Welcome to Elemental:War of Magic, a fantasy strategy game for the PC!
Elemental is about you.
It turns out, you are a powerful Sorcerer. And the world needs you. Badly. About 160 years ago, there was a huge cataclysmic battle that nearly destroyed the world. It was so bad that it has been only in the past few years that people have become numerous enough to begin starting up settlements again.
So the world is in pretty bad shape. How much of it you want to take on is up to you. You can either begin your efforts in a place you already know or you can just randomly be transported to begin your epic saga. But the world isn’t a very pleasant place right now.
During the past century though, the wilds have become populated by bandits, monsters, and other nasties that you will have to fight off as you try to reclaim the world in the name of your Kingdom – or Empire.
Speaking of which, you will need to decide which group of people you want to lead. It turns out that very few people actually are capable of using magic. A long time ago, a group of evil magic users decided that only they should be able to use magic and took all the world’s magic and stored them into a series of large crystals that themselves are really just pieces of an even larger crystal. These “shards” will become crucial to your future. In the meantime, these people are looking to you for leadership since you happen to be able to channel magic from these shards.
The world is populated by 10 different groups of people.
And I use the term “people” loosely here.
These people have loosely gravitated towards two ideologies.
One ideology believes in the rule of law and the importance of an orderly society. These are the Kingdoms. 5 different factions have chosen this ideology and all of them are the same race – men. However, if you ask them, they’ll scoff at this. They’ll say there are huge differences between Amarians and Ironeers. Whatever.
The other ideology believes that power comes from the individual. That the world has become savage and to survive and prosper, the strongest and most fittest must be allowed to rise up to their potential. These are the Empires. And unlike the Kingdoms which are all men, the Empires are much more diverse.
Each of the five factions of the Empires are a different race.
Now, not all these factions are equally capable. Some are challenging, some are “normal”, some are fools and some are doom givers. How you deal with this is up to you.
When you start out, you have nothing.
Nothing.
But you’re not alone. Well, okay, yes, you’re alone but you won’t be alone for long.
The world is still littered with the flotsam and jetsam of ruined civilizations which you can scavenge things from. In addition, there are some powerful people out there looking to join a cause greater than themselves.
The key, however, is making sure you find right locations for your settlements. The world isn’t in any shape to just build farms anywhere. Only tiny bits of land are arable.
Once you found your Kingdom (or Empire) you will want to set up a beacon, some sign to let people know that you’re open for business. Get people to start coming out of the wilds to begin living a civilized existence again (and for some, the first time).
As you venture out into the wilds, you will find that there are bits of civilization already out there. The occasional Inn or Hut may offer you a chance for some adventure. These are great ways to find much needed equipment, knowledge, and other relics.
Unfortunately, the wilds aren’t particularly safe. Wandering alone (or letting your settlement go undefended) is dangerous.
For that reason, you’ll want to train some of your new citizens to defend the settlement and your territory in general.
As your new Empire (or Kingdom) expands, you’ll discover that you’re not the only one who has ambitions. Soon you will have to contend with them either peacefully or at the tip of a sword.
Your strategy for victory? That’s up to you. Magical Spell knowledge is one path. Mundane conquest is another. Or perhaps you may locate some ultimate magical weapon to dominate all beings in the world. All I can say is that your adventure is just beginning.
Good luck!
There is a boatload of people (myself included), who haven't touched this game since release (with good reason). It would behoove the devs when creating threads on the 1.1 version to really accentuate the differences between it and the release version. I'm waiting for some major improvements before I fire it up again. Not trying to sound like a wise ass, I see alot of potential in this game. Not to mention I'm out 50$.
This thread could be interesting for you.
https://forums.elementalgame.com/400368
And If i sounded rude - sorry. I´m not a native english speaker and sometimes its really hard to find the right words. Only an explanation. No apologise.
What i think is. SD did a great job in the last weeks. And there is one point that stands out for me, beside open communication with community and daily patches (something i´ve never seen before). They managed to change the game in many ways and its still elemental: war of magic. I hope its understandable what i mean.
Wait for the demo in january. Thats the best way.
The purpose of this thread is to help people who are NEW to the game entirely have an understanding of the basics of the game.
If you want to know what's in v1.1 over the previous version, you'll need to look at the change log.
I think his major point was (and if so I agree) this doesn't address the glaring differences one would notice in the game from looking at any available informational text.(the manual etc)
Sometimes learning by experience is the best thing.. but the huge amount of changes 1.1 has brought is sure to confuse some people if they are using any of the older informational text in order to try to learn.
Maybe make it a series of posts that slowly adds more info (if this was your plan all along we all look silly )and eventually it could be used as a template for a new PDF manual..
does the elgitarian ability even work, how do yoiu change it to female when creating a unit, and also with 1.1 theres teh global mana pool thing thats a big thing, but 1.1 has tons and tons of changes that def improve the game more then what whoever asked in the first thread. but they still gotta work on the ai from what ive seen im still strolling threw with 2-3 units and stomping kingdoms out like cake walk, i would thinik that would be high on the priority whats the fun in a game when theres to challgenge and this is playing on ridiculous.
wow your people really need a manual to figure this game out , its all stated in tooltips what everthing does thats pretty sad no offense unless ur like 11 or something, i suppose that could make some sense, or maybe if ur metally "ill" or something
Egalitarian works. I agree with those who say that it shoudl be a 0 point cost. next update I guess.
I was wondering if it was going to be one of those "to be continued" posts as well because a "walkthru" is usually a guide that shows a full campaign or summary of a complete game. This just seems to be a walkthru of getting to turn 1 or 2. It's after that where people like me are getting a bit lost.
Don't worry panda.. us beta testers will hold your hand and help you figure out the totally redesigned dynamics since we've had so much time to do so in between crashes
Just get rid of it and make it so you can design female and male people to fight. We need feminism in Elemental!
I agree - at a 0 point option, so effectively assume that everyone gets it so to peak.
Then for Aesthetic reasons, if someone wants a male-dominated or female-dominated army/society then they can have one, or a 25/75, or 50/50 one, etc.
So just make it a option for units
(I already presume there is an even 50/50 for NPCs among other past balance sweeps?)
Why does everyone want female soldiers? Isnt this a medieval world? Where is the realism in them having equal rights or women army? They fight hand to hand you know. Not with rifles where the gender is not important. But on a huge battlefield with melee weapons there is really no use for weak women.
It doesn't have to be exactly like medieval times in every way. And the combat is not particularly graphical.
Best regards,Steven.
Wha!
*Zoom! goes to look*
Or - if folks aren't just being jerks - to help people that haven't played since launch see some changes in the interface, etc. This video does show quite a few changes since launch.
edit - i can handle missing some free dlc as needed, but I think you can count me back in at 1.2. You fellas have been tearing things up. It's not quite where I'd want a game to be that I'm going to play over and over again yet - but I can see it getting there. And close enough to there at 1.2 Have a great Christmas and thanks for getting 1.1 out prior to that for all your fans!
I know the overhauls, etc, have been a pain, but I hope elemental becomes a game you'll enjoy playing as well for some time.
Yeah thats right. But i have to say, there are some thing that are not correct. Some examples...
Wisdom? And charisma only for recruiting?
Its not Evasion. The spellbook is called "mobility" ingame.
There are some profession i never read ingame. And the explanations are different compared to the explanations ingame.
Same here. some talents i have never seen ingame...
Must be a little bit confusing for new players. Or did i miss something?
where do I report a "bug"?
Mystical would be hilarious.
Prodigy reminds me of that old tech tree. I do hope uncommon/rare techs is implemented again only in a better way. I thought the core idea was very original and set the game apart from other 4x games.
There are many great features available to you once you register, including:
Sign in or Create Account