial change and complete change from this patch.
 
Last edited:
Doesn't really demonstrates what it does well.
Please do explain what do you mean by this statement. I cannot work with this feedback, unlike @FlameofChange that provides an extensive feedback which allows for room of improvements.
 
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