what about Baldurs Gate?
Tasunke
all good info. Thank you.
I doubt the Spiders would have initiative to invade your city ... only harrass any units that entered their forest. Now, if it was bugbears on the other hand .... or god forbid DEMONS that could convince other monsters to aid their cause ... then u might be in trouble ... ;) But yea, I feel demons etc are fairly rare, to the point where somehow not discovering that demons are right behind you would be rather hard. Although, I suppose its p
Dude ... whats ur problem with having a Mage in heavy armor, and wielding a giant sword? Or for that matter, someone having both high STR/DEX and WIS/INT .... SAURON anyone??? xD just think of it from Sauron's perspective ... as long as you are that much of a bad-ass, you can be a tank-mage if you want. No reason to specialize in one or the other (except that you don't have infinite points). But yea, I think the fact that having high Str/D
Monsters having different actions/plans based on Intelligence = WIN Different types of Monsters attacking each other = WIN Flavorful spawning locations = WIN Different Monsters being able to "team up" as a hoard/ army = WIN all that is left, I feel, is some way for spawning locations to randomly generate (be added) as others are destroyed, so as to not initiate boredom. AKA no way to simply kill off all monsters and spawning locations.</s
Well, I think that my favorite contributions were from the School of Mysticism, if I had to choose. Still, the rage school has some interesting things because Angry Blood, Anger's Punishment, and Angry Revenge are just so much different than other spell effects. But yea, I agree that trying to determine how many spell points/ mana is REALLY HARD if not impossible. And that everything WILL be changed. I based all my values off of the Spell of Making being 25/ 25 ... and of peop
Exterminate NAOUGH!!! Tactical Arcane Knowledge: 15 Mana: 15 none All friendly units are killed other than the caster, combined HP of all friendly units becomes the amount of (non elemental) magical damage inflicted upon enemy target of your choice. Spellbook: Rage Note: When u can't beat them, just sacrifice moar. </ol
Loki's Burden Strategic Arcane Knolwedge: 22 Mana: 20 None All spells from any caster, for the next 10 turns, cost double mana. Spellbook: Chaos Note: Goes into effect as soon as it is cast, counts as turn 1. On the caster's 11th turn the spell wears off. <span style="font-size: small; color: #fff
Rightful Place Tactical Arcane Knowledge: 20 Mana: 10 None Dispells affected summons from the battle/ world/ material plane Spellbook: Law Note: Caster's Intelligence rolled against Summons' Wisdom scores. Targets all summons in battle. <span style="font-size: small;"
Tunneling (or Burrow) Strategic Arcane Knowledge: 20 Mana: 10 1 Earth Shard Caster + Army burrows underneath the earth, becoming invisible. Overland earth attacks deal +50% damage to burrowed units. Movement of army is Intelligence/2 due to "magical burrowing." Line of Sight is Wisdom/3 of caster. (can see w/ vibrations) Spellboo
Douse Tactical and Strategic Arcane Knowledge: 15 mana: 5 None Puts out a Fire, heals the "burning" status effect. Spellbook: Ice Note: On strategic map, range of 3 and 1 target tile. On tactical battlemap, infinite range and radius of 1. <span style="font-size: small
That sounds A LOT like a Persona mod I was thinking of creating ... [e digicons]}:)[/e]
When I tried to equip Patchwork Armlets onto Warlord Verga ... it kind of froze Edit: How are you able to recruit Bone Ogres?? I must know! xD
Playing in Windowed mode helped ME with a lot of the crashes too ;)
Raise Lich Strategic Arcane Knowledge: 20 Mana: 10 None Raises a fallen Magical Champion as a Lich (undead, full strength) Spellbook: Necromancy Note: Only champions that died while serving you, with a reserve of essence, count towards "magical champion" <st
Apparantly building anything/ placing any buildings in Cloth Map causes a crash, and zooming out/ moving over fog in normal mode also causes crash. So rly, just follow your sovereign around ONLY, and maybe u won't get crash ;)
I'm not certain "how rare" to suggest the School of Mysticism to be. Perhaps you could aquire it some how ... like through a quest. Or perhaps you "can" research it near or after the school of Mastery (researching school of mastery could unlock it) if certain requirements are met. Some of the spells are kind of meant to be things to play with if the Magical Victory is disabled for some reason, or for some other reason the School of Mastery is harder to get to than the School of Mystic
School of Mysticism: Everything from fortune telling, to talking with spirits, to summoning elder gods [Continued] Tactical: Ethereal Whisper Tactical Arcane Knowledge: 12 Mana: 8 None Ghost of random dead Champion aids you in battle Spellbook: Mysticism Note: Ghost disappears at the end of batt
Armageddon Strategic Arcane Knowledge: 32 Mana: 27 1 fire, 1 air, 1 earth, 1 water Creates an Apocalypse. Everything except for the caster is dealt (Intelligence)x2 damage, all cities Populations's are halved. Random destruction everywhere. Spellbook: Ruin Note: can only be cast once. More expensive version of (apocalypse now) on a more easily fi
School of Mysticism: Everything from fortune telling, to talking with spirits, to summoning elder gods Strategic: Foresight Strategic Arcane Knowledge: 20 Mana: 18 None Next strategic spell cast against you has an additional 50% chance of failure SpellBook: Mysticism Note: Knowing the future has
Gardens appear to crash the game? at least my game. Also, most crashes within 5 turns :( NVM, its just random crashing all around
[quote who="DemiBoss" reply="149" id="2669098"] Spell Name: Resident Evil #1 Tactical Arcane Knowledge: 25 Mana required to cast: 20 death shards, can only be caste once summon a one hit dagger, if an unit get hit with the
DOWNLOADING!!! xD
Raise Skeleton Strategic Arcane Knowledge: 10 Mana: 3 None Sacrifices 1 population for a skeleton soldier Book: Necromancy Note: must be cast in a city or graveyard Raise Skeleton Army Strategic <l
Book of Magma: will only appear in Research if a person has Fire Book, Fire Shard, and 10 or more Magical techs (lv 10 in Magic tree). Can appear outside of research, cannot be used unless Sovereign has Fire Book. Can be traded. Pillar of Fire <span style="font-size: x-sm