Knighthood of Aurora Argentum

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Savra
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Re: Knighthood of Aurora Argentum

Post by Savra »

First.
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

No changes needed then.
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

Is there anything else needed? Or can this be put on the Ready list?
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Re: Knighthood of Aurora Argentum

Post by NikolaTheEinstein »

I think the units and buildings are missing their tiers
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Re: Knighthood of Aurora Argentum

Post by Savra »

Some are missing images.
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Re: Knighthood of Aurora Argentum

Post by General Brave »

This should definitely be great and also great symbol.
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

Could you tell me which images are missing?
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Re: Knighthood of Aurora Argentum

Post by Savra »

Argent cathedral, servastave, Guardian.
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

They are there, check the first page.
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Argent Sverdestave Revised.png
Argent Sverdestave Revised.png (1.55 KiB) Viewed 4963 times
Argent Guardian.png
Argent Guardian.png (1.39 KiB) Viewed 4963 times
ARGENUM CATHEDRAL.png
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Re: Knighthood of Aurora Argentum

Post by Savra »

It shows this.Image
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Re: Knighthood of Aurora Argentum

Post by Midonik »

I see them. The cathedral is too small, check the AoS one.
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

Savra, could you resize?
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Re: Knighthood of Aurora Argentum

Post by Savra »

Ok.
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Re: Knighthood of Aurora Argentum

Post by Savra »

Well, the cathedral seems like you could just resize image and it will be fine.
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

This good?
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Re: Knighthood of Aurora Argentum

Post by Savra »

Looks fine to me, and you are ready now.
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

Good to hear.
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Re: Knighthood of Aurora Argentum

Post by Tankhead »

I don't think Armored units as a category is even in game
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Re: Knighthood of Aurora Argentum

Post by Tankhead »

We talk in discord and alot of units need rebalancing here
Still being planned out but you got alot of units/buildings that is too powerful
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Re: Knighthood of Aurora Argentum

Post by General Brave »

I don't got much problem.
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Re: Knighthood of Aurora Argentum

Post by Tankhead »

The balancers and I do
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Re: Knighthood of Aurora Argentum

Post by makazuwr32 »

ALRIGHT! Time to bring this thing to balance!

StormSaint373 wrote: Wed Aug 29, 2018 1:48 pm Knighthood of Aurora Argentum

Image

History

• StormSaint and his trusted Retinue ended up unknowingly travelling through an interdimensional portal also called a "Gate". The covergence of the realms was brief, but they were not the only beings to be pulled through. The Order used diplomacy to prove that they are not an enemy of the people's of the empire. Through stringent negotiations and deeds performed, The Knighthood became staunch allies to the empire and Warfell, an find out the cause of the Gates. Perhaps this can lead to answers to the recent sightings of deamons and other sinister creatures... The Order was reestablished to stop the Undead that plague the land of Age of Fantasy, they will help the Empire and Warfell against the Undead, the deamons summoned by them, and those who are seen as accomplices, such as the nefarious warlocks of the Veriengar clan, who have been sharing secrets with liches to learn the spell Hell of Pain by Sacrifice.

Ecology/Society

Little is known of their Homeland. In fact, few individuals know about the Gates and the possibilities of where they even lead. But, The Order has established "Regions" by which they hold vigil over the land. Their Citidel, Haven, is by far the most famous of these Mountian Fortresses. These people are long-lived and slow to trust, but they are Honor-bound, compassionate, and protective.

They train from a young age (7 years) to become able to cobmat the forces of evil. Depending upon their personal aptitude, they train in various ways. Converts may also take upon themselves the mantle to protect their peers, but such honor is not taken lightly. Rigorous practice and testing of the mind, body, and faith are constants in this society. Everyone who is a part of this Order, is to come together. Working together as well as alone, these individuals come to be able to accomplish great works.

Religion, Relations, and Magic

The people of the Order of Aurora Argentum Look to the heavens for aid. The things they see are stars that form constellations, they believe that these are signs of what actions to take. Since the stars change position, especially radically when prophecies come to pass, they see them as directions from the Gods.

Hence their banner is a 4-tipped star with a dawn-burst in the center (the sun counts as a star).

Their main magic is Etherial. Their magic revolves around light, and they believe that there is a balance between the light (healing) and Storms. The storms of their homeworld meant that the God's were displeased. Evil has spread and it must be stopped. So the God's have appointed individuals who are pure in heart and deed, Saints, to use their power to stop the unnatural evils of the world before it consumes life itself.

Natural relations (General Races)
Humans(+): being that many are humans to begin with, they forge alliances easily, if the cause is just.
Elves(+): both have a common goal, to protect life, while their priorities may differ, they cherish the same things, but in different ways
Dwarves(+/-): they are able to relate by their almost unsurmountable sense of honor, but wealth or the laws of mortal affairs mean little to the order.
Scaledfolk (+/-): they have little interaction. So many greet with suspicion and mistrust. There are few instances where certain actions could end in outright hostility. (ie: sacrifices)
Orcs(-): their views often clash, one bent on conquest, the other on perserving life. Thus, there are many battles between the orcs and the Knighthood.
Undead(-): being that they are unnaturally perserved by the dark magics that were twisted from true light (Etherial magic). They are the sworn enemies of the Knighthood. Not to mention, they are rumored to have caused the rifts (Gates between the demonic/devil planes and the world of mortals).

Their magic comes in 2 forms.

Etherial (Light): used for healing and defense. It is mentioned to remove unnatural afflictions
Etherial (Tempest): comes in the form of "Celestial Lightning". It comes from the sky. It strips enemies of their powers as well as dealing damage to them.

Units

Image

Argentum Grand Cathedral (Mini Mega) (Tier 3)

Description: A bastion of the Knighthood of Aurora Argentum, this place is a centerpiece for worship and Healing. When dark times come, it is a beacon, a rally to preserve the good peoples of the world.

Hp: 850
Power:6
Range:7
Vision: 8
Actions/Turn: 3
Armor: 2/8
Carry Capacity: 4
Heal Rate: 10
Construction rate: 250%
Mend rate: 250%
Spell resist 100%
Active Effects: None.
Lowered heal rate, lowered stats, removed effects.

Image

Argentum Cathedral (Tier 1)

Description: A place of healing ad worship, these areas are sacred. No evil monster can tread on hallowed ground.

Hp: 60
Armor: 0
Pierce Armor: 5
Carry Capacity: 3
Vision: 3
Heal Rate: 10 hp
Spell range: 3
Construction rate: 50%
Mend rate: 50%
Spell resist 100%
Destroyed healing aura.

Image
Image

Argent Battle Tower(Ballista Tower) (Tier 1)

Description: These towers keep vigil over the land. They are also a formidable means of defense, for they house Silverite Ballistas in it's canopy

Hp: 100
Attack: 10
Range: 6
Power Range: 1
Armor: 3/8
Vision: 8
Carry Cappacity: 1
Action/Turn: 1
Construction rate: 50%
Mend rate: 50%
Spell resist 100%

Attack Image: Balista attack

Image
Image

Argent Pavaise Crossbowman (Tier 2)

Description: these devout soldiers wear chainmail and are adept with a crossbow.

Cost: 5
Hp: 17
Att: 7 (8 deployed)
Range: 6 (7 deployed)
Armor: 3/2 (3/6 when deployed)
Vision: 7
Speed: 3 (0 deployed)
Action/ Turn: 1
Spell resist: 30%
Heal rate - 7
Spell range - 0

Bonuses: 50% to infantries.
Abilities:
Deploy Shield - Transform ability.
Heal (self) - requires Tier 3 research.

Removed Exorcism, disenchant.
Image


Argent Guardian (Tier 2)

Description: These devout soldiers bear swords and shields into battle, they may not be fast, but their swings are Known to bring down many a monster.

Cost: 5
Hp: 37
Att: 12
Range: 1
Armor: 3/5
Vision: 4
Speed: 3
Action/Turn: 1

Bonuses: standart to buildings.
Abilities:
Heal (self) - Requires tier 3 research

Removed Exorcism, smite.
Image

Argent Sverdestave (Tier 2)

Description: These devout soldiers carry a special weapon, the Sverdestave. They are Specially trained to bring down creatures that would normally bring ruin to Armies such as dragons, deamons, and Giants. They are also recruited for their ability to take out cavalry as well

Cost: 6
Hp: 37
Attack: 10
Range: 2
Armor: 3/3
Vision: 5
Speed: 3
Action/Turn: 1
Spell resist: 30%
Heal rate - 7
Spell range - 0

Bonus: 300% to cavalry, 400% to heavy cavalry
Abilities:
Heal (self) - Requires tier 3 research
Removed Exorcism, smite.
Removed 2nd action, removed many bonuses.

Image

Goven Herløv (this is how it should be spelled) (Tier 1)

Goven: Isthimus term meaning human, Herløv: Nordic word meaning: paladin or holy warrior)

Description: They are the Auxiliary force to employ. These devout soldiers are equipped with a mace. This makes them devastating to armored units. And skeletons.

Cost: 3
Hp: 27
Attack: 14
Range: 1
Armor: 2/2
Vision: 4
Speed: 3
Action/Turn: 1
Spell resist: 30%
Heal rate - 7
Spell range - 0

Bonuses: standart bonus to buildings.

Abilities:
Heal (self) - Requires tier 3.

Purpose: low cost Argent Unit

Image

Argent Cavalier (Tier 2)

Description: The perfect example of a Knight in Shining Armor. These warriors can fight and heal, from horseback.

Cost: 6
Hp: 48
Attack: 17
Armor: 3/3
Speed: 5
Vision: 6
Action/ turn: 1
Spell resist: 30%
Heal rate - 10
Spell range - 0

Bonuses: 50% bonus to all foot units.

Abilities:
Heal (self) - Requires tier 3.
Removed Exorcism, smite.
Removed 2nd action, removed many bonuses.

Image

Argent Emissary (Tier 1)

Description: Scouts, Messangers, and in times of war, Lancers. These devout soldiers are adept at striking down enemy cavalry and charging weak flanks. To route an enemy, You need these!

Cost: 4
Hp: 36
Attack: 11
Armor: 2/2
Speed: 6
Vision: 7
Action/Turn: 1
Spell resist: 30%
Heal rate - 10
Spell range - 0

Bonuses: 150% to cavalry, 250% to heavy cavalry.

Abilities:
Heal (self) - Requires tier 3.
Removed Disenchant, smite.
Removed 2nd action, removed many bonuses.

Image

Silverite Ballista (Tier 2)

Description: Bound by Silverite, a silver/mithril alloy,this siege weapon is sturdy. Don't worry, it is a devestation to troops crossing any field of battle. Hazards may include being impaled.

Cost: 5
Hp: 20
Attack: 12
Power range: 1
Range: 6
Armor: 2
Pierce Armor: 6
Speed: 2
Vision: 8
Acton/Turn: 2
Spell Resistance: 100%

Bonuses: None.

Destroyed ALL BONUSES. Or otherwise it would be TOO op unit and required 20-40 turns cost.
Image

Silver-Winged Falcon (Tier 2)

Description: These intelligent Avions are adept at spotting enemies movements, they also are known for ruining the days of other air units

Cost 3
Hp: 20
Attack: 8 (Full damage vs air units)
Range:1
Speed:5
Armor:1/1
Vision: 7 (Can see stealthed units)

Bonuses: 100% against all living flying units (dragons, eagles and such, no bonuses against mechanical flying units.)

Falcons were used by Falconiers, to hunt and kill other birds of prey.
Removed abilities, Changed bonuses, increased attack and armor.
Image

Argent Saint (Tier 3)

Description: The priests of the Order, These clerics cannel Etherial magic. They are also dangerous with a hammer should the need arise.

Cost: 6
Hp: 25
Attack: 2
Range: 1
Armor: 2/2
Vision: 5
Speed: 3
Spell Resistance: 50%
Heal rate: 18
Action/Turn: 1

Abilities:
Etherial Storm: Fireball-like ability, range - 5, damage - 10, applies disenchant. Cooldown - 4 turns.
Etherial Bolt: Magic Missle-like ability, range - 5, Damage - 7, applies disenchant.
Heal: range - 4
Etherial Will: Target ally gains +5 attack and +1/+1 armor. Range - 4, no cooldown.
Exocism: Range 6, Cooldown 6
@StormSaint373, it was most op after ballista unit.
Removed bonus. Revamped abilities.
Image

Etherial Storm Dragon (Tier 2)

Description: Moody and foul-Tempered, these creatures are highly territorial. But, aside from that, they are stubborn and will help put a "rain" on the enemy's day.

Cost: 6
Hp: 65
Attack: 18
Range: 1
Speed: 5, flying
Armor: 1/1
Vision: 6
Action/Turn: 1/1

Bonuses: None.

Abilities:
Etherial Storm: Fireball-like ability, range - 5, damage - 10, applies disenchant. Cooldown - 4 turns.

Image

Seeker

Description: Seeking not only to call out to unite the world against evil, but to turn evil upon itself...
Agents were dispatched to disrupt enemy movements, capture key positions and even act as ambassadors.

Human (Elite Argent) Tier 3

Gem Cost: 6

Cost: 5
Hp: 30
Attack: 13
Range: 1
Armor: 2/2
Movement: 3
Sight: 5
Action/Turn: 1
Dodge Arrows: 30%
Dodge Melee: 30%
Dodge Counter: 30%
Spell Resistance: 70%

Abilities:
Heal: heal rate (10), range 3
Convert: 30%, range 3

Bonuses:
infantries, archers 50%

Image
Image

Sacred Tracker (Tier 3)

Sacred Tracker (Elite unit) Knighthood of Aurora Argentum

Description: The king has commissioned these men to hunt down and destroy the Undead, no matter what the cost, no matter where they hide! These specialized combatants are trained at the CHURCH to hunt these abominations to extinction.

The Sacred Tracker is equipped with a leather hauberk to protect themselves from the biting zombies and ghouls, but it allows them to remain light on their feet. They wield a Crossbow to kill The elite Undead from afar, ( we all know that liches and vampires hide behind the hordes of zombies and skeletons, crossbows are believed to be a vampire hunting weapon), he also has a silver sword to strike down the fiends when they get close. The fabled silver swords are the weapons that they are trained to use even at a young age.

Recruited From: CHURCH, Argentum Cathedral/Grand Cathedral

Gem cost: 7
Cost: 7 turns
Hp: 37
Attack: 12 (Ranged)
Attack: 16 ( Melee)
Range: 7 (Ranged)
Range: 1 (Melee)
Armor: 3/3
Speed: 3 (1) Mountains
Sight:7
Action per turn: 2/2
Dodge Melee: 30%
Dodge Ranged: 30%
Dodge Counter: 30%
Spell Resistance: 100%
Size: 1x1

Bonuses:
All undead: 100%
Werewolf: 50% (due to silver, and only if it is implemented)

Active Effects:
Burning Weapon (Silver)
Team Hunting: +1 attack for every other Sacred Tracker within range 3

Abilities:
Heal (self): 8hp
Switch Stance (as Faramir)

Image

Celestial Dragon (Tier 3)

Description: these benevolent creatures are very intelligent. They seek to aidthose that are hurt. But to those that oppress, BEWARE!

Aura: Heal 10hp

Cost: 12
Hp: 110
Attack: 13
Power range: 1
Range: 2
Armor: 3/3
Speed: 5 (Flying)
Vision: 7
Actions/Turn: 1
Spell resist: 100%
Heal rate - 15

Bonuses: None.

Abilities:
Etherial Storm: Fireball-like ability, range - 5, damage - 10, applies disenchant. Cooldown - 4 turns.
Disenchant Weapon (Passive)
Heal: Range - 4

Image

Titan (Tier 3)

Description: These Giants are staunch allies of the Knighthood. They know a lot about masonry. Thus, they can build and destroy buildings with ease.

Cost: 8
Hp: 100
Attack: 16
Range: 1
Armor: 7/7
Speed: 2 (1 Water/1 Mountians)
Vision: 6
Action/Turn: 1
Mend Rate: 10

Bonuses: Standart bonuses to buildings.

Spells: none

Tier: 1 (Blush of Dawn)
Tier: 2 (Sunrise)
Tier: 3 (Daybreak)
Updated.
I saved self-healing for most of units but it requires for usage tier 3 research now.
Removed all bonuses to undeads exept for sacred tracker.
Balanced stats.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Knighthood of Aurora Argentum

Post by Tankhead »

Ah much better
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

I am amiable to most changes, but Sverdestave MUST have bonuses to dragons and Giants as well. They are equipped to do so...

• I have also seen lower cost units have higher bonuses. (Knight 150% vs foot units), Lancers from all races 250-350% vs cav
• Argent Tower must have 2 unit cap
• With these revisions, the overall cost should be decreased by at least 1.

Saint has become a completely different unit entirely.
Last edited by StormSaint373 on Mon Oct 29, 2018 3:23 pm, edited 2 times in total.
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

New unit to accommodate for Saint becoming pure support

Argent Clerist

Cost: 4
Hp: 30
Attack: 10 (mace)
Range: 1
Armor: 2
Pierce: 2
Speed: 3
Vision: 4
Action/Turn: 1
Spell Resistance: 100%

Bonuses: Standard vs Buildings

Spells: Heal (10hp), Strengthen, Disenchant, Exorcism
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

Edited to fit perameters
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

Besides, if I am going to pay as many turns as Uruks or more to get units that cost a lot already, they need a means of having a distinct advantage to allow them to survive at least until the next unit arrives.

If they end up with mediocre stats, there is no sense in adding them. Because you can get more for imperial soldiers than argent ones if their main benefits are taken away...

IE: bonuses vs undead/deamons, ability to heal self and others (Like AoS Templars)
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Re: Knighthood of Aurora Argentum

Post by Tankhead »

IE?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
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Re: Knighthood of Aurora Argentum

Post by StormSaint373 »

ie means "that means" or "that is"
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Re: Knighthood of Aurora Argentum

Post by Tankhead »

Oh
Well no one in discord like the idea of the race bonus against undead
And alot of your self healing troops/buildings were at a too high rate
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
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