Special Unit: The Wizard
The Wizard is a special unit that can be sent to anything. The Wizard carries enchantments. They can be trained as well.
In the Lost Arts, Wizards can be upgraded.
The following things apply upon upgrading the Wizard's Lost Art:
- Increased maximum enchantment tier (Every 5 levels the tier goes up by one);
- Increased amount of enchantments it can provide at once;
- Better enchantment effects;
- Decreased chance on corruptions;
- Decreased power of a corruption;
- Increased offense & defense.
Note that the points related to enchantments and corruptions should only apply to newly obtained/trained Wizards. Offense & Defense upgrades will apply to all the Wizards you own.
Depending on where the wizard is located, it'll provide Enchantments. They can give special boosts. Enchantments should have several tiers.
If the Wizard is at your own castle, he can provide enchantments for Fortifications, unit speed and defense & offense, Lost Art Discovery/Upgrading speed, and other things related to your home castle.
If the Wizard is sent to fight a Battleground, he can provide enchantments for unit speed and defense & offense and eventually be able to free more units.
If the Wizard is sent to fight another player, he can provide enchantments for unit speed and defense, offense & capacity.
If the Wizard is sent as reinforcement, it can provide enchantments for Fortifications, unit speed and defense & offense and other things related to your ally's castle.
If the Wizard is sent with a siege, it can provide enchantments for resource stealing from the siege, siege defense & offense, and other things related to the sieged rival's castle.
And so forth!
Wizards are and should be labeled as Special Units, just like how there's Champion Units and Legendary Units.
However, this doesn't mean they're a Champion or Legendary. They should be able to be trained, as opposed to Legendary or Champion Units. They could be trained by a new kind of resource (e.g Magic Crystals or Magic Orbs) or Soulstones.
Another thing is, they don't have a selection of units that increases their defense or offense as opposed to Legendary or Champion Units. Special Units, like the Wizard, can enchant almost anything that's enchantable without having a small group of 20 or 40 units that's being enchanted
You can click on a Wizard to open the unit GUI (Graphical User Interface).
This GUI shows the Wizard's standard stats (Offense, defense, capacity, etc.) just like any other unit but it should also show the stat 'Enchantment count: '.
In the Council of Mages should be a new tab which should display:
- The amount of Wizards and their enchantments;
- The Lost Art's level for the ease.
You should be able to select which wizards will be able to use their enchantments. For if you think you don't want a specific enchantment, you can turn it off.
Enchantment tiers include:
- Simple/Basic;
- Common;
- Uncommon;
- Rare;
- Elite;
- Godlike;
The higher the tier, the better the enchantments are and the more the enchantment can give.
The Godlike tier can grant an extra special effect.
An example of a regular enchantment could be:
Troops of the Dark
Location: Fighting a player
Tier: Elite
Effects:
- +20% Unit Defense;
- +10% Unit Offense;
- -5% Unit Speed.
A Godlike example could be:
Fortifications of the Mighty Ocean
Location: Home
Tier: Godlike
Effects:
- +4000 Castle Defense;
- +25% Unit Defense at home;
- -10% Sapphire cost at the Healer.
Godlike effect: Wraths of Weor are 40% less effective on your castle.
The effects could, just like the hero's items, have a range of how big the effect is for each Enchantment.
For example:
A random number between the 10% and 40% will be chosen. Just for the variation!
Corruptions are the negative effects on the enchantments.
Wizards could be obtained in some new kind of tournament perhaps as well!
For example:
- Magical PvP Tournament;
- Magical Battleground Tournament;
- Magical Experience Exhibition;
- ...
Enchantments lasts as long as the Wizard who gave the enchantment lives. After his last fight, the enchantment will be gone.
This means, that if the Wizard has been destroyed e.g by a raid, the enchantment still applies to that fight.
You should be able to obtain a maximum amount of 12 Wizards. If one dies, you're always able to revive it, or train another!
Declined. Unfortunately, our developers don't accept suggestions regarding big features that can drastically change the game balance. There are many good ideas that were already passed to them, or invented by them. However, they don't have time to start working on them all. Such features require all dev teams to be involved. server/client/UX/UI/localization/balance/etc. But all teams are already working on big features according to their plans.
As soon as they have some time, they may start working on player suggestions, but it also takes time and requires several teams to be involved.
At this moment we are not ready to accept suggestions regarding big features as we have high-priority tasks to be finished. The idea is cool and worthy. But we have too many good ideas in the backlog right now.