- Jun 27, 2012
Highlight: The warding chamber allows for a variety of magical defences to be put up based on the creatures placed there. Only one type of creature may be placed in a warding chamber.
Associated Units: What creatures are associated with the operation of the room. E.g. Intelligent creatures use the lair. Augres work in the foundry.
Appearance: A round room, with round pillars. Objects spawn in the room based on the creatures using it.
For each function in your room copy the below entry detail and give each function a name.
Function Name: Create barrier.
Many creatures though not all, can be tasked here to create barriers.
In a way the barriers work as traps, but cover magical and organic barriers that cannot be produced in a workshop. Some barriers require blood or mana to be maintained, but the weaker ones require nothing.
Orbs spawn in the warding chamber to represent the physical aspect of the barrier, which can be placed just like traps.
Each warding chamber can only produce one type of barrier, if you plan to use more than one type you either need to build multible warding chambers or switch the crew.
Some barriers could be created by multible creatures if it makes sense. A magical barrier could be made by warlocks but also wizards for example.
A few examples of what creatures could create which barrier:
Spider: produces webbing barrier.
Can be seen making a web in the warding chamber when tasked here, the webbing barrier allows a thick web to be placed in narrow corridors to slow down enemies that walk through it, and can cause slow and sluggish creatures to get stuck. Needs to be targeted to be destroyed.
Druid: Produces thorn barrier.
When druids use a warding chamber, thorny veins grow everywhere in it as they chant, forming a circle in the middle.
The thorn barrier can be placed anywhere and is not restricted to corridors. It can be cut down or be burned down, but is highly resistant to cold attacks and can only be passed by small rodents such as spiders, rats, beetles, or other small nimble creatures.
Frost mage or other ice mage: produces ice barrier.
The warding room gets frozen in ice as the creatures inside chant.
A block of solid ice is placed as a barrier, nothing can pass through it. Fire can easily burn through it, but slashing it to pieces takes quite a while. The location of the ice barrier determines its longevity. It will melt right away when placed next to lava, and will generally melt very slowly on a normal tile. On winter maps it does not melt over time and needs to be cut or burned down.
The ice barrier does drain mana.
Demon(or other appropriate creature): Produces shadow barrier.
The floor of the warding chamber is covered in black fog while these demons work.
The shadow barrier creates a thick dark fog that covers not only the tile itself but also those around it in darkness. While it is perfectly harmless, it is a good way to hide traps and to drop minions there without others seeing whats dropped by the owner.
Any attack that gives off light can disperse the shadow barrier.
Warlock: produces magic barrier.
The warding room is not decorated, but the warlocks all raise a staff and create a dark blue magical blob that floats in the middle of the room.
The magic barrier can only be placed in corridors and is a huge mana drain. The benefit is that it is completely immune to all attacks but no matter how high your mana/blood or whatever is used for spells income is, this barrier will drain it dry.
Placing more than one would not be adviceable, this barrier is perfect to stall enemies and with great mana reserves it could hold maybe five to ten minutes at best.
Monk/priest: produces holy barrier.
This one is unique to the forces of good, and thus requires them being converted but will generally be used against the player in the campaign.
The holy barrier prevents all unnatural creatures from passing through and can only be placed in corridors. Vampires, demons, skeletons, necromancers, devils and such cannot pass it.
While it does not drain mana, it requires a priest or monk to maintain the barrier. They will chant from behind it in meditation. During this they do not require food or sleep.
So the trick to this is to use different creatures to pass the barrier and kill the monk/priest.
Just a few suggestions of barriers of course.
As for how this room will fit great into the game and the dungeon: it gives an additional use to most spellcasters and can provide something interesting to some other creatures as well such as the spider with its webbing barrier.
Most mages could be associated with a barrier, but by placing creatures in the room the player can find out what they can do. Creatures that cant create a barrier will just leave since they cant use the room.
As for what justifies this room to exist next to the workshop:
the barriers do not cost gold, mages dont fit in workshops and can contribute to defense in this way, and it pretty much gives a place to assign any magical and natural defenses that do not belong in the workshop.
Gameplay mechanics of the room are deliberatly different as well, hence why only one kind of barrier can be created at a time.