Rising Sun Elves

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Sunrise Samurai
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Rising Sun Elves

Post by Sunrise Samurai » Wed Aug 29, 2018 3:54 pm

These are a more combat oriented variant of elves, working at closer range with greater survival rates in melee.

Tier 1 (first level)
Elven Monk
Cost 4 at training grounds/dojo
Hp 29
Armor 1/1
Power 6
Actions 2
Speed 4
Sight 6
Spell resistance 80%
Dodge melee 10%
Dodge ranged 10%
Dodge counter 70%
Heal rate 10
Spells: heal, double strike, disenchant, exorcism (range 4 all)

Armed with ironshod staves, these devout elves are well versed in martial arts as well as holy magic.
Can hold its own in melee or as a healer. Bonuses as a maceman or other blunt weapon unit. Damage increases with melee techs.
Rising Sun Footman
Cost 3 at training grounds/dojo
Hp 28
Armor 2/2
Power 9
Actions 1 (2 with balanced blades)
Speed 4
Sight 7
Spell resistance 30%
Dodge counter 70%
Bonus against buildings
Spells: lembas

Transform to Rising Sun Footman (ranged)

Rising Sun Footman (ranged)
Hp 28
Armor 2/2
Power 8
Range 4
Actions 1
Speed 4
Sight 7
Spell resistance 30%
Transform to melee form
Standard archer bonuses
Spells: lembas

Versatile and dangerous, the footmen of the armies of the rising sun are trained in the use of the sword as well as in the use of a powerful shortbow.
Boarding Ship
Cost 3
Hp 25
Armor 3/5
Power 6
Range 1
Speed 5
Spell resistance 50%
Spells:
Board (sacrifice self, 50% chance to convert target ship. Ignores spell resistance, only works on ships)

So dedicated are the elves of the east to their duty that they are willing to sacrifice their own lives for a chance to capture an enemy vessel, rather than merely destroy it.
Tier 2 (elites)
Rising Sun Samurai
Cost 6 at training grounds/dojo
Hp 62
Armor 4/4
Power 12 (fear weapon)
Actions 1 (2 with balanced blades)
Speed 4
Sight 5
Spell resistance 50%
Dodge counter 70%
Bonus against infantry, not buildings. It's most honorable to fight your enemy openly.
Spells: lembas

The elves of the far east are well known for their combat prowess. The mere sight of a samurai is said to strike fear into the heart of their foes, though this is likely because of the enchantments in their blades and helmets, known as kabuto, designed to overwhelm their opponents with fear. They fight with honor, obedient even to death.
Compared to sentinel, it's more offensively oriented and lacks the added armor from strengthen. It instead relies on the power debuffs from fear when it hits something. Unfortunately, that means it takes more damage from anything it can't hit first, like archers and cavalry.
Sky Dancer
Cost 8 at dojo
Hp 40
Armor 4/4
Power 15
Actions 1 (2 with balanced blades)
Speed 7 (flying)
Sight 8
Spell resistance 100%
Dodge melee 10%
Dodge ranged 10%
Dodge counter 70%
Bonus against cavalry and flying.
Spells: lembas

The dragons in the lands of the eastern elves are smaller than the ones in these lands, but quick and intelligent. The elves who ride them bond with their dragon, learning to dance together in deadly serpentine patterns through the sky as naginata and claws flash out to devastate their enemies.
Flying lancer, needs a Chinese style dragon for this one.
Elven Shinobi
Cost 6 at dojo
Hp 35
Armor 3/3
Power 3 (curse weapon)
Range 4 (melee attack still)
Actions 1
Speed 4
Sight 6 (can see stealth)
Spell resistance 100%
Dodge counter 70%
Stealth
Bonus against mages and dragons
Spells: lembas

More feared than samurai and dragons, these stealthy warriors can sabotage their enemy's plans with ease as their cursed shurikens immobilize their foes for others to finish off. They are often called to remove rogue mages and troublesome dragons.
If invisible in the woods is added, that tech should be a requirement for Shinobi.
Rising Sun Crossbowman
Cost 6 at archery/dojo
Hp 36
Armor 3/3
Power 4
Range 4
Actions 5
Speed 4
Sight 6
Spell resistance 50%
Spells: lembas

The rising sun elves have learned to make a crossbow capable of shooting many bolts much faster than even the fastest archer, crafted with the same loving care any other elves would make their bows with.
Modeled off the Chinese repeating crossbow. Damage output is about the same as two quick archers for the same cost, but lower range and better health/armor.
Atakebune
Cost 12 (worker only)
Is factory
Hp 70
Armor 3/6
Power 30
Range 1
Actions 2
Capacity 4
Speed 5
Sight 6
Spell resistance 100%
Spells: flamethrower (magic missile plus fire effect. Range 4)
Bonus vs ships

These large ships are capable of blasting enemy fleets with gouts of flame, all the while housing and transporting troops.
Can train troops. Idea taken from age of empires 3 for that. Flamethrower is more a Chinese thing, but we're mixing cultures anyway for this.
Hwacha
Cost 6
Hp 15
Power 10 (flame weapon)
Power range 1
Range 7
Accuracy 50%
Actions 4
Sight 8
Speed 2
Spell resistance 50%

These carts are designed to launch thousands of flaming missiles very quickly. Individually, each one may be weak, but the sheer number of them can cause widespread damage and fires over a large area.
Hanami
Cost 6 at tc/training grounds
Upgrades training grounds to dojo, outpost to Sakura Outpost

Dojo
(Changes from training ground)
Hp 40
Armor 2/6
Power 8
Range 4
Benefits from archery upgrades
Bushido Aura: radius 4, Rising Sun units have +1 speed, +1 power

Can build all Rising Sun units)

Sakura Outpost
(Changes from outpost)
Hp 80
Armor 2/8
Bushido Aura in addition to sight aura
Tier 3
Samurai Ent
Cost 10 at dojo/ent trainer
Hp 130
Armor 7/10 (increased with armor upgrades)
Power 30 (increased with nature and weapon upgrades)
Actions 1 (2 with balanced blades)
Power range 1
Speed 3
Sight 6
Spell resistance 100%
Capacity 0 (increased with treetop archery)

Ents are somewhat rarer in the Land of the Rising Sun, but those individuals that exist are touched by some power in that land. They are much more active and agile than their kin, able to move with speed akin to a human. When asked about this, they simply say that they are closer to the sun and the light gives them strength. Whatever the reason, many of them choose to learn the way of the warrior, sheltering their allies beneath their flowering branches. Revered as sacred, these blossoming warriors are sent to battle only for the most trusted allies of the Rising Sun Elves.
The pinnacle of warriors, these are expensive tanks that can rival ologs with lower health, armor, and no regeneration, but two attacks and allies supporting from within. Best approached with fire, but probably easier for most troops to kill than ologs at least. Image needs an ent in samurai armor and two swords and the pink blossoms of a Sakura.
Sunrider
Cost 8 at dojo
Hp 75
Armor 4/6
Power 15 (flame weapon)
Power range 1
Actions 1 (2 with balanced blades)
Speed 6
Sight 8
Spell resistance 100%
Dodge ranged 20%
Dodge counter 70%
Standard cavalry bonuses
Spells: flamethrower, lembas

Unicorns in the lands of the Rising Sun Elves are often touched by the sun's power, making them wreathed in flames and stronger. Their riders are trained to harness this power, directing it into their strikes as well as into a powerful stream of flame. Many arrows directed at them are simply burned away with the intense heat.
Bushido Spirit
Cost 8 at dojo
All Rising Sun units get +5 hp, +1 power, +1/1 armor
Last edited by Sunrise Samurai on Mon Sep 17, 2018 5:48 pm, edited 13 times in total.
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Sunrise Samurai
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Re: Rising Sun Elves

Post by Sunrise Samurai » Wed Aug 29, 2018 3:55 pm

More will be added in edits later
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Re: Rising Sun Elves

Post by makazuwr32 » Wed Aug 29, 2018 3:58 pm

Are they affected by elven craftsman's techs or not (basic ones, not fencing mastery and others)? if not than crossbow is weak.

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Re: Rising Sun Elves

Post by Alexander82 » Wed Aug 29, 2018 4:02 pm

They will, mostly
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Re: Rising Sun Elves

Post by makazuwr32 » Wed Aug 29, 2018 4:04 pm

Than it is fine.
Same will be for New Moon Elves, right?

Also i don't like bonuses against all generic flying units. Why lance (for sky dancer) and spear (of troll headhunters) must be effective against for example helicopter of metal or war zeppelin? Or other flying mechanical units?

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Re: Rising Sun Elves

Post by Sunrise Samurai » Wed Aug 29, 2018 4:07 pm

Yes, the crossbow is helped by ranged upgrades. The other 3 are buffed by melee upgrades (because I don't think it's fair to have a 7 range unit with curse weapon if Shinobi were given extra range.)
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Re: Rising Sun Elves

Post by Alexander82 » Wed Aug 29, 2018 6:11 pm

makazuwr32 wrote:
Wed Aug 29, 2018 4:04 pm
Than it is fine.
Same will be for New Moon Elves, right?

Also i don't like bonuses against all generic flying units. Why lance (for sky dancer) and spear (of troll headhunters) must be effective against for example helicopter of metal or war zeppelin? Or other flying mechanical units?
We can add 2 categories of flying but a spear is pretty effective against a air filled baloon
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Re: Rising Sun Elves

Post by makazuwr32 » Wed Aug 29, 2018 7:04 pm

Balloon of humans maybe. But zeppelin is made from metal.

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Re: Rising Sun Elves

Post by Sunrise Samurai » Wed Aug 29, 2018 7:25 pm

This particular one is trained to fight flying enemies. It's not exactly a spear, as a naginata has a blade at the end and not just a tip. This unit will target wings, ropes, fittings, and any weak points from up close, so I think it's pretty reasonable. Besides, zeppelins operate on buoyancy, so they can't be entirely metal or they would be too heavy.
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Re: Rising Sun Elves

Post by makazuwr32 » Wed Aug 29, 2018 7:34 pm

They can be.
I saw few soviet helium zeppelins fully from metal. Not steel which is hard but from alumilium (like one that is using for airplanes now).

And eves if it is not fully from metal it has covered its weakest spots with metal.

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Re: Rising Sun Elves

Post by Sunrise Samurai » Wed Aug 29, 2018 8:03 pm

I think an enchanted carbon steel blade with the force of a dragon behind it can still poke a hole and let the helium out, even if there's an aluminum shell around the zeppelin's balloon.
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Re: Rising Sun Elves

Post by makazuwr32 » Wed Aug 29, 2018 8:29 pm

Who said that dwarven zeppelin has no protective enchantments against weapons?
It can have them and this lowers all force of this sword to regular hit of stick to tank's armor.

If your sword is enchanted than why armor of zeppelin can't?

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Re: Rising Sun Elves

Post by Sunrise Samurai » Wed Aug 29, 2018 8:45 pm

It probably is, but how much material are you trying to enchant on either side? For the cost to enchant the entire armor coating to the same strength as one blade, you'd make the zeppelin much more expensive. And this isn't counting base material strength difference. Also, an aluminum shell would require us to remove burning from zeppelins if there were no weak spots. That means a rather large adjustment is needed on zeppelins.
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Re: Rising Sun Elves

Post by makazuwr32 » Thu Aug 30, 2018 4:33 am

Yes they must not be burnable.
Also this is why war zeppelins are built in mega building of dwarves. Instead they will be weak to crushing damage, acid (it eats away metal extremly easy), liquid fire (more potent variant of burning that affects even living units), any gun damage.

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Re: Rising Sun Elves

Post by Alexander82 » Thu Aug 30, 2018 1:45 pm

Please don't mix things.

It is true that dwarves have enchantments in the form of runes but the technological units are just technological.
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Re: Rising Sun Elves

Post by Sunrise Samurai » Fri Aug 31, 2018 10:52 am

Added a couple tier 1 units. One melee friendly healer with crushing damage and exorcism (not undead friendly) and one swordsman/archer. Any comments on either?
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Re: Rising Sun Elves

Post by LordOfAles » Fri Aug 31, 2018 1:25 pm

At this rate every race will get exorcism. And Typhoon gonna be mad.
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Re: Rising Sun Elves

Post by Sunrise Samurai » Fri Aug 31, 2018 1:46 pm

This one's on a 4 cost unit, not a 2 cost lol. Harder to spam, and keeps the cooldown. I do agree that it's a bit much on healer because they're so cheap.

Also why I'm suggesting that burning not wreck undead basic units. Seriously, one instance is equal to 20 damage given time so it's much more of a threat than exorcism in my opinion.
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Re: Rising Sun Elves

Post by Alexander82 » Fri Aug 31, 2018 2:12 pm

LordOfAles wrote:
Fri Aug 31, 2018 1:25 pm
At this rate every race will get exorcism. And Typhoon gonna be mad.
do other races have exorcism asid of humans?
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Re: Rising Sun Elves

Post by LordOfAles » Fri Aug 31, 2018 3:58 pm

No but there been unit ideas with exorcism.
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Re: Rising Sun Elves

Post by makazuwr32 » Fri Aug 31, 2018 4:42 pm

Scaledfolk has analog spell on their priestess - "Rest"
(But she costs 6 turns and is trainable at temple - mega 2x3 building)

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Re: Rising Sun Elves

Post by Alexander82 » Fri Aug 31, 2018 5:49 pm

Why giving scalefolk thise kind of spells?
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Re: Rising Sun Elves

Post by Midonik » Fri Aug 31, 2018 6:09 pm

(ask @General Brave )
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Re: Rising Sun Elves

Post by makazuwr32 » Fri Aug 31, 2018 6:18 pm

Ask General. He made them all.
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Re: Rising Sun Elves

Post by Savra » Sat Sep 01, 2018 5:30 am

So, Sun elves are samurai? Also Idk about giving Sun elves cursed weapons, best leave that to moon elves since they deal more closely with darkness. Besides moon elves also are supposed.to be assassins and stealth based so sabotage should go to them alone. These ones can stick to their close quarters streangths.

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Re: Rising Sun Elves

Post by godOfKings » Sat Sep 01, 2018 11:12 am

this is not sun elves, it can b called elves of the rising sun or elves of the east to differentiate between sun elves. they r like japanese and chinese cultures put into elves....
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Re: Rising Sun Elves

Post by Lynx Shafir » Sat Sep 01, 2018 3:35 pm

Also will be different from hight elves....?
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Re: Rising Sun Elves

Post by Alexander82 » Mon Sep 03, 2018 1:05 pm

godOfKings wrote:
Sat Sep 01, 2018 11:12 am
this is not sun elves, it can b called elves of the rising sun or elves of the east to differentiate between sun elves. they r like japanese and chinese cultures put into elves....
They are an evolution of the sun elves concept suggested by @Sunrise Samurai that was already used in the elder scroll setting. It can be a good way to differentiate them from humans (just to avoid make them simply sun elves swordsman or sun elves spearman).

I think that can also fit the different approach from wood elves and they won't necessarily be samurai only but we can mix the flavor with the one of high elves

We also called the moon elves "new moon" elves to recall more the shadow of a night without light and make them a good counter part for the rising sun

We might also decide to call the wood elves in a different way to fit better that denomination (maybe something earth)
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Re: Rising Sun Elves

Post by Savra » Mon Sep 03, 2018 3:08 pm

Well if your going down that path then just name the wood elves, wood elves or Gaia elves or something like that. I personally was this group more so like a frost elves that live in mountain monestarys and are pretty much like this group as a bunch of monks, to keep high elves as elven classes. I've never heard of samurai elves most likely due to the fact that both pretty much right the same, quick strikes and long range, if you'd going to base them off of some Japanese culture then get some facts that match elves and don't extend to something else that isn't there. (no crossbows, to slow at reloading and Samurais never used them, doesn't match elven theme try long bows.)

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Re: Rising Sun Elves

Post by Alexander82 » Mon Sep 03, 2018 3:35 pm

They are not japanese (there is no japan in this setting). It was simply a way to give those melee oriented elves a different flavor than humans. Also they will have more western features (e.g. They can have shields).

I don't think there is a place for two melee elven subraces so we tought to merge the sun elves with the shogunate ideas to create a more unique subrace (using the shogunate for humans will simply provide us with a lot of double units).

That also will make us give them their unique playstyle (more attacks, dodge and so on) that is different from the classic sword and board from the basic human infantry.

We might also make the shogunate part a more advanced part of that subrace tough.

The reference are the altmers from the elder scroll saga that share traits of eastern and western cultures
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