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-   -   Blessing Effects and National/Theme Starting Spells (http://forum.shrapnelgames.com/showthread.php?t=16849)

November 22nd, 2003 09:18 AM

Blessing Effects and National/Theme Starting Spells
 
I wonder if we could compile a list of the starting spells or if someone already has for every race/theme.

It would help me while I think about making pretenders/race combinations when I don't have access to the game at work and my mind is bored http://forum.shrapnelgames.com/images/icons/icon7.gif

If not; I can compile one. I know Sunraybe's site has the beginnings of it; but is there a compiled list?

If not I will start and finish one.

Mictian (Base) - Bind Fiend (2 Blood), Bind Spine Devil (2 Blood)
Abysia (Base and Blood of Humans) - Flare (3 Fire)
Atlantian (Base) - Friendly Currents (2 Water)
Pythium (Base) - Communion Master (1 Astral), Communion Slave (1 Astral)
Pythium (Serpent Cult) - Horned Serpents (1 Nature)
Arcoscephale (Base)- Astral Window (2 Astral)
Machaka (Base) - Seven Year Fever (1 Nature, 1 Fire), Blindness (1 Fire)
R'lyeh (Base) - Mind Burn (2 Astral)
Man (Base and Last of the Tuatha) - Soothing Song (All "Song" 1 Nature), Healing Song, Song of Bravery, Sleep (2 Nature)
Pangaea (Base and New Era) - Tune of Fear (All "Tune" 1 Nature), Tune of Growth, Tune of Dancing Death, Panic (2 Nature)
Pangaea (Carrion Woods) - Carrion Lord (3 Nature, 2 Death), Carrion Lady (2 Nature, 1 Death), Carrion Centaur (1 Nature, 1 Death)
Ulm (Base and Iron Faith) - Legions of Steel (3 Earth)
C'tis (Base) - Terror (3 Death)
C'tis (Desert Tombs) - Revive Tomb Consort (1 Death), Revive Tomb Priest (2 Death), Revive Tomb King (3 Death), Terror (3 Death)
C'tis (Miasma) - Summon Bog Beast (2 Nature, 2 Water), Terror (3 Death)
Caelum (Base and Return of the Raptors) - Wind Guide (2 Air)
Marignon (Base and Fires of the Faith) - Holy Pyre (2 Fire)
Marignon (Diabolical Faith) - Bind Harlequin (1 Blood)
Vanheim (Base) - Phantasmal Warrior (1 Air)
Vanheim (Midgard) - Ghost Wolves (3 Air)
Vanheim (Helheim) - Phantasmal Warrior (1 Air), Reanimation (1 Death)
Jotunheim (Base) - Reanimation (1 Death), Curse (1 Astral, 1 Nature)
Jotunheim (Niefelheim) - Illwinter (5 Blood, 2 Water), Breath of Winter (2 Water)
Jotunheim (Utgard) - Luck (1 Astral), Curse (1 Astral, 1 Nature)
Ermor (Base) - Body Ethereal (1 Astral)
Ermor (Ashen Empire) - Revive Lictor, Censar, Bishop, Acolyte, Wailing Lady, Spectator (2 Death), Revive Arch Bishop, Dusk Elder (3 Death), Raise Skeletons (2 Death)
Ermor (Soul Gate) - Dark Knowledge (1 Death), Revive Wailing Lady, Spectator, Shadow Tribune (2 Death), Revive Dusk Elder, Wraith Centurion (3 Death), Revive Wraith Senator (4 Death), Revive Wraith Consul (5 Death)
T'ien Ch'i (Base) - Celestial Soldiers (2 Air, 1 Astral), Celestial Servant (1 Earth, 1 Astral), Flight (2 Air)
T'ien Ch'i (Spring and Autumn) - Demon of Heavenly Rivers (1 Water, 1 Astral), Demon of Heavenly Fires (1 Fire, 1 Astral), Spirit Mastery (1 Death), Flight (2 Air)
T'ien Ch'i (Barbarian Kings) - Celestial Soldiers (2 Air, 1 Astral), Celestial Servant (1 Earth, 1 Astral), Spirit Mastery (1 Death), Flight (2 Air)

Disclaimer: Any initial spell selection can be edited by custom scenarios or maps created by fan or developers. These are merely the default standard.

[ February 03, 2004, 19:24: Message edited by: Zen ]

Kristoffer O November 22nd, 2003 10:23 AM

Re: Blessing Effects and National/Theme Starting Spells
 
Here are some that I remember without checking.

Ermor (Base): Body Ethereal
Ermor (Ashen): Raise Skeletons, Wailing ladies, Duskelders, Bishops, Lictors etc
Ermor (Soul Gate): Dark Knowledge, Wailing ladies, Duskelder, Spectator, Wailing lady, Wraith Centurion/Senator/Consul

C'tis (Miasma): Bog Beast, decay?

Vanheim (Helheim): Reanimation

Jotun (Niefelheim): Illwinter, Breath of winter?

Marignon (Diabolical Faith): Demon Jester

T'ien Ch'i (Base): Flight, Celestial Servant/Soldier
(Spring and Autumn): Flight, Demon of Heavenly Rivers/Fires, Spirit Mastery

Machaka: Blindness, Seven Year Fever

November 22nd, 2003 11:39 AM

Re: Blessing Effects and National/Theme Starting Spells
 
Hah! Only took me an hour, I was too curious.

Could I get this stickied, or maybe a thread called "Manual Errata" and post it in there?

Seems some races got the shaft http://forum.shrapnelgames.com/images/icons/tongue.gif

Just curious as to why none of the generic themes (Especially say ... Golem Cult or Water Cult) didn't get at least a token initial spell. Like Mechanical Men, or others? They do cost 50 Design points.

[ November 22, 2003, 09:42: Message edited by: Zen ]

Gandalf Parker November 22nd, 2003 04:58 PM

Re: Blessing Effects and National/Theme Starting Spells
 
You might want to add.............

DISCLAIMER: Special maps have an option to change starting spells for use with that map.

Hmmm something along that line. Alot of the lists might want such a disclaimer. Starting troops, starting sites, starting spells.

[ November 22, 2003, 14:59: Message edited by: Gandalf Parker ]

apoger November 22nd, 2003 11:09 PM

Re: Blessing Effects and National/Theme Starting Spells
 
>Vanheim (Midgard) - Ghost Wolves (3 Air)

This is odd considering that they don't start with air-3 mages. http://forum.shrapnelgames.com/images/icons/icon9.gif

November 22nd, 2003 11:31 PM

Re: Blessing Effects and National/Theme Starting Spells
 
Exactly. But it's there. They can cast it regardless I think, but it fatigues them mucho grande.

apoger November 22nd, 2003 11:41 PM

Re: Blessing Effects and National/Theme Starting Spells
 
The air-2 mages would be able to cast it with an air gem. I don't think it's worth it.

Only the air-2 mages that got a lucky air pick from the randoms would get to use the free research. That's pretty weak. I must suspect that the theme had air-3 mages at one time, but was changed. The pre-research should have been changed also.

Kristoffer O November 23rd, 2003 12:47 AM

Re: Blessing Effects and National/Theme Starting Spells
 
No, they didn't have 3-air mages, but they had Phantasmal Warriors. They should perhaps have both spells. On the other hand, the theme is not a weak one in my opinion.

apoger November 23rd, 2003 12:57 AM

Re: Blessing Effects and National/Theme Starting Spells
 
>No, they didn't have 3-air mages, but they had Phantasmal Warriors.

That makes sense.


>They should perhaps have both spells. On the other hand, the theme is not a weak one in my opinion.

I agree. It's a strong theme. I'd say they should get Phantasmal Warriors only. It's weak, but useable.

Pocus December 9th, 2003 10:38 PM

Re: Blessing Effects and National/Theme Starting Spells
 
if Mictlan could get a starting level 1 blood spell it would be better IMO.


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