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priests spells?
what will be the spells available to priests in Doms II? I found strange that so few were availables, and that each faith got the same.
Will we got an area divine armaments, with varying effects depending of the magic of the pretender? http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: priests spells?
Fires of Faith sounds like a priest spell...
Oh, and for those who haven't played Dominions I, Dom I had: Banishment Blessing Sermon of Courage Divine Armaments Fanaticism Sacred Blessing Holy Avenger Smite Unholy spells, i'm not sure about the list, i havent played Ermor for a while(In Dom I, only Ermor and a single summon had Unholy magic...) Unholy Strength Unholy Protection Wrath of The Sepulchre Anathema(a fun spell...) Mass Version of U.S Mass Version of U.P Mass Version of WoTS [ September 23, 2003, 14:48: Message edited by: Nerfix ] |
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But i think you have changed the unholy spells a bit...
I mean, i have seen an early Dom II pic with a C'tissan Priest with Unholy Magic...(i believe it was called "Tomb King") |
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It's a theme spell. Only C'tis priests on one particular theme can cast it (don't remember what is the theme called).
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Lol, we posted at the same time. http://forum.shrapnelgames.com/images/icons/icon10.gif
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But C'tissan won't have the "Wrath of Sepulchre", riiight...?
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Royal Blessing. Similar spell different name.
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not quite the subject of the thread, but about game balance, have you not found that caelian weapons traversing etheralness was not a bit too much?
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Hold on, you could summon elementals WITHOUT gems in Dominions I??!! http://forum.shrapnelgames.com/images/icons/shock.gif
No wonder I saw tips on some sites telling how fight air elementals. Now all those Posts I was reading make more sense. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Another previously popular tactic whose power is somewhat reduced is the so called supercombatants, powerfull commanders equipped with shields or spells that would cause an attack on anybody that struck them, such as the charcoal shield or the spells astral shield or fireshield. A powerful commander equipped with the right items could reap hundreds of kills in a single battle, they still can but due to changes in the strikeback spells it should be a bit riskier to the supercombatant to just wade into hordes of enemies. |
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If a summer lion cost 5 gems now and not 3 as before, or if elementals (any type) cost one gem at least (and not zero), then the ability to have 4 times more chances to hit them because you are Caelian and not any other nation, render the Caelian weapons at least as valuable, and grossly overbalanced than before. And even if you encounter those magical beats more rarely. Because when you encounter them, it wont be in skirmishes as in dominions I, but in major battle where players commits the best. Also, a point that your forget, is that many players use body etheral to boost their units. There is nothing hard-core or 'trick of the guru master ' here, I know that a bunch of players will protect with etheralness their most valuable troops. Take for example Ctis (poor Ctis I would say). The shaman can cast BE on their best units (the blessed serpents at first, then summoned behemots). Thats nearly a common combo (in competitive pbem, in solo I wont bother optimizing like that). Caelian weapons will here too render body etheral useless. Anyway, I know that you have set your mind on this, so I will move to another subject. |
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-Jasper |
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Originally posted by Pocus:
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"My point is that the situation where the caelian weapons is an advantage is less common than it was in dom 1. "
yes. but 10 x 5 and 5 x 10 gives the same result. Less occurences, but stronger impact when it happens. but I knew you had your mind set on this http://forum.shrapnelgames.com/images/icons/icon7.gif Can I ask for the Relief and howl spells now, where they modified a bit? Relief is cheap, and basically allow the mages on the battlefields to cast spells without leftover fatigues for the first 5 rounds (if you have some 2-3 nature mages, like druids). Howl is problematic, not because of the wolves attacks, but because of the not so intelligent targetting of friendly mages. They will cast nether darts on a nearby wolf, killing 4 comrades in the process. [ September 23, 2003, 22:03: Message edited by: Pocus ] |
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I edited my post Johan, couldnt resist to put a Last ditch counter argument for Caelian weapons. Feel free to be angered http://forum.shrapnelgames.com/images/icons/icon12.gif
From previous discussions I know that doms II AI is better at targetting as many problems were revolving around that, so I think the howl problem is somehow fixed by this. For reliefs, well lets say that less druids (in doms II if I recall) = less reliefs I suppose. |
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This will especially weaken Fire Shield and Medusa's stoning, as huge hordes can attack such foes when their damage shields kill attackers (where you are usually limited to only adjacent attackers). I hope you're carefull with adding a fatigue cost, as even 1 fatigue per strike back will make the shields unusable (at least under Dom 1 mechanics). Actually, what's always bugged me here is that huge hordes of foes can attack damage shielded foes at all (stepping over mountains of their comrades bodies). Why not change damage shields to kick in after all of a sides units have moved -- so that only a limited number can attack someone with a damage shield each turn. This would weaken the effect of damage shield, and seems more believeable. -Jasper [ September 23, 2003, 22:21: Message edited by: Jasper ] |
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>My point is that the situation where the caelian weapons is an advantage
>is less common than it was in dom 1. I'm sorry for this naive question but could this effect be linked to the temperature too, like ice armors ? Exemple : if your caelians fight in a +2 or +3 cold province, they get "magical" sharpened weapons. But if they fight in a warmer climate (say, cold +1 or warmer) their lances do ordinary damage only. Just a suggestion (it could be like that already, I dunno). |
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There seems to be some misunderstanding here. You can't just fly to enemy commanders or magic Users and kill them with ice swords simply because there is no longer command to fire or attack commanders or magic Users. Best thing you can do is order flyers to attack rear troops, but they will attack troops - not commanders. So I see no problem with Caelum at all - they are much weaker in Dom II.
Their ice swords are good against nations who use air magic (like Vanheim or Man) but nations like Ulm or Marignon are their worse nightmare, especially if Ulm player uses Drain 3 domain. In fact, Caelum gets their behind kicked regularly by those two nations. Also, Caelum has ground troops (non flying ones) that act as heavy infantry, but they have ice armor that is even better then Ulms in Cold 3 province, but is like light armor in Heat provinces, so heat affects their armor, not weapons. |
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Well, the Air Magic-C.W relation is that Air Magic offers Air elementals with the dreaded etherealness, and C.W's tear trough etherealness.
But since..*rant about how all elementals cost gems and that you need to keep bringing the gems to mages and have big piles of them because the mages will use them for something stupid like removing fatigue or casting Wrathfull Skies instead of summoning elementals, even if you have scripted them*, that propably won't be so much of a problem. The magic weapon-drain scale relation must be something new... Oh BTW, did you know that wards cost the same as in Dom I but only protect part of your troops? [ September 24, 2003, 14:26: Message edited by: Nerfix ] |
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yes, and that the battlefield Version still exists (to my displease I would say). Just hope its a level 8 spell, needing 400 fatigues at least.
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Just don't take any of this as some sort of assault on you because it is not. I'm just trying to clarify this question since I'm able to see the end product and give you accurate info on some of its specifics. Here we go. http://forum.shrapnelgames.com/images/icons/icon7.gif You can help your troops tremendously if you cast some other spell as well. You have zounds of spells with earth magic that increases protection and magic resistance of troops, nature spells that improve both resistance and protection, fire spells that will hurt attackers (and do some major damage on the battlefield) etc. So I really miss a point here. Why would I rely on etherealness spells against Caelum if I know that Caelum weapons ignore it. I'll use some other protective spells and summons who are far more effective then seasonal spirits. All it requires is change of tactics and there are some even cheaper and better methods of protecting your troops. Etherealness is just one of possible protections (and not even most powerful because earth magic surpasses them by far in that area). So these weapons don't unbalance the game, they just make you use different tactic. Quote:
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[ September 24, 2003, 15:38: Message edited by: Daynarr ] |
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Tiamat?
Dominions I had spell "Voice of Tiamat", but you speak about a summon... |
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Tarrasque, I presume. There is no summon Tiamat spell.
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You are right, Tarrasque. Sorry. http://forum.shrapnelgames.com/images/icons/blush.gif
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I think there is also Blessing of Tiamat global spell. Allows ALL units in the world to enter sea.
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Nope, the spell is called "Thetis Blessing", atleast in Dom I...
[ September 24, 2003, 19:56: Message edited by: Nerfix ] |
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"It was the beaty that killed the monster"
http://forum.shrapnelgames.com/images/icons/tongue.gif |
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I wont be posting about spells before reading their correct names in the manual anymore. |
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you know what Daynarr? You are almost convincing! I think I will hold my opinion on this topic until I have played some thousands hours in doms II (roughly 2 weeks, yes I have a portable time distorter).
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Early, to protect efficiently precious units, BE is the best. Now if you tell me that there is new possibilities, why not. I'm happy to know that most magical schools can now have protective spells (I include a fire shield dealing damage in this Category) Quote:
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Thanks again for the time. [ September 24, 2003, 21:20: Message edited by: Pocus ] |
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I wont be posting about spells before reading their correct names in the manual anymore.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">*EgoBoost catchet* My precioussss EgoBoost! I'm the 1337's lurker there ever was! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif [ September 24, 2003, 21:21: Message edited by: Nerfix ] |
Re: priests spells?
What are "divine titles"? You know you can't escape "Eyes of the Lurker"...
2003-09-24 * New Windows sound setting, dsound or waveout sound driver. * Easier to get your full allowance of divine titles. * More divine titles and fixes to some existing ones. * See divine title on unit info screen. 2003-09-23 * Maps are now stored in a seperate folder. * AI gets divine titles too. |
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---quote
There seems to be some misunderstanding here. You can't just fly to enemy commanders or magic Users and kill them with ice swords simply because there is no longer command to fire or attack commanders or magic Users. Best thing you can do is order flyers to attack rear troops, but they will attack troops - not commanders. So I see no problem with Caelum at all - they are much weaker in Dom II. --- I dont know who does not understand the other. Perhaps thats both of us. Caelian weapons are nasty because they pass etheralness. I dont care if my mages cant be attacked directly, because most often than not your etheral units are not your mages, but either seasonal spirits, or in case of astral nations any big unit which would receive a body etheral from a mage (a shaman, witch hunter, whatever). As of now you could help tremendously your units by casting etheralness on them. Except that against Caelum your are toasted. ---quote Their ice swords are good against nations who use air magic (like Vanheim or Man) but nations like Ulm or Marignon are their worse nightmare, especially if Ulm player uses Drain 3 domain. In fact, Caelum gets their behind kicked regularly by those two nations. --- I dont understand the relationship between the ability to bypass etheral, and air magic or a drain scale. Can you elaborate? ---quote Also, Caelum has ground troops (non flying ones) that act as heavy infantry, but they have ice armor that is even better then Ulms in Cold 3 province, but is like light armor in Heat provinces, so heat affects their armor, not weapons. --- Yes, this is already there in doms I. Ice armor effectiveness depends on heat. Also they have Wingless or Temple Guards, which are an hell of a soldier. For example 4 temple guards kill 12 fall bears in neutral temperature. Try to do that with 120 gp worth (in doms I TG cost 30 gp apiece) of any other units, be it Emerald Guards, Knight of the Holy Chalice, Warden, or what ever you want. You cant surpass TG, just because their caelian weapons is the insult which add to the injury. |
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That's a brand-new extra-crispy enhancement. http://forum.shrapnelgames.com/images/icons/icon10.gif
In a nutshell, your Pretender God will be given divine titles after its name based on the powers you define for it upon creation. There are, according to one post, about 200 different titles, so there's not much worry about them growing stale for awhile. http://forum.shrapnelgames.com/images/icons/icon12.gif They're mainly for flavor, really, but they add quite a bit of that. They also have the side effect of letting you get a glimpse into the kind of powers enemy Pretenders have, and that's rather slick. |
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Ooooh, that sounds good...
I must say that this game might as well be the best fantasy TBS ever. And yes, i have played MoM, but it didn't feel so great. Perhaps i don't have the nostalgia... |
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dom II. wont be the best, it will be different than the others, also very unique I must say, this is why I cant wait to play with Dom II.
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no, I agree with Nerfix...no other fantasy strat game compares even with Dominions...Dom2 will be even better....NOTHING will compare...
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