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Re: extending Epic Heroes to EA
If the Oceanian hero is average, is that from the point of view of using it as a supercombatant? It was hardly intended to be that, but a mage. It provides Oceania with access to magic it would not otherwise get, though I suppose increasing the magic levels by 1 would make it more impressive.
I had no time to go through the Worthy Heroes mod or look at the other stuff in Epic Heroes, so I threw it together quickly and it could be below average for this mod. If it's underpowered compared to what the benchmark should be, it is no big deal to increase the stats. I was looking more at the thematics and story, which is the hardest thing to do well when designing a hero. Stas are always easy to adjust. |
Re: extending Epic Heroes to EA
Well,
What ctis summons is pretty darn powerful, so they do not come often. same with marignon. To test what they get, start with a dom 10 awake pretender, make a prophet and keep clicking that turn button. If ctis got many of those things, it would be too overpowering, so they come rarely and only in strong dom. Make sure you read the descr. Most of the work has been on the descr, as edi said. Ryleh summons zip. he is powerful as he is. Atlantis has a summon though. |
Re: extending Epic Heroes to EA
Edi, average only in the sense that he reminds me of the Atlantean hero who I've only seen once or twice. Its almost like Atlantis stole a Ry'leh standard hero and Oce stole an atlantean standard hero. Not bad because they introduce unavailable paths. Well, in comparison with some of the heroes he seems good but in comparison with the melee heroes he seems less exciting. Remember, this is without playtesting yet, but maybe an ability or as you said jack the paths by 1. I'll be able to test a bit today, it seems like the melee heroes are a bit more exciting, more risk (how much would it suck to get them killed early), cooler abilities, and better stats. On the other hand I think the mage heroes will be all around more useful, especially the ones that introduce new paths. Still confused on the tithe collectors summons. Place up front and let them get hit? defense and no offense? If so, (a bit harder to test, means i'd have to actually invade myself) it might be pretty cool. Almost goes in with the idea I had of defensive towers. Did they move 1/0 or something? fully immobile is a bit tough, but i guess thematic with the desc. of the collector. |
Re: extending Epic Heroes to EA
Read the descr of the tithe collector. He is about spreading faith. His summons are sacred monuments. If you read their descr. it basically tells you that they also spread faith.
They spread faith the same as a prophet would in the square. They cannot fight, but when they are stuck, their god strikes the heretic blind! Click on someone who attacks one of those statutes. |
Re: extending Epic Heroes to EA
jutetrea, the idea of a Starspawn hero for Atlantis came from the description of Chuddar KAdul, the Seer King, who is one of the Atlantean heroes originally in the game. His description refers to learning Astral magic from a captive/renegade Starspawn hidden beneath the Coral Towers. Shadul Ummush, the Traitor King, is the R'lyeh hero, an Atlantian who switched sides for personal gain. I have had ideas of exile heroes for a while, so having a surviving Basalt King was the easiest story to come up with.
That was the reasoning behind the choices. Obviously improvement in one aspect or another is always possible. http://forum.shrapnelgames.com/images/smilies/smile.gif |
Re: extending Epic Heroes to EA
In Edi's defense, I really like the Basalt King in exile's storyline. Especially if you know the history.
And while the melee heroes ARE more exciting, they also die easier in combat, and longterm, may be less powerful than the mages who open up new paths. The Mad Tinker, though he has only 6 hp, is likely more useful to Vanheim over the course of a game then a melee type hero. Having Watchers in your castles and patrolling is a nice bonus. He also has nature magic, and can spy. A very versatile little gnome. |
Re: extending Epic Heroes to EA
No defense necessary, I think you guys are misunderstanding me.
I was primarily looking at power/utility. Average being nothing jumped out at me why this guy would be epic vs a standard hero. On the power scale I would probably put him near the bottom of the second tier. For instance, the van gnome I thought was too weak, but he has a great summoning ability which jumps him up a bunch of notches so he's equivalent with most of the other nations. Oceania's hero just seems like a standard hero to me, even with adding new paths. Just preference, and just referring to relative power. I just think that bumping a level or two or adding an ability (heal, assasinate, domsummon, ally summon, -dom, +dom, +research, +gems, etc) may bring him up a few notches. The forge ability almost does it (and may in testing, not sure). Again these were just my initial thoughts on something I like, not a hit on your hero specifically. |
Re: extending Epic Heroes to EA
Ok, the C'Tis big summons is sweet! Have yet to gift of reason him, want to see what his slots are. Bandar's 32 prot isn't as unreal as I thought.. low morale, low hp weaken him although he's still kind of cool. Maybe prophetize him and only use in domain? Got the machaka assassin killed outside of domain vs. a flyer with an escort. BS'd an escort then harbringer came in and beat on me. Since these are unique, it might be cool to have a national spell for all nations (lvl 5, ench, national strong path) similar to gift of rebirth but instead of bringing a mummy back it recalls the hero. Probably not, but I've quit SP games where I've lost my favorite hero. What was the reasoning behind bow of war on the Mict hero and 2D on the ulm hero? Just curious |
Re: extending Epic Heroes to EA
I gave all melee heroes a summons and a ranged weapon. There was no special reason the Blood-Cursed Champion got a Bow of War. Mictlan stinks, and i wanted a weapon that fired 13 arrows!
The Black Duke of Ulm idea was a commander from Arralen's Black Steel Ulm mod. Though i made some radical changes to him, i liked the name, the sprite, and the fact he summoned-all of which were borrowed from Arralen(with his permission). But i created the Black Order Soldier he summons,added the forge ability, the magical steed, and because Ulm suffers from a horrific mr penalty, decided to give the "Black" Duke of Ulm a reason to be black. Obviously Arralen intended him to be black named after his black plate he wears. Since I wanted to make the Black Duke of Ulm formidable enough that Ulm became a valid mp choice, I added the 2d to him. With the Black Duke of Ulm, Ulm gains: 1. access to death magic 2. a well equipped thug hero 3. black order soldiers-the best make units of any hero. There are better strong dominion summons, but they are hard to amass, and will not come at all unless the dominion is strong. Beowulf, Black Duke, and the other melee heroes can make troops in any dominion, and you know what you are getting each turn. Some of the stronger nations with melee heroes, do not get a very good make unit ability. Ctis, Caelum, arcos. all have melee heroes, but the units they can make on a per turn basis are not nearly as good as the Black Duke. Though i changed the yeti from wingless to something more thematic. He is a creature of the wild, there was no thematic tie-in for him to make wingless. So in the next version you will see something-different. More thematic. 4. great forge bonus-including a modification to all ulm units wearing full plate of ulm In short, MA Ulm needed a reason for more people to play them-the Black Duke of Ulm is that reason. |
Re: extending Epic Heroes to EA
Sounds good, hopefully be able to play with them a bit later. Created a 22 person game, all gods dormant, 10 dom, luck3 (to see other heroes hopefully), and as much of a bless as possible. Staled everyoen the first turn, without even looking at them... lost like 6 of them to dom kill doh. Kind of a pain to do 22 pretenders so i'll hopefully get back to it later. |
Re: extending Epic Heroes to EA
I think you will have more fun, and get a better feel for a hero, by playing one of the races you like. Against the AI.
That way you can fully test the limits of the hero for your favorite race. I think you will find, for instance, that the Yeti is very tough. He is tougher in cold climates. What you may not have noticed is he has 2 "Yeti Claws." There are ap, and with his high att and str, not many units can survive an attack by the Yeti. He also radiates cold, has a strong fear, strong movement, and a thick hide. I feared the ryleh hero may be too tough, so he is lifeless to keep him from getting regen. I think he will still get hps back from his life drain attack. I do know pretenders that are lifeless gain hps with the alt 5 drain life spell. Testing will reveal if he is balanced. |
Re: extending Epic Heroes to EA
If Li Bo isn't powerful enough for people's tastes, you could give him death as well as fire.
This would enable him to make a skull of fire, and then (with a ring of wizardry), staves of the elements and other fire boost items. An extra earth he doesn't need, I don't think. |
Re: extending Epic Heroes to EA
If anything Dr. I will give him his wings back. I hated to clip them, but i had a great fear of a flying immortal that could cast rain of stones multiple times on an invading army.
OT-did i paint a sympathetic enough plight for my race to receive departing gifts of gems and items? |
Re: extending Epic Heroes to EA
Any powers that be know why revig does not work when i tried to give it to an epic hero. I ended up just lowering the enc to achieve a similar effect.
The Elephantarch, modeled on Hannibal, is known for his stamina and forced marches. So i was going to give him revig., but it did not function. So i ended up giving him enc 0, which makes him brutal on that darn elephant(possibly overpowered). So he tramples to his heart's content, with no ench issues. With his lowered prot though, it is risky to try and take a prov solo with him. Even Beowulf, who i thought was a bit too tough, died rather quickly solo to a prov that had a few heavy calvary in it. Barbarian indies also seem to make short work of most of the melee heroes if they are solo. |
Re: Edi\'s Basalt King
Hmm, far from being weak, this guy can melee with the best of them.
He has 60 hps, 16 prot, great str, att. He has a magic weapon. his def is average, but if you make him a prophet he is quite tough. With water magic he can get quickness early, and with 3 earth he can benefit from alt spells that add to his prot. With a fire/earth magic combo, and a forge bonus, he could have a fire shield underwater. And he does have fear. I tested him out of the gate as a prophet with a pretender that did not have 4 of any magic, and he took a province solo. he had 84 hps to start, and almost died, but he took it. So if he had a pretender with even 4 nature-look out. |
Re: extending Epic Heroes to EA
ok, finally tried a real SP game. I'm liking the Ulm elite hero. His summons essentially save the day early game and I'm assuming (just got to const 4) that he'll make a good thug.
regarding the TC hero, I always get 2D minimum on my pretender just to get the ball rolling with a +D staff, then you have mentors. Usually get streams from hades eventually as well for larger forging. I guess the same argument could be had for 3E (trolls), and starting with 2E gives you boots without having to wait for random. Still thinking he could use 1 path boost. I'll try the yeti out soon, generally not a huge fan of Caelum, but will try em. |
Re: Edi\'s Basalt King
Hmm, so he would be considered the melee/mage combo type? If so that works well considering most of the others are one or the other. I was mostly considering him as a stay back mage type and utility thereof. I rarely throw my high paths into melee.
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Re: extending Epic Heroes to EA
The Black Duke of Ulm comes equipped with good items. He is a master smith of great renown. His dark lance is bonus, so it will not disappear when you give him a weapon. But he starts out with a sword of sharpness, which is a pretty good weapon for him.
The Black Order Soldiers are beasts. Black Company revisited. Their only real weakness is no shield, so they suffer greatly from ap weapons. |
Re: extending Epic Heroes to EA
Again just passing through - I wouldn't give the elephantarch encumbrance 0, since enc 0 is a special number such that they never get encumbered, even if you put armour etc on them. Give him enc 1 perhaps, if you want the elephant to be and exceptionally high stamina elephant.
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Re: extending Epic Heroes to EA
Good idea Llama. I will give elephatarch enc 1.
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Re: extending Epic Heroes to EA
ok, I retract my statements on the yeti http://forum.shrapnelgames.com/images/smilies/happy.gif Me like. Do have questions, why the slot reduction and why wingless?
I'm assuming wingless because Caelum is considered a good quality MA nation? Unfamiliar with the power rankings in MA. Would it be unbalancing to change it to a mix of infantry and archers? I see that its in his description, but even a weak flyer might be good. Custom troop? Weakest flyers, but with awe +0 (radiant with their worship) or since there are so many other sacred summons, maybe a very weak sacred flyer? (maybe weaker then fanatics?) |
Re: extending Epic Heroes to EA
I actually changed it before you posted. My changes for 1.1 are back on page 7 which i continue to edit and update.
Because wingless make no sense for a wild creature like a yeti, i gave him 1 winter wolf a turn instead of 3 wingless as a make monster ability. He has slot reductions because without them he would be overpowered. And it is not like the Yeti Claws are bad weapons. They are magic, att 5, and ap. and he has a high natural protection. to let him add armor on top of that would be unbalancing. |
Re: extending Epic Heroes to EA
There are some problems with the latest version of the mod. Many files are missing (the *.tga of many heroes like the t'ien chi heroe or the abyssia hero). There is no problems for someone who download version after version, but the mod is useless for a new user.
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Re: extending Epic Heroes to EA
Good work with this! Nice to see that your idea got off the ground. I don't think I have time to even check out all these heroes ATM, but it sounds like you're doing great.
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Re: extending Epic Heroes to EA
"There are some problems with the latest version of the mod. Many files are missing (the *.tga of many heroes like the t'ien chi heroe or the abyssia hero). There is no problems for someone who download version after version, but the mod is useless for a new user."
That is strange(: I wonder if it is because of the problem posting attahcments. On my computer the files are all organized correctly. Let me explore this a bit. I have not touched the tga file of the Black Phoenix ion ages. |
Re: extending Epic Heroes to EA
I just deleted the mod from my computer and reloaded my newest version of it from the attachment. It works fine.
You do have to drag the files out of the folder. Not sure why this occurs. But you need to open the Epic Heroes Folder in your mod directory and drag out the 2 files that are inside the folder. |
Re: Version 1.1
Note:
When you extract the files to the mod folder you will have 1 yellow folder named Epic Heroes Mod. That file had to be opened and the 2 files inside it manually drug out of the folder. That would be the DM file and another yellow folder named ehspr(contains the sprites). Some kind person may want to tell me how to zip the mod and attach it so that only the 2 files extract to the mod folder, thereby saving people the manual dragging of files step. As to the updated version: . Black Heart Treant- a. descr is improved b. added 1n and 1e. 2. Tithe Collector a. itemslot issue fixed(he had 2 heads 3 misc) In 1.1 he will have 1 head and 2 misc. I did catch this myself, but how i missed it when i did a preview of all 22 heroes is puzzling. b. minor typo corrected 3. Ancient Ophidian-descr tweaked, typo corrected. 4. Sacred Yeti- a.precision increased. b. makemonster ability changed from 3 wingless to 1 winter wolf. c. Magicleader added(so he can lead his winter wolves) d. bite replaced by Yeti Slam d. descr tweaked 5. Grand Elephantarch: a. Elephant Barding's prot lowered, so his starting prot is now 15. b. His make unit ability changed from 2 heart companions to 2 hoplites. c. Elephantarch enc raised from 0 to 1. 6.Black Phoenix-fire imps come to him now in great numbers. 7. Blood Jarl- a. ice imps now radiate cold(even though fire imps do not radiate fire), and they have ice prot(stronger in cold weaker in hot climates). b. Blood Jarl lost his free blood slave a turn abilty. |
Re: Version 1.1
like the changes, bummer about the +1 BS/turn loss for the jarl.
To make a zip file where unzipping will just result in the two files... select the .dm file and the sprite folder and then make a zip. When unzipping they have to "unzip to here" vs. unzip and create a folder name "xxx" where xxx is the name of the zip file. If this isn't done they don't even see the mod in the preferences area and should know to look for it. |
Re: Version 1.1
Well the blood jarl has a special coded ability that allows him to effectively hunt blood slaves. Send him out to a prov with 5000 people in it and let him hunt. He is, after all, a Blood Jarl-an expert at finding blood slaves.
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Re: A Croaker-for your viewing pleasure
I am going to post a picture or 2 of the various new monsters/heroes for those who have not downloaded the mod.
This is a croaker, summoned by the Ctis Epic hero(sprite by Amos) http://img57.imageshack.us/img57/2920/croakercp1.th.jpg |
Re: Black Phoenix for your viewing pleasure
This is the Epic Hero for Abysia, sprite done by Endoperez:
http://img405.imageshack.us/img405/1...enixzq3.th.jpg |
Re: Immortal As-for your viewing pleasure
And here is the Epic Hero For Machaka. Interesting storyline,
and the Backstab ability! http://img235.imageshack.us/img235/7...ssinal4.th.jpg |
Re: Blood Jarl-for your viewing pleasure
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Re: A Croaker-for your viewing pleasure
I cann't test now, but a friend have this problem yesterday. The game quit whith an error message about file missing. A problem whith capital letters in file name is possible?
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Re: A Croaker-for your viewing pleasure
Tyrian-let me know if you are having issues with 1.1. Version 1.0 that you reported was having issues, I downloaded into my mod folder after deleting all epic heroes files and it worked fine.
I use the new version(1.1) many times a day and have had no issues with it. |
Re: A Croaker-for your viewing pleasure
I try it when I can http://forum.shrapnelgames.com/images/smilies/wink.gif. Thanks for your effort and this mod.
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Re: The Tithe Collector-sick humor yes?
Here is the Tithe Collector. If you know what a heretic's fork is without having to goggle it, then you may be a bit weird!
http://img237.imageshack.us/img237/2...ctorrv3.th.jpg |
Re: The Tithe Collector-sick humor yes?
Quote:
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Re: The Tithe Collector-sick humor yes?
Tyrian, are you using Linux?
Xietor, there's an issue with using mods on linux where the capitalisation of the sprite names has to be exactly right for them to work correctly. Many of the mods in this forum (probably most, in fact) have this issue, and I imagine it's a pain to fix in Windows because you don't get any error messages. |
Re: The Tithe Collector-sick humor yes?
Not my computer game, and not my friend who have the problems. It is strange. This problem occured one time for me, but a more recent version loading corrected this.
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Re: Obsidian Medium(Endoperez)
One of the best descr. and ideas in the Epic Heroes Mod was contributed by Endoperez. The Obsidian Medium:
http://img112.imageshack.us/img112/3...diumck8.th.jpg |
Re: Obsidian Medium(Endoperez)
The MA Ermor hero strikes me as somewhat underpowered - although still nice to have. I like his schtick.
Since he's an Angel, maybe he should fire and air as well as death and astral? Since he's an angel of death now, maybe stealth and assassinate? |
Re: Obsidian Medium(Endoperez)
Ermor is very powerful as is, and perhaps I was too cautious in making its hero. I added 3 hps, 1 att, a crown, robe, and 3 fire. And corrected a typo in its descr.
Version 1.2 will add these, and will be the version we use for the mp game. |
Re: A Significant change
Also in version 1.2, which will be used for the upcoming mp game, I have decided to make all mortal epic heroes have recuperation(ability to self heal their own afflictions).
While this may reward those who take rash risks with their epic heroes, the intent when i added this feature across the board is not to deprive any race of their epic hero due to bad luck. Sometimes your troops wander into a province that spreads disease. Say your epic hero gets diseased early in the game. He is dead. Say one of the evil air races does seeking arrow to your caster epic hero-5 enc wound. Recuperation is a very powerful ability, but given the uniqueness and importance of the epic hero, i think the ability is warranted. While your pretender may have afflictions he cannot get rid of, nothing short of death will be able to cripple your epic hero. |
Re: Version 1.2 for mp game
The board is not letting me attach the newest version. Gandalf, however, being a kind soul is going to host it.
OK it can be downloaded at http://www.dom3minions.com/temp/EHM%201.2.zip The Shin. Epic Hero got a major boost, as he can now stealth, spy, and assassinate. The Ancient Master also got forest and mountain survival, as did the Black Duke of Ulm. Both of these heroes also got a resist bonus. If the Ancient Master is a ninja, it did not make sense that he could not stealth and assassinate. And if he has animal awe, and calls animals to fight for him, it makes sense he has forest survival. And, since he resides on Mount Shin., it also makes sense that he has mountain survival. |
Re: Version 1.2 for mp game
I am recruiting now for a mp game. See the details on the multiplayer forum, as well as the map and EH Mod 1.2 download links.
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Some feedback
I usually focus on the aspects I donīt like when giving feedback, so if I come across as too harsh, please keep this in mind. Overall itīs a great mod and highly recommended for SP.
So here is the feedback in nation order: Arco: The elephant hero seems fine mostly, but 18 MR is over the top, thatīs something only the very best archmages have and a big part of the unit is an animal, which always have low MR. In addition Iīd reduce his MR to 18, so he can keep formation with normal elephant units. Ermor: The description is a bit weird: what are the unintended effects? And recuperation and misshapen donīt really fit together. Pythium: Nothing to critize. Man: nothing to critize Ulm: Cool hero, but the death magic is weird. In addition Iīd give him a regular lance, since the lance in the picture isnīt black and you donīt have to use the weird ambidextrous 8. Iīd also give him the regular black steel plate, since a prot 22 0 def 0 enc plate really doesnīt fit into the dom3 world. And where does teh poison and fire resistance come from? Marignon: Misses the head slot, since he doesnīt wear armor you could give him mapmove 3 Mictlan: Iīd lose the bow, since he doesnīt have on in the picture and it doesnīt really fit to a jaguar. The awe effect doesnīt really fit the unit as well. Tienīchi: Holy mother of overpoweredness, this guy puts any rainbow pretender to shame. You could maybe keep the powerlevel if you make him immobile and give him a research malus. But a combined total of 16 magiclevels( a standard high mage type unit gets 5 and the best base game heroes get 12) 4 holy + immortality make him one of the most powerful units, if not the most powerful in the game. Machaka: Why is he ethereal and doesnīt need his eyes? Powerlevelwise he is fine compared to the other heroes, but some backstory explanation would be nice. Argatha: Maybe add a research bonus? would fit with the sage theme of the statue. Abysia: awesome! Caelum: Very cool, typo in the mod file though stealth should be stealthy and shouldnīt he get the animal tag? Atlantis: Death magic doesnīt really make sense to be forbidden in rīlyeh, since the starspawns get it as randoms, blood magic would be a lot more fitting. Iīd also remove the wraith sword since itīs not shown in the pic. His ethearelness is questionable too. Thatīs it for now, havenīt played with them yet, so no comment on the attack sprites and detailed powerlevels. |
Re: Some feedback
Just wanted to add to the comments a bit. Played 1 SP game so far with MA Mict - the nation really is boring. The hero on the other hand kicked serious butt. Possibly almost too much. I finally lost him to a 3-in-a-row smite. This was after solo-ing about 8 provinces though with nary a scratch (1 affliction, recup'd). The bow is nice, I'd rather not see it leave but possibly something similar yet a bit more thematic? Toned down version of storm of thorns? I'm good with the awe as well. Possibly jack the hp's a bit and drop the protection to 18-20? That starting 23(?) protection is pretty tough. Although the lowish HP + high prot works well - good for indys, scarier vs nations. The summons were strangely underwhelming compared to his solo power, but that's to be expected. It was useful for sitting on top of a castle and bringing in allies to actually siege it. Going to try him as a prophet and see how it effects him. Will his claws be affected by an F9 bless? All in all he made what seems to be a pretty boring nation pretty fun. Never played Mictlan, but the lack of blood was still wierd..especially with the national blood spells just sitting there. |
Re: Some feedback
Li Bo does put out a tremendous heap of research - but he mostly has paths you get on your mages anyway, and MA T'ien Ch'i would not be inclined to take a rainbow pretender for that reason. He's got a lot of *total* picks, but not a single 4, and the only magic diversity he adds is fire.
If he had 4F3E3D he'd be much more powerful even though he had six fewer magic picks. MA T'ien Ch'i is also generally regarded as something of a weak position, so it "deserves" a strong hero. So if all he does is crank out science, I think that's fair. That said, he could easily lose the crazy weaponry, which I didn't put on him. With that armament you can use him as a SC leader on turn 2 to take provinces. |
Re: Some feedback
Good comments. I really appreciate the in depth comments Turin. I really do. And they are all accurate, though i will
not make all of the changes. The hero for Arcos will have a high mr. As do all of the heroes. I know elephants have low mr, but he is just riding the beast. If it dies he will ride another. He has better moves than most elephants because that is consistent with his descr. An added bonus is it allows him to fire his 3 crossbows, then still catch up with the pack to attack! Ermor-the unintended effect is he does not look like an angel! He is a sad sight compared to an angel. He is small and shrunken. His radiant aura is gone! Air Magic? Gone! As to the recuperation, I decided that all epic heroes that are not immortal get that ability. Arcos. does not, but he has priestesses that can heal his afflictions. Thematic or not, I made the decision that we will not have crippled Epic Heroes. "Machaka: Why is he ethereal and doesnīt need his eyes? Powerlevelwise he is fine compared to the other heroes, but some backstory explanation would be nice." He does not need eyes because he has acute night vision being an assassin trained by black sorcerors. The best magical assassins do not need flashlights! He is ethereal because many dom III assassins are ethereal AND his skin was burned away and reformed thousands of times, making it less substantive. "Argatha: Maybe add a research bonus? would fit with the sage theme of the statue." Agreed and done. "Abysia: awesome!" Thank you. "Caelum: Very cool, typo in the mod file though stealth should be stealthy and shouldnīt he get the animal tag?" yes and yes. "Atlantis: Death magic doesnīt really make sense to be forbidden in rīlyeh, since the starspawns get it as randoms, blood magic would be a lot more fitting. Iīd also remove the wraith sword since itīs not shown in the pic. His etherealness's is questionable too." You cannot show everything in his picture. Just because you do not see a wraith sword, does not mean he does not own one. And the fact that starspawns do death magic makes his death magic more thematic then blood. It is more natural for a starspawn to have death magic. The descr says he was banned for casting spells even the rlyeh forbid. Just because the rlyeh have limited death magic, does not mean they are open to all of its potential uses. He was not outcast for knowing death magic, but putting it to forbidden uses. Atlantis is another of those "weaker" races, and that is why he is ethereal. It is not that big a deal, as he has astral magic and can cast it anyway. Maybe he found a way to keep it up permanently. I renamed Ulm's lance and removed his poison resist. He has death magic because of his dark past that is hinted at in his descr. He has partial fire resist because he is a master smith and works around forges a lot. I added a more thematic ranged attack for the Blood-Cursed Champion. Tien Chi's weapons/armor were removed. We are getting ready to play a mp game, and the good Dr. is playing Tien Chi. So we can get a better idea of his abilities in a mp setting soon. Marignon slots fixed, and he was given the 3 map moves. |
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