More magical classes?

Ok, so we will have Geomancers. That is nice.
But how about pyromancers, aquamancers? Or some wizard type?

I think there should be more magic in the game once you release it completely.

How do we get to those alternate planes?

Perhaps a castle filled with undead may generate in the world ruled by a necromancer?
A power you could possibly get one of your workers to learn.

I just feel like magic should eventually be a full gameplay mechanic.

I mean i suppose it could be modded in (and I may do that), but i hope that it becomes a thing in the full game without mods.

Magic is something that the team want to be rather rare - that it’s some potent force that is hard to gain access to and is potentially dangerous.

Magic is perhaps one way, it’s all just guesswork right now though :stuck_out_tongue: Perhaps you stumble across an unclosed portal, or craft some sort of object that enables you to explore planes? Who knows right now.

Magic will be there, just perhaps not as wide as you are wanting.

Oh, it would still be rare, I just want more variety.

for example, if the necromancer castle is implemented, it would be exceedingly rare, as with the other magic, they would be exceedingly rare, but they would be there.

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Well bear in mind that we still have no idea how many classes and what variety there will be. So it is very likely we will see more magical units at some point!


quote from Team Radiant (responding to additional units like the Magma Smith):

…our current take on magic is that magic will be rare in the game … so you can imagine a wizard type unit being an epic type unit … we almost think of magic like a nuclear power, you can do a lot of fantastic stuff with it, but the more you invest in it the more chance you have of having a disaster.

and a host of threads on the topic, that might be of interest (nothing that seems merge worthy here though):


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And there we have it!


I’ll go ahead and check out those topics.

I sincerely hope more magic and a decent sized variety of it will exist in the game eventually. :smile:

What about limiting magic to those with a 6 in both Mind and Spirit? If it’s limited to a rare number combination, then it will still be rare within the game. The catalyst to becoming a Mage (base class) could be finding an extremely rare book in the crypts or goblin camps. This would open the door, but without the 6 in Mind and Spirit, no one is able to use it.
The Mage (base class) could go on to be one of three other classes at a certain level: Hydromancer (water), Pyromancer (fire), and Aeromancer (wind). These magical classes would then, in turn, allow the specialist to become one of three classes: Sea Lord, Flame Lord, or Storm Lord; giving them access to powerful devastating magics.
In turn, this would up the difficulty of the game. Monsters would become far more difficult, spawning in larger numbers, becoming smarter about the tactics they use. A player could have three to six possible Mages by the time the Bunnykin come knocking, but they may have only one actual acting Mage. That number combination, plus a rare tome, would make it playable but not game or lore breaking.

You realize you just commented on a thread from 2014, and i have not been active in this community for years but just got this email.

Yes I did realize that, however, the rules do state to search for threads related to your topic ideas before posting. I apologize for the random unsolicited emails.