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  #1  
Old October 26th, 2004, 09:56 AM
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Default Really special prophets

As part of my "Superheroes" mod I've discovered and edited the "prophet units" a bit. That is that some national units turn into another unit once it is turned into a prophet. I just wondered if I caught them all.

Abysia
Warlord -> Warmaster (wielding two battleaxes!)
Demonbred -> Demonbred (but with snazzier outfit)
Anathemant Dragon -> Anathemant Dragon (but on fire)
Warlock -> Anathemant Warlock (on fire as well)Also possible that heroes turn into new units as well. Not well tested yet. Remember Rago changing appearance when "propheticied".

Archosephale
Mystic -> Mystic (again with cooler outfit)

Atlantis
Coral Queen -> Queen Mother (should have coral club though)

C'tis
Lizard King -> Lizard King (best change of clothes. easy to pick out in a crowd of lizard kings)
Shaman -> Shaman (but with robe. identical in appearance to Ancient Shaman Hero)

Caelum
High Seraph -> High Seraph (again easier to pick out in a crowd)
Seraphine -> Seraphine (gains Icerod which actually boost a bit)

Jotunheim
Jotun Jarl -> Jotun Jarl (why I would make him prophet over a Jotun Gode I don't know. a Gode prophet gets 4 holy)

Vanheim
Dwarven Smith -> Dwarven Elder (looses hammer, gains a staff)

So you found any other mighty morphing monsters?
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  #2  
Old October 26th, 2004, 11:28 AM
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Default Re: Really special prophets

The actual changes are:

Abysia
Anathemant Dragon (86) --> Anathemant Warlock (327)
Anathemant Salamander (85) --> Anathemant Warlock (327)
Warlock (89) --> Anathemant Warlock (327)

Demonbred (87) --> Demonbred (121) Interestingly, 121 has 0 native undead leadership while 87 has 25, and 121 is vulnerable to Banishment and Smite Demon, so he's an all around sucky trade. The Salamanders make best Abysian prophets, because you don't really need more than H4, that's where you get divine blessing and fanaticism (or Warlords, because they become autoblessed thugs)

Arcoscephale
Mystic (311) --> Mystic (382)

Atlantis
Coral Queen (112) --> Queen Mother (374)

Caelum
High Seraph (203) --> High Seraph (415)
Seraphine (204) --> Seraphine (416)
Both of these units have some base stats (notably att & def) actually worsened, but the Ice Rod compensates for it so that there is no change or modest improvement. The High Seraph also becomes a magic being and vulnerable to spells and effects targeted at same.

C'tis
Shaman (170) --> Shaman (321)
Lizard King (177) --> Lizard King (328)
The shaman prophet is available to anyone who can find an indie lizard province, by the way...

Jotunheim
Jotun Jarl (274) --> Jotun Jarl (436)
Now, if anybody has ever seen Jotun Jarl (375) in the game, I'd be interested... Has great sword, round shield and chain mail hauberk and looks very different than the other two, and looks like a legacy unit.

Vanheim
Dwarven Smith (323) --> Dwarf Elder (324)

The numbers are the unit numbers you can use to put these commanders on a map in the map file. It should also be noted that the Prophet status increases morale to 30 and gives an additional +2 to all stats plus the blessing. You can find the actual stats for all of these in the updated Dom2 Unit DB, and you can further see the changes the weapons make if you compare the weapon DB data alongside the unit DB.

Afaik, there are no other morphing units, because they would have stuck out when I was doing the Unit DB. That's the lot of them.

Edi
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  #3  
Old October 26th, 2004, 03:25 PM
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Default Re: Really special prophets

Quote:
Edi said:
Demonbred (87) --> Demonbred (121) Interestingly, 121 has 0 native undead leadership while 87 has 25, and 121 is vulnerable to Banishment and Smite Demon, so he's an all around sucky trade.
Except he flies, which is enough to make him the best candidate in my view. And the demonic flag isn't really a disadvantage: it's not easy to banish an enemy prophet with such a high MR, OTOH being immune to diseases and a few other nastinesses is neat.
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Old October 26th, 2004, 03:58 PM
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Default Re: Really special prophets

The Banishment spell actually does damage also, and the Last time I tried a demonbred prophet (the Back to the Fray noob MP game), he got crippled by literally the first H2 indie priest he ran into. Smite Demon will kill these buggers in one shot, two at the most, and it's available for a measly H3 priest. Been there and done that, if others like them, fine, but it's not for me anyway.

Edi
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Old October 26th, 2004, 04:24 PM
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Default Re: Really special prophets

Quote:
Edi said:
The Banishment spell actually does damage also
It does damage only when the target fails its MR check. Smite Demon likewise. It seems you've been extremely unlucky with your Demonbred prophet. A ring of AM should fix that!
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Old October 26th, 2004, 11:02 PM
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Default Re: Really special prophets

Hm, I wonder if the Skeptic should change unit types if prophetized. Would seem a bit strange otherwise.
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Old November 10th, 2004, 09:58 PM
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Default Re: Really special prophets

Quote:
Taqwus said:
Hm, I wonder if the Skeptic should change unit types if prophetized. Would seem a bit strange otherwise.
Excellent point!

Wow, I never knew about any of these! Probably partly because I haven't played much with those nations yet!

PvK
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Old November 11th, 2004, 04:32 AM

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Default Re: Really special prophets

Edi, where can I find those updated DB, I wonder if I have the latest!
Thanks in advance
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Old November 11th, 2004, 05:22 AM
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Default Re: Really special prophets

Arryn's site. She's got an updated one. It's not quite the latest, as the as yet uncopmpleted Magic Site DB project turned up a few additions and changes (some Magic Site recruitables missing from the relevant section, namely moon mage, lamia, minotaur and some other), and the flying form of the Siren lists fist as weapon instead of claw (29) but otherwise it's accurate.

The file is in her DL section under the Unit_ID title, though the actual file name has been changed.

Edi
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Old November 12th, 2004, 12:12 PM

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Default Re: Really special prophets

thanks
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