Suggestions 1.4: Your Avatar
Your Own Character: The Avatar
The Avatar (or Monarch, or Hero, or Leader, etc) would be a completely customizable character down to the toe ring. He could be male or female, have fins or horns, wings or flippers, etc. Your Avatar's CP would start 1 when your saga begins in a new nation.
Monarch's Level
The Monarch of your nation would gain 10% of the experience from all fielded troops while he is on the battle field with those troops as well as experience from his own success in battle. Resurrecting your Avatar if he dies would cost 50 x his level, as well as 1 mana shard x his level. (At level 1 it costs 50 GF and one mana shard to resurrect your Avatar, but at level 10 it would cost 500 GF and 50 mana shards.)
With every level that the Avatar gains he also gains one skill point. A web of things to spend these skill points on would be devised for each faction. For example, each faction could have five abilities that the Avatar may use, and each skill point put into that ability would make increase the potency of that ability, like ranking a spell. (If this was the chosen system, perhaps a Monarch doesn't have formation buttons at all, and rather has those spaces filled with abilities instead.)
In addition, with every level the Monarch's passive ability is increased. At level one, his presence gives nearby friendly troops +5 moral, +5% stamina, and +5% attack rating. (This could differ for each faction.) With each level this could be increased by one, so that at level ten it would be +15 moral, +15% stamina, and +15% attack rating to nearby friendly troops.
Monarch Items
The Monarch would have many more item slots. In my own design the Monarch has the following slots and more:
Forehead: headbands, bandannas, circlets, crowns
Eyes: Contacts
Face: Masks, Paint
Head: Helmets, Hats, Veils
Neck: Amulets, Necklaces, Chokers
Shoulders: Cape, Shoulder Pads
Bicep: Armlet
Wrist: Bracelet
Finger: Ring
Chest: Chest plate
Waist: Belt
Upper Body: Shirt, Armor
Lower Body: Pants, Skirt, Armor
Feet: Boots
Toe: Toe Ring
Avatar items could only be worn by Avatars, and thus can be traded in the market. (Too rare and too much variety to only be able to use the ones that you managed to stumble upon.) Common avatar items could be yellow, uncommon avatar items could be orange, rare avatar items could be red, and ultra rare avatar items could be black. (They would stick out since they very obviously would not be gray/white, green or blue.)
City view with Monarchs
This might sound lame to some Saga players, but you have you imagine how much more real it would make the game feel. This Monarch would be YOU, and when you're in your city, he would move from building to building as you are doing things in that building.
And this one is very far off, but in the far flung future I'd like to see the Monarch able to speak with the peasants and the troops within the city screen and assess their problems and pride on a simulated one on one basis.
World-wide Travel
On this one I'd like to say that I know this would require an entire server just for the grid, and that it would cost a lot of money, and that it would be a lot of work. It's mostly a hopeful idea that I see little possibility of happening in the near future, but in retrospect to how popular and profitable Final Fantasy XI is, I can't see why it shouldn't eventually be done.
The Monarch of your nation would be able to travel everywhere in a persistent world that is entirely connected. When wandering the world your Monarch would be automatically set to peaceful, or calm, or neutral (or whatever you'd like to call it) towards all other players. While in this mode he can visit other nations, (and can not attack while in this mode or change his mode to hostile until he or she has left the territory). Each Monarch would have a collection of sayings that would be exchanged when two Avatars meet (that would sound different in each faction) such as:
"Greetings" and "I welcome you to my nation" and "You have raided our great nation and we disdain your presence" and "It's a pleasure to see you again" and "Would you care for another trading session some time" and so on.
These statements could be chosen to be said by the player if online, or would be said based on a recorded log of actions between two nations when the player is offline.
Nations would set their border settings to "allow all visitors" or "allow visitors only when I am online" or "allow only guild visitors" or "allow visitors only by invitation" and any other relevant options. ("Allow everyone but members of the guild(s) with which I am at war," or "Charge visitors a 100 gold fee in order to enter.")
Each nation would have to have (for this to work) a set place in the world. Terrain between quests and territories and cities would have to be laid down. To start this up and start beta testing it, I suggest making a blank map of plain green grass and then assigning each city, territory, and quest a real location on the map. Giving players some choice of where that location is would be cool. This could be done similarly to Sims Online (if I remember correctly it's been many years) or more preferably to the way Final Fantasy XI looks online. (The main difference would be that we, the players, built the cities!)
The space in between quests and cities and territories and colonies could be used for creating unique scenery, places for players to meet "face to face" and trade, or duel.
Troops could not be brought with the Monarch on his/her travels, but a special troop called the body guard troop could, with a max count of 6CP.
Monarch Body Guards
In the travels of your Avatar, he may (when not in a city or territory that he entered in neutral) become hostile towards another player. At times like these, one may wish they had a little back up.
I propose 6CP worth of body guards. This could be one raven rider, one eagle rider, or one fire elemental. It could also be six archers, etc. There should also be special units that come out that can only be used as body guards with 6CP, 3CP, 2CP or 1CP. (One could also bring a 3CP unit and three 1CP units as their Body Guard Troop.)
This brings me to the subject of duels.
Monarch Duels
This would create a whole new form of PvP. Duels could be arranged on purpose on the war screen, just like quests, PvP, and raids, but they can also happen while traveling about the world.
On-the-spot Dueling
Duels that happen on the spur of the moment when you run into someone who decides to turn hostile on you would happen as they are. They would happen without traveling to another screen, without loading, etc. There would simply be a sound alert, and a screen alert letting the attacked player know that a duel is beginning. The attacked player can attempt to run if they so chose, and if they are fast enough may outrun them. If they can't outrun them they may surrender if they don't wish to fight. Surrendering in this situation makes a loss of one point to the rating, because the player did not agree to the duel in the first place, and they would not gain a shard, because that would make gaining shards even easier.
The player that attacked (and won the battle due to surrender in less than 60 seconds) would gain somewhere around 30 GF and 1 Mana Shard and 1% of the other person's goods. (This amount is small to discourage people from doing this as a way to farm any particular good.)
In this situation, neither player can duel again for at least two minutes allowing time for the attacked player to run back somewhere safer. This could be his own territory, or the territory or city of anyone he knows.
If the attacked player fights back, and the battle lasts more than 60 seconds, the winner would gain 3 mana shards, the loser would gain 1 mana shard. The winner would gain around 3% of the loser's resources, and 100 GF for every minute that the battle lasted. The loser would gain 60 GF for every minute that the battle lasted.
And in addition, there would be another bonus at the bottom. In addition to the arch enemy bonus, the city battle bonus, etc, there would now be a duel bonus of something 20% more experience or something along those lines.
Because each Avatar would have a speed, just like any unit, he could come back to the city at the click of a button. So when the Avatar has traveled to a far off part of the map, and you wish to continue questing without walking him all the way back, you would simply put him on auto-run and tell him the location you wish him to run to, which would usually be your home city. Then you'd enter the city screen and go about business as usual. An avatar on auto-run can not be engaged in a non-agreed duel, and his location can be seen from the quest map.
Agreed pre-planned Dueling
Duels could also be set up between 2 and 8 players. (I say up to eight because we are talking about a maximum of 56 troops (if they were all 1CP units) with eight players, and only one map. The map would be one territory, colony or city of the player who sets up the duel. Duel settings would include:
- Bodyguards - on/off
If off everyone only brings their monarch, if on, everyone brings 6CP worth of body guards or less)
- Building damage - on/off
If off then any damage buildings take is restored when the battle is over. If on, the buildings take damage, but if the person who is hosting the battle wins, they gain an extra mana shard)
- Building capture bonus - on/off
If on, having captured any building at all gives a bonus for the amount of time that it was captured, including towers. If it was captured when the battle ends, an even larger bonus is granted. The player who hosts the battle gains an extra mana shard for having this setting on since the resource bonus from capturing are taken from him/her.
- Scrimmage - on/off
If on, players do not take any resources from each other, and no one gains shards.
- Ranking - on/off
Instead of having 1 winner and 7 losers (or 5 losers, or 2 losers, etc) or having a winning team, each player gets points throughout the match. When there is only one player left standing everyone is ranked, and the highest ranked person gets the number of shards that there are players. (If you're the top out of 8 you get 8 shards, if you made 7th you'd make 2 shards, if you're the last ranked, you'd get one shard.) In addition, each player gets a "ranked" amount of goods from every other player. The top ranked person gains from everyone and looses nothing. (1st ranked person gets 8% resources from each player that is actually taken from each player, 2nd ranked person gets 7% from each player under him, except that this is not actually taken from the player, 3rd person gets 6% from each player under him, that is not actually taken from the players, etc - assuming there are 8 players.)
- Item Drop - on/off
Randomly during the match chests will appear on the map. Each chest will contain a Monarch item. The rarity of the Monarch items will be diverse. Twice as many chests will drop as there are players, but no player except the winner will gain any shards, and they will only gain one shard.
- Resource Steal - on/off
If off, then no one will take resources from anyone regardless of all other settings.
There undoubtedly could be even more options, this would all depend on exactly how Monarchs are designed to work. Monarchs (as I have previously outlined) have a level cap of 99, and can wear extra items that are harder to find that items for troops. (Monarch items may be traded.)
Monarch Castle or Fortress
The Monarch would have his own castle or fortress built for him or her. Their fortress could be located on any territory or colony, but once it has been built, that colony or territory then becomes the home of your Monarch, while your city remains the capital of you nation. The castle would have special upgrades inside it that only pertain to your monarch and his troops. When you're being visited in the Monarch's home, visitors would be invited inside the Monarch's castle (assuming you have this setting on for this visitor - warring guild members for example could be let into all territories except for the territory (or colony) with the Monarch's castle.)
Avatar Races & Classes
None of these would actually look like the unit they are similar to. Avatars would look distinctly unique.
Nature Races
- Elves
- Druids
- Elementals
- Giants
Elf Classes
- Archer (upgrades to longbowmen, can ride eagles or chersuses)
- Warrior (upgrades to Saboteurs, can ride sabertooths or bears)
Druid Classes
- Summoner
- Healer
Elemental Classes
- Lightning
- Fire
- Earth
Giant Classes
- Wood
- Stone
War
- Orcs
- Ogre
- Barbarians
Orc Classes
- Arsonists (can ride boars)
- Archers (upgrades to Snipers or Crossbowmen, can ride elephants)
- Berserkers (can ride boars)
Ogre Classes
- Hammerfiends
- Halberdiers
Barbarian Classes
- Swordsmen
- Berserkers
Light
- Giants
- Humans
Giant Classes
- Bowmen
- Spearmen
- Warrior
- Paladin
- Siege
Human Classes
- Clerics (can ride white dragons)
- Knights (can ride horses)
- Priestess or Priest (can ride Gryphons)
- Swordsmen or Swordmaidens (can ride in chariots)
Magic
- Golem
- Daemon
- Dark Elf
- Ogre
Golem Classes
- Bone
- Bronze
- Stone
Daemon Classes
- Sword Daemon
- Whip Daemon
- Spear Daemon
Dark Elf Classes
- Bowmen (can ride raven riders)
- Magi (can ride hell hounds)
- Shaman (upgrades to Summoner)
- Swordsmen (can ride hell hounds)
Ogre Classes
- Magi
- Summoner
Machine
- Dwarven
Dwarven Classes
- Axemen (upgrades to Bombardiers, can ride ballista)
- Rocketeers (upgrades to Balloonists, can ride dragon slayer)
- Crossbowmen (upgrades to Flamethrowers, can ride cannon)
- Hand Canoneers (upgrades to Hunters, can ride cannon)
- Munitions Expert (upgrades to mechanized dwarf, can ride tank)
Suggestions 1.5: Weather, Random Events & Hidden Quests
Almost Random Events
I've read some suggestions about having random events brought into the game. This is of course something that I like to see incorporated in most any game, as I wrote the developers of Civilization. Random events bring an air of reality to a game, however, if the chance of a random event happening is low, then most likely it won't have any real affect on the game. If there is a high chance that every day a random event will happen to every nation playing, than the ratio of what sort of random events occurs becomes very important. If these random events are almost always negative, I think it would be just one more reason for people to stop playing. Here is my proposal based on these thoughts.
Chances of Random Event Happening
A "random" event has a...
- 10% chance of happening everyday to a nation that has not logged on that day. (One in ten days of being logged off a random event will happen.)
- 50% chance of happening to a nation that is currently logged on.
- 10% of these events are losses of goods from AI raids (and the likelihood of this happening goes up the more you raid other nations and the less you are raided back, as a balancing measure) or losses from peasant theft. (One out of ten times a random event happens to your nation you will have a small amount of resources stolen, or once out of twenty days logged on.)
- 40% of these events are positive, such as a university upgrade becoming cheaper because of a peasant donation. Or, if following my guild suggestions, this could include a peasant donation to the guild university, or the colony university. Or, in a quest that does not usually have extra back up, a troop appears to help. (One of these would happen two out of five times that a random event happens to you, or twice out of ten days logged on.)
- 20% of these events should be guild related and affect the whole guild. Like a guild challenge. If the guild can raise a certain amount of gold in a certain amount of time, then each guild member will receive a huge bonus, including a few rating points. Or a hidden chain quest appears and at least four guild members have to complete the entire chain before a certain amount of hours have passed. (One out of five times a random event happens to you, one of these would happen, or once in ten days logged on.)
- 30% of these events should be a special attack, like by units that are unique (eleven archers with less range, more speed, dressed in red and black or something else odd like that) so that they can be easily identified, and they should have a special flag frame so that they are even more obvious, and these units should open up "hidden" quests when killed that would be marked with a red circle on the map. These units would also drop a red chest with a red colored item and some random resources inside. The red rarity item would be extra rare, but not unnecessarily extra good, just a minimum of higher green item. (This would happen three out of ten times that a random event happened, or three times in twenty days logged on.)
And this brings me to my next idea.
Hidden Quests
Saga is all out in the open. Before I knew about the guild list I thought it was cool having to try and figure out who your enemies were. Now I know that was never part of the design, and only a part of my naive lack of understanding of all the things that can be found in the Saga forums. Not only can we know the levels and factions of anyone online, we can find anyone in a guild, and we can even type in /who and then only add one letter to get a random list of nation names. We know how many territories a person has just by going to the raid screen, we know what guild they are in when we quest with them without having to go to the list. We know what people's cities look like by PvPing them. We know what quests are coming around the corner because of people allowing us into high level quests. Ect, ect, ect.
Is anything a secret? In general, nothing is really a secret for very long in an online game. And even this wouldn't be very secret for long, but it would be fun nonetheless, even once they become exposed.
Hidden quests would be quests that you can only enable through a series of special events. Every quest that exists now would be divided up into groups (that no Saga players is aware of) and each group would reflect how interesting and "good" the hidden quest is by the number of current "normal" quests that is in it's "group."
The group of quests for a hidden quest would all be somewhat related in storyline, and would all have to be completed at least once on gold in order for the special storyline to kick in. Once all of the quests in that group have been completed on gold at least once, then whenever you enter one of those quests there is a 40% chance that a special troop with a unique flag frame would show up.
This troop would be dressed in red and black and have different stats from it's traditional faction unit is for Saga players. When this troop is defeated (if it is defeated) a red chest would drop. Two would drop if you're co-oping. (The player that picks up this chest gets the contents and does not roll on it. The player can not pick up more than one red chest in a quest. And the portal will not open until both are picked up, to make sure no one is accidentally cheated out of their red chest.)
Inside the red chest would be one red item, and around 700 gold, 500 stone, 400 wood and 200 food, and one mana shard. Mostly just because if it's going to be that rare it might as well have ultra rare contents.
Also, it opens up a quest on the map that is red. This red quest can only be done three times and then it disappears. (Or maybe some other limited amount of times.) Instead of changing color for difficulty, it gains a black stripe or ring each time it is completed. (Twice could look like two lines creating an X, or it could be done twice and have a black ring around it and a black dot in the center, etc.)
The red quest should have beautiful scenery containing statues, water falls, cliff faces and such that are uniquely textured, and should contain opposing faction music that you normally only hear if you are playing that faction. (I really like the brotherhood music you hear when in your city. How come I don't hear this music ever when playing my Nature nation? Seems like a waste of sound track.)
The red quest should also have very good rewards, and always give at least one mana shard per player. It should of course, also be very hard. Just about as hard a heroic. It doesn't need to be even harder because it already took a lot just to get there.
Red quests should also be able to be done with 1 to 4 players just like PvP. Each person who plays get at least one mana shard, and at least one red item from their own red chest when the quest is completed. (The number of red chests that come at the end of the quest is based on the number of players.) This would allow them to slowly be played, slowly be discovered, and it would give a real reason to go around completing all the quests. (Right now there are tons of quests I tried once, and never went back to. I'd like there to be more reason to turn all of the quests gold, even if there is a different reason that this. Perhaps a quest ranking? A separate score for the number of quests you've done?)
For example, Lumber Raid, The Culling, Wanted: Army for Hire, and the second territory quest could all have to be completed (on gold, which of course doesn't apply to the territory quest) in order for the chance or stumbling on the story line with the special units.
Then, some time when you are in The Culling (for example) this special troop appears of Hell Hounds, and they are larger, and their riders have bows, and their feet are red instead of yellow. A special story line objective comes up with a red border, and this is when you notice that this troop also has an odd flag. (Perhaps they have no center customizable flag, but rather a red and black pirate-type flag that is the same for all red-quest units.) The story line objective tells you that this troop is an enemy of both the brotherhood and the order, and that defeating them will bring rewards above and beyond.
You send out further reserve to defeat these troops, and behold you are victorious! When these red and black hellhounds are all dead, a red chest drops, two of them, when you try to pick up the second one you can't, and so your ally tries to pick it up and discovers that they can. You now have a unique red item, a bunch more resources, and when you go back to the quest screen you see "Hidden Quests: 1" on the info to the left and there is a red circle now on the quest map.
I think this idea would make questing more fun, more interesting, more sporadic, more competitive, and more meaningful. I don't think this would even take a lot to implement other than the creation of the special units, and the little red circle graphic and and text. Which is all negligible for how awesome it would be to have such hidden quests.
Quest Ranking
In case you don't like the hidden quests idea, perhaps this could be a sort of motivation to complete more quests. A separate score beyond military and economy on the ranking page called your Quest ranking. You'd get one point for completing a quest on silver, two points for a gold quest, three points for a green quest, and four points for a heroic quest. So we could also see how much questing we've done in points as well.
Weather
This has been mentioned as something to make the game pretty, but recently was posted as a fix for PvP which is purely brilliant. I think weather should always be in effect, during quests and PvP alike, as well as in your city. I'd like to see some sort of weather pattern established where storms really move around the map, and where you can see a weather report on the quest screen. The weather report, like in real life, would be only about half accurate, and can (and would) change in the middle of questing or PvPing.
Weather Types
My suggestions might not be balanced enough, but this should clearly convey the concepts in mind. Not all of this is completely original, I read some of these from other suggestion posts, like the man storm. Also note that machine doesn't get much of a buff anywhere on here, and that is because I can't think of any weather that would really benefit them. There benefit would mostly be that they are not affected by much of anything.
1. Storm Winds (often pre-rain)
- Flying units lose -25% attack speed, -25% movement speed and -10% AR
- Ranged units lose -20% AR and gain +10m range
- Air faeries and air sages gain +40% AR and +10% DR
2. Clouds (often pre-rain)
-Flying units gain +20% DR (because they are now less visible)
-Ranged units lose -5m range (because it's harder for them to see without sunlight)
-Machine units gain +10% speed (because they are no longer over heating from the sun)
-Nature units lose -5% AR and -5% DR (because they have no fuel from the sun)
3. Sunny
-Nature units gain +20% AR and +10% stamina
-Ranged units gain +5m range
-Light units gain +5% AR, +5% DR
-Phoenixs gain +30% DR, +50 stamina
4. Rain
-Light units lose -10 moral
-Ranged units lose -10m range
-All units that use fire lose -50% AR
-Flying units lose -20% movement speed
-All units gain +50% AR against buildings made of wood
5. Mud (always post-rain)
-Mounted units lose -30% movement speed
-All other ground units lose -5% movement speed
-Trebs, rams, tanks lose -5% attack speed
-Magic troops lose -10% AR
-Behemoths gain +20% AR
-Treants gain +10% DR
6. Thunder Storm (may occur after it has started to rain)
-Units made of metal (like mech giants) have a 5% chance every 30 seconds of being struck by lightning and losing 100 HP.
-Light units lose -15 moral
-Ranged units lose -15m range
-All units that use fire (like fire elementals) lose -55% AR
-Flying units lose -25% movement speed
-All units gain +60% AR against buildings made of wood
-Lightning Elementals, lightning faeries, and lightning sages gain +75% AR
7. Mana Storm
-No spells may be fielded until the mana storm passes
-Dragons gain +30% DR
-Air units lose -15% movement speed
-Magic gains +5% AR
-Blue-rimmed and blue-filled items have all of their stats increased by 5%
-Sages gain +10 moral, +20% attack speed
8. Rainbow
-All faeries gain +50% AR and +30 moral and +3 damage
-Light units gain +5 moral
-Nature gains +5% AR
-Behemoths lose -10% DR and gain +10% damage
-Daemons (and minor daemons) lose -20 moral and -5% DR
Weather Warnings
When entering a quest or PvP most weather types will be obvious because of how the animation looks. But, just to further the understanding of the players, a screen comes up informing you of the weather type and the implications for their troops. This allows them to consider this before fielding troops.
Suggestions 1.6: Player Vs. Player
Shrines
Capturing the shrines that are outside of the walls is too easy and becomes a focus, and putting all four inside the walls would make them useless. I say two out of the four of them should be put inside the walls.
Capturing Bonus
To discourage hiding inside the walls and next to the stronghold, there should be a very large bonus for capturing the stronghold and/or the temple. I propose an extra mana shard be given for each (even if you lose) for having one (or both) of them captured when the battle ends. And, for the person who had them captured, they should get one less shard (you usually get two even if you lose, if your temple and/or stronghold was captured on top of it, you'd only get one). And maybe throw in a handful of everything else like 50 of everything including god favor is given for capturing the both of them.
Suggestions 1.6: Additional Factions
Additional Factions
I'm sure Saga must be working on creating additional factions. I mean, you guys have to be, right? Surely a third alliance will come into play in the future? Here are my faction suggestions:
Merfolk
The Merfolk can be done in a number of ways. The most logical and best way to create the Merfolk would be to add a whole new dynamic to the game which is water. Most Merfolk units would be able to go in and out of the water. A few would be unable to leave the water, but would have enough range to make them good for something. These water-bound units should also have spells that can be cast from where they are to anywhere on the map, or at least a considerable distance.
Then each faction would have a water-bound unit added to it. The machines would have a boat, nature would have a water elemental, war would have a trireme full of orcs, magic would have a water gollum, and light could have a mass of algae. (algae essentially live off of light so it makes sense.)
And of course, lastly, units would gain new passive abilities. Fire elementals would obviously have a weakness against water units.
However, animating water units might be hard, so perhaps merfolk can just look aquatic and not actually enter the water, but perhaps gain bonuses from being within a certain range from the water.
Merfolk would belong to the new "chaos" alliance. (I figure chaos is a good compliment to Order.)
Beast Riders
The Beast Riders faction could compete with the speed of the light faction. They would have high damage as well, but low AR and DR. The Beast Rider faction would have four uncommon dragons (for the dragon lovers) which would not be able to compete with the power of other dragons and would be more close to the strength and stats of a griffin rider or eagle rider. These dragons would have Amazon chicks riding on them.
Also (not just to patronize Ferret, but because I think it really would be cute) there should be a giant ferret with an Amazon rider.
The possibilities here are really endless. Hipoogriffes, centaurs, ligers, cheetahs, wolves, and so on. All with a different Amazon riding them.
This would create another "fast" faction to rival light, and a faction that would appeal to women.
Beast Riders would be part of the new "sisterhood" alliance. (A good compliment to the brotherhood.)
Summoners
(I've heard a few people mention how there should be more units that summon other units. Mostly people I know in real life and have showed the game to.)
The Summoners would have two rare units that summon other troops, and uncommon units that summon other troops.
Faction: Summoners
Unit Name: Air Summoner
Commonality: Rare
CP Cost: 20
Special Ability: Each Air Summoner summons a fire lizard, air faerie or dragonfly which lasts for 120 seconds. Cooldown: 260 seconds.
Faction: Neutral
Unit Name: Air Faerie
Commonality: Common
CP Cost: 1
Special Ability: (passive) Air Faeries gain +75% AR, and +75% damage, and +10 moral against flying units.

Faction: Summoners
Unit Name: Fire Lizard
Commonality: Uncommon
CP Cost: 2
Appearance: Looks like a baby dragon, I suggest that it be black and red.
Faction: Summoners
Unit Name: Dragonfly
Commonality: Uncommon
CP Cost: 2
Faction: Summoners
Unit Name: Fire Summoner
Commonality: Rare
CP Cost: 20
Special Ability: Each Fire Summoner summons a snake, fire faerie or phox which lasts for 120 seconds. Cooldown: 260 seconds.
Faction: Summoners
Unit Name: Fire Faerie
Commonality: Uncommon
CP Cost: 3
Faction: Summoners
Unit Name: Snake
Commonality: Common
CP Cost: 1
Faction: Summoners
Unit Name: Phox
Commonality: Uncommon
CP Cost: 3
Appearance: Looks like a baby Phoenix. Is about half the size, and has about half the stats.
And the two uncommon summoners would summon slightly weaker units. Summoners would belong to the chaos alliance.
Goblins
The goblins would mimic the war nation, except that it would have goblins. I propose a lot of high AR, high damage melee units for the goblins. Their siege-type units should be gold-plated since goblins love gold. The equivalent to a mech giant would be a troll. There should probably be two or three types of trolls as their rares.
Goblins belong the the chaos alliance.
Sprites
Like the Beast Riders which would consist of Amazon's on beasts, this would be another faction for the girls. Beast Riders are for the hardcore chicks, and Sprites for the girly-girls. Imagine all sorts of stuff girls would like. A dragon with butterfly-colored wings. Faeries. Sprites instead of elves. All female units, except for perhaps chicks on male centaurs. (That might be really hot.)
Sprites belong to the sisterhood alliance.
Basic Unit Outlines
I have not included the attack stats because everyone will have their own ideas about that. Saga will understand the current balance best and how to compliment it best.
Faction: Neutral
Unit Name: Air Sage
Commonality: Uncommon
CP Cost: 2
Special Ability: Gust of terror - Unit gains +25% AR and +25% speed and nearby units suffer -40 moral for 15 seconds. Cooldown: 120 seconds.
Faction: Merfolk
Unit Name: Lizardmen
Commonality: Common
CP Cost: 1
Special Ability: Hallucinogenic Mist
Defensive Item Worn: Chainmail
Offensive Item Worn: Lance


Faction: Merfolk
Unit Name: Siren
Commonality: Common
CP Cost: 1
Special Ability: Ensorcelling Scream
Defensive Item Worn: Cloth
Offensive Item Worn: Charm

Faction: Beast Riders
Unit Name: Chelonia (two amazons on a tiger-sized, tiger-like turtle)
Commonality: Uncommon
CP Cost: 2
Defensive Item Worn: Ward
Offensive Item Worn: Spear

Faction: Merfolk
Unit Name: Mollusk (giant clam)
Commonality: Uncommon
CP Cost: 3
Special Ability: Mighty Clamp
Defensive Item Worn: Ward
Offensive Item Worn: Charm
Faction: Beast Riders
Unit Name: Slug Archers
Commonality: Uncommon
CP Cost: 2
Special Ability: Slime
Defensive Item Worn: Leather
Offensive Item Worn: Bow
Faction: Merfolk
Unit Name: Serpent
Commonality: Uncommon
CP Cost: 2
Special Ability: Spit Venom
Defensive Item Worn: Ward
Offensive Item Worn: Charm
Faction: Merfolk
Unit Name: Phin (mutant dolphins)
Commonality: Rare
CP Cost: 2
Special Ability: Aqua Blessing
Defensive Item Worn: Ward
Offensive Item Worn: Charm
Faction: Merfolk
Unit Name: Mermaidens
Commonality: Uncommon
CP Cost: 3
Special Ability: Enchant
Defensive Item Worn: Ward
Offensive Item Worn: Staff
Faction: Merfolk
Unit Name: Mermen
Commonality: Uncommon
CP Cost: 3
Special Ability: Fish Summons
Defensive Item Worn: Ward
Offensive Item Worn: Staff
Faction: Merfolk (10)
Unit Name: Yalinas (mutant starfish)
Commonality: Uncommon
CP Cost: 3
Special Ability: Regenerate
Defensive Item Worn: Ward
Offensive Item Worn: Charm
Faction: Merfolk
Unit Name: Lizard Crossbowmen
Commonality: Uncommon
CP Cost: 6
Special Ability: Poison Arrows
Defensive Item Worn: Chainmail
Offensive Item Worn: Crossbow


Faction: Merfolk
Unit Name: Octopus Rider
Commonality: Rare
CP Cost: 6
Special Ability: Deadly Ink Squirt
Defensive Item Worn: Ward
Offensive Item Worn: Charm

Faction: Merfolk
Unit Name: Acqua Drago (seahorse)
Commonality: Rare
CP Cost: 3
Defensive Item Worn: Platemail
Offensive Item Worn: Charm
Faction: Merfolk
Unit Name: Amphibias (giant toad)
Commonality: Rare
CP Cost: 15
Special Ability: Poison Lick
Defensive Item Worn: Ward
Offensive Item Worn: Charm
Faction: Merfolk
Unit Name: Leviathan Rider (mermaid on a winged Leviathan - air & water unit)
Commonality: Rare
CP Cost: 25
Special Ability: Water Torpedo
Defensive Item Worn: Chainmail
Offensive Item Worn: Staff
Faction: Light
Unit Name: Light Faerie
Commonality: Rare
CP Cost: 4
Special Ability: Illumination
Defensive Item Worn: Ward
Offensive Item Worn: Staff


Faction: Nature
Unit Name: Nature Faerie
Commonality: Rare
CP Cost: 4
Defensive Item Worn: Ward
Offensive Item Worn: Staff



Faction: Machines
Unit Name: Faerie Murderer
Commonality: Rare
CP Cost: 4
Special Ability: Faerie Slaughter (passive)
Defensive Item: Leather
Offensive Item: Mace

Faction: War
Unit Name: Faerie Hunters
Commonality: Rare
CP Cost: 4
Special Ability: Faerie Hunt (passive)
Defensive Item Worn: Chainmail
Offensive Item Worn: Bow

Faction: Magic
Unit Name: Dark Faerie
Commonality: Rare
CP Cost: 4
Special Ability: Dark Protection
Defensive Item Worn: Ward
Offensive Item Worn: Staff


Faction: Merfolk
Unit Name: Aqua Faerie
Commonality: Rare
CP Cost: 4
Special Ability: Purification
Defensive Item Worn: Ward
Offensive Item Worn: Staff


Disclaimer & CopywriteThese are my original ideas (not that anything here is new under the sun, and if you've thought of the same things before without my input, then please feel free to reply and let me know that you agree and have thought about these things as well) and opinions based on my personal opinion of where Saga should take the game next. These ideas and suggestions are purely in my best interest for the game and playing the game. I give Saga (and all of it’s developers) full permission to use these ideas, and alter them in any way they see fit. I do not give like permission to anyone other than the Saga developers to do so. All concept art was created by Phoenix’s Muse Creations and if used anywhere must give credit to Phoenix’s Muse Creations.
Reply these ideas in the Saga Forums by clicking here. (Requires a Saga Forum account.)
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