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January 14th, 2004, 12:31 AM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
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Re: Blessing Effects and National/Theme Starting Spells
Quote:
I welcome any input. (For you Liga!)
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I have realized just now that I never thank you about tha post that I have used really several time ...
thkx zen, really useful! you got my 5 stars!
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January 14th, 2004, 07:58 AM
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Re: Blessing Effects and National/Theme Starting Spells
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Originally posted by UbdU:
Sorry for my ignorance; I am still learning the game. What does "Sabbath/Communion" mean in the context of the above sentence?
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Don't be sorry My English professor would cry at the monstrocity we have here, so it's as much my fault as yours.
Sabbath/Communion is a game mechanic that when Sabbath (or Communion) Master is cast they are the leader of a group of casters that are pooling their magic to make it stronger. Why they are interchangable is because Communion is an Astral Spell while Sabbath is a Blood spell.
When Sabbath/Communion Slave is cast, they are the slave in the communion.
When a unit is the Sabbath/Communion Master they recieve +1 to all magical paths (Any magic they have, including Holy/Unholy) for 2 slaves, +2 for 4 slaves, +3 for 8 slaves, +4 for 16 slaves (etc) in the Communion. Also any spell that is cast by the Master the fatigue is equally distributed among the slaves. (Please note: When any unit gets 200+ Fatigue they start getting afflictions and potentially die)
You can have more than one Sabbath/Communion Master in a Communion as well as any number of slaves (though you may see why you would want an multiple of 2).
Example: 2 Astrologers (3 Astral, 1 Water Each) cast Communion Master while 4 Mystics cast Communion Slave.
Suddenly the 2 Astrologers have 5 Astral, 3 Water each, and when they cast spells the fatigue is given to the Mystics (who can still cast spells btw)
I hope you can see the uses of this, especially when you look at the spell lists. Also remember, that having a higher magic skill than the spell costs reduces it's fatigue cost (Per your manual) so this can also be a factor in using communion/sabbath.
So in that context (With Machaka) having alot of different but low magical skills on their mages makes them versatile, but won't allow them to cast the better/more powerful spells because they don't have blood/astral as one of them (thus they can't lead a communion/sabbath). Also you will note other portions of the guide will say "Cheap Sabbath/Communion Slaves" or "Expensive Sabbath/Communion Slaves" this is regards to how much gold it costs to produce someone with a single path in either Astral of Blood to use in a communion.
Did that answer you question?
Edit: Massive Update soon that will cover nearly all the nations/themes. I've been having some writer's block and there is alot of information to sift through while trying to just break down the strengths and weaknesses. Apology in advance . Changed Communion/Sabbath, I almost never use more than 4 so it slipped my mind it was a log instead of a multiple. And by my spelling, still very tired 
[ January 14, 2004, 09:27: Message edited by: Zen ]
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January 14th, 2004, 09:29 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: Blessing Effects and National/Theme Starting Spells
Quote:
Originally posted by Zen:
When a unit is the Sabbath/Communion Master they recieve +1 to all magical paths (Any magic they have, including Holy/Unholy) for every 2 slaves in the Communion.
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...it's not THAT powerful! They give (log base 2)(num slaves) bonus.
2 slaves: +1
4 slaves: +2
8 slaves: +3
16 slaves: +4
...
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January 14th, 2004, 05:16 PM
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Private
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Join Date: Jan 2004
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Re: Blessing Effects and National/Theme Starting Spells
Yes, that answers my question, thanks.
It's just that there is so much to do in the game, and so much reading on these Boards I'm not sure I'll ever understand everything concerning the game.
Hell, I've only won one game out of about 8-10 I've played so far (with the one victory I was playing Ermor - Ashen Empire).
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January 14th, 2004, 07:56 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Blessing Effects and National/Theme Starting Spells
Quote:
Originally posted by UbdU:
Yes, that answers my question, thanks.
It's just that there is so much to do in the game, and so much reading on these Boards I'm not sure I'll ever understand everything concerning the game.
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Hey, I do not understand everything in the game and I made it.
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February 3rd, 2004, 09:25 PM
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Re: Blessing Effects and National/Theme Starting Spells
I've edited the topic because my Strengths and Weaknesses Guide is taking too long and it's actually more like a manual. I'll use the sticky to refer to the two topics above.
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February 3rd, 2004, 09:34 PM
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Re: Blessing Effects and National/Theme Starting Spells
Blessing Effects
This is based off the initial magic levels of a Nation/Themes pretender. This is hardwired into your nation and even if you Empower your Pretender or your Pretender dies and the value is changed for his magic, the blessing will stay the same as when the Pretender was created.
ALL - Morale +3
Fire 4 - Attack Skill +2
Fire 6 - Attack Skill +3
Fire 8 - Attack Skill +4
Fire 9 - Flaming Weapons (8 Armor Piercing Fire Damage added to weapons)
Fire 10 - Attack Skill +5
Air 4 - Air Shield (20%)
Air 5 - Air Shield (30%)
Air 6 - Air Shield (40%)
Air 7 - Air Shield (50%)
Air 8 - Air Shield (60%)
Air 9 - Shock resistance (75%), Air Shield (70%)
Air 10 - Air Shield (80%)
Water 4 - Defense Skill +2
Water 6 - Defense Skill +3
Water 8 - Defense Skill +4
Water 9 - "Heroic" Quickness (+50% Increase in Action Points, allows two attacks/casts)
Water 10 - Defense Skill +5
Earth 4 - Reinvigoration 2
Earth 6 - Reinvigoration 3
Earth 8 - Reinvigoration 4
Earth 9 - Protection +4 (Natural Protection)
Earth 10 - Reinvigoration 5
Astral 4 - Magic Resistance +1 (Max 18)
Astral 6 - Magic Resistance +2
Astral 8 - Magic Resistance +3
Astral 9 - Twist Fate (Completely avoid first hit on the unit)
Astral 10 - Magic Resistance +4
Death 4 - Lesser Fear -3
Death 6 - Lesser Fear -2
Death 8 - Lesser Fear -1
Death 9 - Life after Death (Non-undead units who die are animated as souless and retain most of their abilities (magic paths) but lose their resistances [Fire, shock, cold, poison]), Cause Fear* (Undead beings only)
Death 10 - Cause Fear +1 (Even for Living Units)
Nature 4 - Berserk +1
Nature 6 - Berserk +2
Nature 8 - Berserk +3
Nature 9 - Regeneration, Poison Resistance (50%)
Nature 10 - Berserk +4
Blood 4 - Strength +2
Blood 6 - Strength +3
Blood 8 - Strength +4
Blood 9 - Death Curse (The unit that kills the blessed unit will be *Cursed* as the spell of the same name)
Blood 10 - Strength +5
Starting Spells
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)
Ulm (Black Forest) - Sanguine Heritage (3 Death, 3 Blood)
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, Fires of the Faith, Conquerors of the Sea) - 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.
[ March 02, 2004, 06:34: Message edited by: Zen ]
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