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-   -   Transportation Spells (http://forum.shrapnelgames.com/showthread.php?t=19271)

Ice_Sickle June 7th, 2004 06:36 AM

Transportation Spells
 
I'm looking for a list of transportation spells. Anything that can get units from A to B or make units appear at B when the caster is at A(like Call of the Wild). I know about Gateway and Teleport. Are their others.

PvK June 7th, 2004 06:47 AM

Re: Transportation Spells
 
Yes, several.

PvK

quantum_mechani June 7th, 2004 06:52 AM

Re: Transportation Spells
 
Astral Travel, Cloud Trapeze, Fairy Trod and Stygain Paths.

EDIT: The above list sends the caster (and sometimes his army) to a target province. Imprint Souls, Angelic Host, Horde from Hell and Call of the Winds all create other units in the target province.

[ June 07, 2004, 05:59: Message edited by: quantum_mechani ]

Cohen June 7th, 2004 07:16 AM

Re: Transportation Spells
 
It would be nice if there's a spell that the caster create a gate portal that opens the next turn, and the generals in that province have the order "enter gate".

Often a mage cannot transport a lot of troops unless has leadership pumped by items.

Endoperez June 7th, 2004 09:38 AM

Re: Transportation Spells
 
Quote:

Originally posted by Cohen:
It would be nice if there's a spell that the caster create a gate portal that opens the next turn, and the generals in that province have the order "enter gate".

<font size="2" face="sans-serif, arial, verdana">Nice idea. It would be two-way, of course... Using it would be almost riskless as it only stays up for a one turn, but IF enemy happens to have an army in that province... http://forum.shrapnelgames.com/images/icons/icon10.gif

Taqwus June 7th, 2004 03:13 PM

Re: Transportation Spells
 
Curiously, the dom2 binary has had inside it text description for a 'Portal' spell ("The caster opens an arcane portal between his current position and another province. Any number of troops may enter the portal in either direction. The portal will Last for one season unless the caster uses extra gems to enhance the duration. Each extra gem spent increases the duration by one season. The forming portal will be noticed by the people of the targeted land and enemy spies and armies might sneak through the portal.") for quite some time I think. I've never figured out a way to access it, however; it's either disabled or very, very secret.

There are other spells like "Arm the Weak", "Army of Ensorcelled Iron", "Wyrm Lord", "Teeth of Hydra", "Crystal Dome", "Beast Master", "Guidance of Gaia" which also have description text but I've never managed to see in-game. But then, I've not even played all the nation/themes...

Endoperez June 7th, 2004 03:48 PM

Re: Transportation Spells
 
Quote:

Originally posted by Taqwus:
Curiously, the dom2 binary has had inside it text description for a 'Portal' spell ("The caster opens an arcane portal between his current position and another province. Any number of troops may enter the portal in either direction. The portal will Last for one season unless the caster uses extra gems to enhance the duration. Each extra gem spent increases the duration by one season. The forming portal will be noticed by the people of the targeted land and enemy spies and armies might sneak through the portal.") for quite some time I think. I've never figured out a way to access it, however; it's either disabled or very, very secret.

There are other spells like "Arm the Weak", "Army of Ensorcelled Iron", "Wyrm Lord", "Teeth of Hydra", "Crystal Dome", "Beast Master", "Guidance of Gaia" which also have description text but I've never managed to see in-game. But then, I've not even played all the nation/themes...

<font size="2" face="sans-serif, arial, verdana">Interesting. Very interesting. Although Beastmaster could be the abysian non-mage magical-unit commander, for Salamanders, and some others might be magic sites. I have played all the nations that exist in Dom:PPP, but not even half of the ones of DomII, not counting themes...


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