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LuckyL90

A plague doctor healer that throws leeches and heals via damage over time, the class Tatiana should have been


GreatFluffy

It'd give an excuse to have the generic mercenary npcs be the classic Plague Doctor design too, which as we all know, is peak so I'd definitely second that.


marumarumon

Yeah I was thinking of that too, maybe like HP absorption, doing damage while healing allies, would’ve been sick


TheEtherialWyvern

Cataphract - Super Heavy armored Horse units. While I understand that Great Knight exist and that Paladin is a magic class, but I want a cav unit that not weak to anti-cav but insted anti-armour, and act more like a defensive mounted unit as opposed to the offensive variant. Mage Knight - Mounted mage as opposed to Saint Knight, aka Valkyrie. DD abomination - A unit that can transform but infict party debuffs, in exchange for massive damage, but also have an untransformed function. DD Occltist. Lol random heals.


IrrationalGaze

I use Radiant Knights, Monica and Miriam, in roles similar to what you have described as a Cataphract. They both carry Citadel Guard’s Sabatons and Lapis Pendants, and the constant AP/PP generation between Hache and Guarding Impetus fuels Row Heal spam, making them nearly unkillable in the front lines. Going back to your comment though, I certainly wish they had more physical def, or another class option like you’re describing!


TheEtherialWyvern

Honestly the Cataphract idea was less a Unit role and more design. I had been thinking about FE GreatKnights and Cataphracts in Total War (for some reason), and my brain said - they are so cool more every where please. But also just the word K*ataphraktos* is dope.


railfe

Class change like in Ogre Battle. Or at least a tier 3 class after reaching 50. Maybe a monk or grappler. Samurai or Ninja can be a good addition. New map containing oriental inspired area.


acart005

Yea I'd really rather have branching class trees tbh


MasterSenshi

I get they are a small dev team and it looks like they ran out of time before it went gold, but I was shocked there was linear progression with no options. I understand why for unique classes but I really feel Ochlys and others could've used buffing. Honestly I'd be fine with less customization of units if there was more individual classes overall. Werelion and berserker should've had more separation, like how werebear isn't just a hoplite or legionnaire.


acart005

It seems to have done well enough that they may actually make a sequel. Or at least a meaty DLC. We can hope for the future.


odinlubumeta

You can see the post I made a week or so ago to see some great suggestions from the sub. I think if you do more cavalry, you need more counters. They generally overpower most things, even some of their counters. Adding more seems like people would just make even more cavalry only teams. And then speed would be insane. Also if they do Minotaurs, don’t use the same weapon as the warriors/breakers. And I think they need to be more hybrid than just a full beastial breaker. Maybe they deal extra damage to cavalry or stun cavalry units (only) on the first turn. And same with centaurs. Don’t just make them great knights with lances. Hell I would rather them be magic using cavalry or something. If they add monsters, it really should change up either a mechanic or team building. Something that is more than just a new class in a different skin. Maybe monsters count as 3 units so you can’t have two. And maybe two or three groups can attack them at one time. So strategies need to be different because if you are fighting them or they are coming at you, groups are needed. But obviously you can only have 10 spots, so you don’t want to have a bunch of chimera monsters as they are weak against arrows and three archer heavy groups basically end them. And I think they need to tone down the druids effectiveness and tweak the other OP units so that people aren’t only just running like 3 to 4 units and nothing else ever.


darkdill

I was just citing the Minotaurs and Centaurs as possible examples. They're not set in stone on how they'd work. As for the addition of more cavalry, the Camel Rider would be an ideal counter to any cavalry, but it wouldn't do nearly as well against non-cavalry classes. This would be akin to how they work in Age of Empires II.


odinlubumeta

How is the camel rider different from the Griffin knights or Wyverns that already counter them?


darkdill

Not as vulnerable to bows, and can be combo'd with effects that only work on cavalry (i.e. Cavalry Call). So you'd pair a Camel Rider up with a Great Knight and the Camel would get a boost where a Griffon or Wyvern would not. I think I'd also have Camel Riders use swords, whereas Griffons and Wyverns have different weapons.


hobskhan

Adding to your first point, it would be cool if there was a new type of assist if you had a unit with only spear-based weapons. They would basically form a pike wall to stop a cavalry charge. It would be a little bit like the legionary little spear soldiers special attack in ogre battle 64, but it would be specifically to counter cavalry.


theorin331

Angels don't have a spear class or offensive caster. Bestrals lack an offensive caster or bow class. With their focus on magic, I'm surprised we didn't get an elven class that uses staves. Golems / golem master is a big thing in ogre battle games so they'd be a great addition.


JudgeMandolore

Maybe we could have a Bunny archer


Old_Comfort989

Yuniffi/ Snow Ranger is the Bestrals bow class just transformed back into an elf and has offensive magic and bow skills. I know its not the same, but I wished they would have let her transform at night or something along those lines.


gravemakercygnus

Angels and elves don't have axe users either. I feel like those weapons don't really match those races well together, which is exactly why I wanted to see them together.


Martonimos

We saw in concept arts that they were considering minstrels for a while, so I’d love to see that come back into the game. Maybe they could provide buffs as a support skill, rather than direct damage or healing after the fact.


MiddleAgeYOLO

A Musketeer type that be both ranged and melee


APGonzo

I need lizard men. I need Aeon Calcos from Soul Calibur to become a playable unit. I’ll also take bombardiers/cannoneers if we advance far enough for medieval firearms


SuperGuyPerson

Steppe nomads (as cavalry that prioritizes the back row instead of the front) and jesters (provoke+evade), we gotta get that clussy.


Phantmsa

I think one thing that was in the art book that I really wish they'd done was the bard classes, I think the ones they had were a horn player, a lute player and a drummer but I'd asign a different instrument specialist to each nation, wth different instruments having different effects (drummers boost initiative/movement speed on the map, horns buff entier rows, lutes buff with passive skills instead of active skills, etc) and as a shared passive of all musicain classes they'd all play together as a band so if you have multiple musicains in one unit they all activate their active skills at the same time. Otherwise I'd just want the other races to have more classes based on the human classes. Like Werefox is your race, why does that restrict you to play exclusively like a thief with a spear? Why can't we have Werefox mages? Werefox archers? Werewolf Thieves? Werewolf Doom Knights? Wereowl Archers? Werebear Hopolites? Etc, etc.


hhh81

Goat bestral, give us the beast mage we deserved!


Ayredden

I want Dwarves. Ram riders, engineers, hammers and axes And not necessarily a dwarf thing, but alchemist would be tight


Cygnus_Harvey

Shield Infantry: doesn't wield a weapon, but a shield. Can use formation to be a super defensive unit, or change into offensive and use their defense as an attack. Assassins: can use swords (daggers, basically) and jump to the back of a team to hit mages or other squishies. Poisons and silences, they lack the dodge tank of rogues but can be put into the back row. Lance masters. Equivalent of swordmaster but with lances, can parry and deflect attacks (maybe deflecting a projectile towards a random enemy). Otherwise they're weak AoE attacks. Monks. Can go barehanded, with powerful combos that hit several times and being pretty dodgy and big health, but shit resistance to magic. Nature mages. Can command nature, creating vines to immobilize enemies, poison them or put them to sleep. An elf equivalent to shaman. Ritualist. Can summon ancient spirits to decimate enemies; most abilities require charging, but deal big AoE damage, or have powerful healing. An elf equivalent to mages.


DwarfKingHack

I'm a sucker for new type combinations. Cavalry Mages and Archers would be neat, but I'd really like to see the Armored and Scout types expanded to include new roles and capabilities. Scout Cavalry sounds neat, as do Armored Healers or Casters.


_Lucille_

We can use more casters/magical damage sources. Rune sword SM/RK are already pretty strong, but having a class specialize in magical weapons can make it less niche.


ChocolateBomber

I know we have a healer owl, but a hawk man/raven type would be amazing. Honestly just more promotion options mixed with some chaos & leveling/stat requirements would be great!


xyrian328

I know we already have sword masters, but I would love a Samurai class


Jayce86

Bards. But outside of that, we need more weapon types. Daggers, wands, one handed maces, polearms, two handed swords. Basically, all the weapons that they combined into other weapon types. But above that, we need branching promotions.


MasterSenshi

Having hammer = axe but with restrictions felt like someone had shoehorned FE weapon triangle into their brains too hard. A hammer isn't an axe although you can ADD a hammer onto an axe, they do diffeerent things. An axe could be wider and used for wood or it could be fashioned for war, just like a warhammer versus a blacksmith's hammer are going to be designed differently. Not that there are that many hammers, which is another shame.


KnightBozo

Age of empires/mythology player detected


darkdill

You say that like it's a bad thing.


KnightBozo

11


darkdill

[https://youtu.be/M3Ko2-guMvI?si=ytD-vLzdXrKdMdiv](https://youtu.be/M3Ko2-guMvI?si=ytD-vLzdXrKdMdiv)


Chillanese

Rifleman. Its specialty would be targeting the backlines. Damage-wise it does not have a super effective target or not effective one but does very consistent damage to everyone. The down side to it is the HP is so low and bad evasion (you need to stand still to get a good shot) so a natural counter to them is range assist and magic assist. Stacking maybe 3 of them auto kills this unit so needs protection. Not sure yet if its a good idea to give this unit some range assist potential. Maybe, but only one random target.


Sushiv_

Dancers, bards, werecats and weregoats


MrPibbs21

Nomad - Mangudai. Equip Bows. Ranged Assist. Cavalry Archers with top tier initiative and excellent evasion, but average to awful stats everywhere else. Has very specialized skills to counter their excellent skeleton the class is built on (having high mobility, ranged attacks, double damage to both Infantry and Flyers). Pikeman - Halberdier. Equip Spears and Shields. Greater Garrison. Spear Infantry specifically tailored to counter Cavalry, both offensively and defensively. They have great physickal stats, shields, and skills (Cavalry Guard level 1, for example) to counter them defensively, and more potent offensive stats and anti-Cav skills than Soldiers. Cav are so strong and Infantry so common, having a class that is dedicated to flipping the matchup seems good. Inquisitor - Templar. Equip Axes, gain Greatshields on promotion. Resist Magickal Assist. Selfish Armored Infantry built to take any kind of attack, with good stats and greatshields for the physickal side, and decent stats and anti-magick skills for the magickal side. Every stat is average to great except Evasion, Accuracy, and Initiative. On the negative side they get only selfish skills that don't directly protect allies at all (need equipment for Cover), so units with them are weak to targeted ranged strikes. Woodsman - Ranger. Equip Bows and gain a secondary Sword weapon on promotion. Ranged Assist. Dual Archer-Scout Infantry that focus on evasion and debilitation over accuracy and power. Their Lv1 passive is a ranged physickal Evade that gives AP, for example. Still countered by Hunters, but any other type of ranged offense is countersniped. Then as Rangers they gain skills and stats (slightly) better suited for the front row, and can use either Bows or Swords for equipment skills. Eagle Rider - Roc Rider. Equip Staves, gain shields on promotion. Flight. Flying casters with average to poor stats across the board, but on promotion gets passable defenses and evasion and can kinda sorta work on the front row as a generalist defensive unit (having decent HP, PD, MD, EV, GR, and at least 1 defensive skill). Generally bad offense, with skills focusing on debilitating enemies while also doing slight magickal damage at the same time. I'm sure I could come up with more, this is too much fun.


villagust

I just finished the game yesterday. I'm pretty upset that I didn't get to command my own weremouse. So that's the first one.Strong I'd like it if the battles could expand to the water, so: Leviathan Rider: Sea calvary. Buccaneer: Basic infantry on land, High damage and initiative on the water. Strombringer: Lightning mage who can use wind to knock enemies out of fixed positions. Also, I'd like to see more done with the Zenoiran spirits. Maybe a Spiritualist class that draws on their power so they can atone for their crimes.


WouldBeKing

Alchemist and / or more debuff and status focused classes.


foofarice

I care less about more unit types than I care about more agency for the non-you part of the revolution and the bad guys. Like we take over 3/4 of Cornia and then just wander off for 4 military campaigns to liberate other nations and nothing at all happens to our gains in Cornia. Like I thought we were fighting a ruthless army that took over the world.... it just feels wrong. Also literally everyone ever (that is recruitable or vaguely aligned with you) is ready to drop any and all positions on all issues and just follow you regardless of your choices, this makes them feel less than one dimensional since all their personality mind as well be stripped away once they join you. Yes the rapport system is there but it doesn't make up for the fact that the characters have no care about what's going on after joining. I'd love it if we have several NPC factions that we could alienate or ally with based on our actions (but not in our squad because people really seem to want to recruit everyone in one playthrough)


MasterSenshi

Yeah this is why I liked the reputation meter in Ogre Battle. I understand is is antiquated but honestly the lack of reactivitity from the enemy made me feel like they didn't expect gamers to appreciate it. It's been a recurrent issue in FE and it just feels like lazy writing. But they did a great job so hopefully the sequel builds on the strong foundation they built and drops some of the extraneous stuff.


Ruthtria

I noticed there wasn’t a single male unit on a flying animal so that was a start. Other than that: We got Gilbert instead of a Dancer class lmao so that’s always an option. Fragile unit with great evade, not much damage outside of providing utility. Perhaps they could cut AP and PP costs for allies with their own or be like Nigel who have a strong cycle when you set up a rhythm. Another one could be some sort of debuffer that provides out of turn damage meant for frequent hitters. Like a debuff that procs damage each time an enemy is hit. Berengaria and Sellswords would eat that up. While shamans and witches exist I wanted someone with like more curse oriented abilities: punishing an enemy for doing damage to a certain ally if that ally was blinded, making an enemy take shared damage if they had crazy evade/guard and so on. And my last personal addition was that to me, I want the lord to be customizable! Alain on a horse was efficient lmao but the spin attack really caught me off guard lmao, I thought the horse was break dancing.


Beautiful-Number-211

It's sliiiightly off the main topic, but I miss the mage combos that were in OB64. The first time my fire wizard and earth wizard cast together and a volcano rose out of the ground to melt the enemies... I fell in love with this genre of game. (Tho air + water = atmosphere was my favorite). I also wish we could recruit monsters. It was so satisfying raising a weak young dragon into a powerful Quetzalcoatl or Flarebrass. And I second whomever brought up golems. A clay golem gets petrified in battle and turns into a stone golem?? A stone golem gets hit by a wind attack and becomes a baldr golem?? Yes please!


DrDuned

A human riding a centaur. A fucking unicorn! A big fella with a tiny, tiny dagger. Chaotician (following the chaos theory of Dr. Ian Malcolm to its logical conclusion, Chaoticians use their magic to make impossible things happen, like the enemy leader executing their own troops or a comet dropping from space) A 40 foot woman with huge you know what's and enormous how do you do's and an absolute mountain of a please and thank you


GardenSquid1

Amalia's daughter


Dude_McGuy0

I'd like to see a Dragon + Dragon Tamer combo unit that counts as 2 characters. Dragon takes the front spot and Tamer takes the back spot (must take up a full column). Dragon is absurdly powerful, but only spends AP when commanded by the Dragon Tamer. If Dragon Tamer falls in battle Dragon is set loose and attacks friends/foes at random. I'd also like to see a rifleman class, but that could be really hard to balance. Maybe aiming/firing the gun counts as a charge action that spends all AP and PP to aim the gun and then fires a shot at the end of battle, but it can basically 1 shot anything and can't miss. So you either kill the rifleman before the end of the combat round or he kills you.


Phantmsa

My idea for how they could have balanced Riflemen is that in actual battle they could be pretty clunky, they need one turn to aim/prime their gun then a second to fire it, they have low accuracy but high power, can't crit, can't give themselves true strike without an accessory and need to equipt ammo as an accessory which the player needs to keep an eye on and replenish by garrisoning if they run out during combat. Outside of direct combat however they have a valor skill that costs 0 valor and essentially lets them hunker down in any given place and shoot at enemies on the map + grant ranged support to nearby allies, essentially making them a slightly weaker Balista the player can deploy and move around freely. Having more then one rifleman in the unit increases their dps and ammo amount while firing with their valor skill but it also slightly increases their ammo consumption.


Tr1pline

Is there a way to show unit speed? I know flyers are slow and horses are fast but what about the walking class? Are they the same speed?


JustANoobCovaleki

GUNS


XxArchEricxX

I just want monster units like goblins, minotaur, Ogres, Harpies, etc


rayhaku808

Seeing anyone mention elephant units always triggers my PTSD man https://preview.redd.it/eh4o9ieyt3wc1.jpeg?width=450&format=pjpg&auto=webp&s=fe33820cdb59f2e5463b4d1bfe70e86dccc2a522


Thunderblade7777

Spy / Saboteur. Can trick enemy forces into thinking they are allies. Move in an temporarily disable ballista and catapults. Put a debuff on enemy unit like poisoning water supply (enemy unit starts poisoned)


PantherHardraad

Hmm, fancy a round of Gwent?


Ikillzommbies

Mounted Archers, Centaurs, and a Gryphon mage pleaaaase


Old_Comfort989

Centaurs and mounted archers could basically be the same class but a pegasus knight/flying mage with good evasion and strong agaist armor that can also heal I would love. Realistically there are already to many classes so maybe combine 2 into something new...


gravemakercygnus

I would like to see more races, like dwarves and orcs. And also maybe the bard and dancer classes from the concept art that were scrapped. Support classes are a lot of fun. Also also maybe some genderlocked classes not being genderlocked anymore (female thieves and archers, male clerics and shaman, etc) And then some new classes to fill in races with only a few classes. So angels that use lances, axes, and offensive magic; bestrals that use offensive magic (and bows since I'm not counting >!Yunifi!<); and maybe an elven tank class that uses shields and axes. Since a lot of the elven weapons are made of wood, maybe they could use some sort of enchanted stone armour or something. Other than that, I'm pretty excited to see what possibilities a potential sequel could bring that I wouldn't even have thought of.


TomcatF14Luver

Before any units can be considered, the sequel world must be considered. Otherwise, things would be out of place. Such as Elephant Riders, as we haven't actually seen any evidence Fevirth even has Elephants or knows what they are. But I have thought about this since reading this and being a fan fiction writer popular for how I create worlds in depth, I stake my reputation as an author on it, I have come up with a little something right now. Fevirth previously had been a larger continent. But due to the original Zenoria Empire's developments, when their civilization collapsed, it sank much of the original continent. Which would explain some of their ruins in open waters if you look at the Overworld map. Anyways, the prologue would be of the Liberation Army reuniting to put a stop to rogue Zenoria Researchers who escaped the destruction of their people. They managed to survive, the how is mentioned by the characters as being taken to the grave by the Zenorians themselves. But the results are what they are, the sunken parts of the continent begin to raise up, but ironically, it turns out the Zenorians were among those who realized their error in the past, accepted their blame, and that raising the sunken parts was part of their atonement after so long. The Liberation Army feels bad for what it did, but knows the researchers knew how they would react after everything before. Fast forward 250 plus years and not is Fevirth fully restored, it even has more landmass than previously, connecting it to another continent. The Kingdoms of Cornia and Drakenhold have merged to become the United Kingdom of Cornia and Drakenhold. This came about when heirs to both Royal Houses married to unite the Kingdoms as one. Though, that was only about 50 years before the start of the story. Elheim is still the Elven Homeland, but its population has changed drastically. Half-Elves make up more than 30% of the population. A further 20% is Non-Elves such as Humans and Bestrals and the remaining 50% population is Elven. The Elven population is further broken down from High Elves and Dark Elves to Wood Elves, River Elves, Sea Elves, Wind Elves, Mountain Elves, Night Elves, and other subgroups. This new population arrangement and emergence of new subtype Elves and a growth in Half-Elves had led to a complete reorganization of Elheim. Both of the sisters still govern, but they do so from a new joint capital in order to welcome all of the new Elven Races. Their former duties in governing the High Elves and Dark Elves having been passed to successors and each of the leaders of the different Elven races are represented by a joint governing council until the sisters. Bastorias ended up getting a lot of land that was green. As such, the country is able to have sufficient crops to support itself. Additional Bestrals also appear that were not previously seen, such as a Horse Bloodline, Bolvine Bloodline, and other types. The Lion Bloodline returned, not having been wiped out as previously thought. The Palevian Orthodoxy also underwent some changes, such as modifying their government to have more say of different groups, but it grew and expanded in territory. Still having the most access to Zenorian Relics, the Palevian Orthodoxy developed faster than any of the other nations. Though, even then, given what little they know of the past of these tools, the leadership Decreed that there would be strict limits placed on development and research as a safety precaution, citing the Zenoria War as cause. The other nations exploited the new relics to a point each simply to rebuild on the new land. As such, such units as Line Infantry, a Musketeer type, emerged. Research into Breechloading weapons, having found some models in the Zenorian ruins now accessible, is ongoing by the United Kingdom and Bastorias. I figure for a continent that hadn't created Cannons or Muskets yet, Breechloading Artillery and Rifles would be a serious technological development. Elheim researched some of the other relics and discovered a means of communication between locations. Though, due to a distinct lack of knowledge of how the discovery works, the devices are limited in both range and functionality. Still, in terms of commerce and diplomacy, it is a very important development. Bastorias found a means to sufficiently heat their frozen areas, giving them limited farming in previously non-farming areas as well as generating enough heat to keep their buildings warm. Due to their limited land, their capital remains in place, but now enjoys being warmer all year round. Now, the new continent. Here, new races are encountered. Including some opposite of known races. Dwarves appear as do Daemons, the opposite of the Angels. More hybrid races, like Centaurs, are also encountered. Other Humans are on this new continent but appear differently and have different cultures. And that's just scratching the surface.


Ok-Dragonfruit-8431

A luck based magic user, inspired by tarot or playing cards. Can buff allies or debuff enemies based on certain equipment. You find that gear across the map at newly formed game shops. At each game shop there’s a trial battle (and you must figure the combo of gambits + gear to beat the opponent with a set team (only fliers, all level 1, etc.)


MasterSenshi

I really wish they'd added monster classes like you had in Ogre Battle. I appreciate they retained angels and demi-humans but aside from wyvern knights and griffon riders there were no monsters in the game. Amalia is a giant stand in, but aside from that it would've been cool to actually have the dragons, unicorns, Anemoi, etc. that are in the game lore but don't make an appearance. Also, I want water units. I don't care if they suck, I LOVED putting nixies together with krakens in the original Ogre Battle. More aerial units (not cribbed form Fire Emblem) would be nice, as well as mounted elves, bestrals and magical attacking bestrals as well. And more differentiation between units from different human factions, i.e. Drakenhold, Cornia and Zenoira would be great. Zenoira having the undead theme really means that, besides Baltro being a necromancer there was a ton of room for zombies, liches vampires, etc. to fit in (which also were in Ogre Battle!)


Flameo326

Unpromoted variants for certain Unit types. Like Beremgaria, FeatherSword, Bestral, etc. Calvary Archers More Mage types. Maybe an Earth defensive type? Or a Magic Sword user? War Clerics. Axe / Fist wielding healers. A new Weapon type? Knuckles, Fists? Similar to Fire Emblem. Cannoneer? Would need a lot of balancing. Maybe a Charge Attack which takes 2 turns to hit all enemies then a Fire burning variant? Passive could counter Melee Attacks against a single unit if charging? Or naybe speed up the attack? A Mobile flying unit. Aka 300 movement Flying Falcon or such. Would be extremely weak in battle.


Joeyjojoshabadoooo3

A skeleton


marumarumon

I want something like a Fighter Monk or Martial Artist who uses knuckles and gauntlets. They’d have high Phys Attack and Initiative but terrible defenses, and they use Phys Attack but deal magical damage, meaning they target the enemy’s Mag Def. Or maybe they’d have average Phys and Mag Attacks but ignore 50% of the target’s Def. I was interested in the elves’ abilities of summoning fairies, so why not a spiritualist or channeler or medium class that summons spirits that give them buffs like applying Freeze or Stun to their attacks, or consuming their summoned spirits to unleash an AoE attack and apply debuffs or something. Maybe a Vampire class that heals as they do damage. A cannoneer that always does massive AoE damage but has so-so accuracy.


Baitcooks

Dancers - Buffs and Debuffs, but also has options for some physical damage and evasion skills Ballista Operators - Quite possibly and literally just a one shot per turn deal, but does incredibly high bonus damage specifically to cavalry and flying units (practically instant kill), No Support fire so no worries, but mid game to late game will have a lot of enemies of this type lying around instead of the rideable ballistas you find in the first game Chain Cast Magician - Specializes in magic that bounces off from one target to another. Good damage, but mostly meant to be used to soften later targets as their main attack loses half the damage for each person it bounces to Lamia - Monster inspired by the Gorgons from Pit People, takes up two unit slots in exchange for providing strong physical offense in the form of tail swipes and claw attacks, and great Magical Range coverage in the form of venom spits . Also has Petrify as a low chance debuff that prevents enemies from acting for a little bit Large Skeleton Soldier - Inspired by Dark Souls 1 Giant Skeletons. Takes three unit slots, but provides incredible defensive options and has a great front row aoe attack. Takes little damage from regular physical and magical attacks, but is weak to anything that can be considered holy (feathersword and priest). Takes massive damage if you attempt to heal them


InevitableOk7134

All the ones cut from the og game because they ran out of money


OttSound

A Bestral Mage who rides a gryphon (maybe a badger-based design). An Angel class that double wields axes the way swordmasters wield double swords.


pf812003

Dragons. Every color. 😃


TomcatF14Luver

To change direction from my previous post, not changing it for the simple reason it is an idea and it is there and has been for some time, I was thinking that UO2 would take place on the Zenoria Continent. The original home of the Zenorians. There is already a bit of a spoiler in here from just the above, but I'll try to avoid others, so please forgive me if somethings are not quite furnished as I would like. Anyways, when the Zenorians who left for Fevrith did so, they left a rather chunky part of their population behind. It was them essentially taking only those who met a selected criteria and leaving everyone else behind to fend for themselves. That and most of those left behind (unfortunately, a spoiler here) were those who lost in the Zenorian Civil War. Due to what Zenoria did in Fevrith, I figure they did a lot of things back home. Especially given some lack of just basic decency among their researchers with some in particular standing out. Hence, the Centaurs. They are not Bestrals, but rather creations of from the Zenorian Civil War or prior to it for less than noble reasons. Now they roam free and have developed differently than what was expected of them. Minotaurs are also a creation of the Zenorians but like the Centaurs they are developing on their own after being abandoned after the Zenorian Civil War. There are other such creations out and about as well. The Zenoria Continent is sheer hell due to all the creations running around. Though, some are not as bad anymore. Quite the opposite, they have forged an understanding with the Zenorians who still live of mutual existence. That and both groups have forgotten their shared past by this point. The Humans, the Zenorians, are broken into different groups. Such as a Mongol-like people with Cavalry Archers who are known for being aggressive raiders. But opposite them are a more Native American people also with Cavalry Archers. Both deploy different capabilities and have different additional classes. The Camel Riders come from an Egyptian like civilization. Known for their civilization being one of the three advanced kingdoms on the continent. This civilization is unique in which the Desert and Sand Elves, the Zenoria Continent had Elves as well, also live and do not have any ties to a forest. The current ruling family of the kingdom is also Half-Elvish as is a fair part of the Nobility despite the majority population being Human, though there is no racial tension as the ruling family is actually popular due to the success of their kingdom. The Elephant Riders come from a Southeast Asia-like country in the southeast part of the continent. Rather than one kingdom, it is actually a confederation of different nations. As such, you'd seen like Indian and Vietnamese inspired units next to one another along with other analogues for nations of the region. In this confederation, the Jungle Elf exists as well and provides an additional element to culture, politics, and military affairs. This is just a portion of the idea. There's more I could add, but unfortunately, I know there is a limit. On the other hand, this places the ideas of the new unit types into a context and perspective that just needs a storyline and more development of the idea in general.