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Caelum and wind guide bug?
I only have alteration 2 but can still script my Caelum mages to cast wind guide which is an alteration 4 spell; i.e, the wind guide spell is not grayed out in the list and is an available option. Anyone know what's going on?
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Re: Caelum and wind guide bug?
All nations start with a national spell. That is, they don't have to research one spell they normally should. These spells vary a lot in power, and some nations have more of them than others. As an example, Pythium starts with Communion Master and Communion Slave (and either Pythium or Ermor - Broken Empire with body ethereal), Jotunheim theme Niefelheim starts with the global enchancement Illwinter and Machaka with Seven Year Fever (Thaum. 1) and Blindness (Alt. 6).
List of starting spells has been made, but it isn't stickied anymore. You might want to try searching for it, but remember to put a '+' before *every* word. |
Re: Caelum and wind guide bug?
itīs a starting spell. machaka for example gets blindness as starting spell which is alteration6!
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Re: Caelum and wind guide bug?
Caelum starts the game with the Wind Guide spell (rather nice), and does not need to do any research to use this spell.
I believe Liga's manual addendum has the full list of starting spells; notable examples (where starting spells are already of high level) are Niefelheim's Illwinter or Machaka's Blidness. Three of us posting virtually the same thing in the same minute. Hmm... There seems to be some Astral mages in the place. |
Re: Caelum and wind guide bug?
Thread discussing starting spells I mentioned before: Post# 239641
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Re: Caelum and wind guide bug?
Lol, three people mention same nations and spells as an example during the same minute! http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Caelum and wind guide bug?
That clears that up. Thanks!
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