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  #1  
Old May 6th, 2007, 11:33 AM
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Default Re: Here are the spells I\'m working on

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Although "Break the Will" is Thaum 8 it seems awfully powerful, since it will affect every enemy mage at once.

Well, compare to Army of Gold + Rain of Stones. That kills every enemy mage at once. Admittedly, armored mages are immune, so Break the Will is better in some respects.
Break the Will is also very hard to cast - you need a Mister Smith with astral (1 in 40) and he needs a cap *and* boots *and* he needs to summon earthpower on the first turn in order to get to E4 (so that he can spend the four gems it costs.)

I'm actually more worried about Bane Metal as potentially unbalancing.

Quote:

Is there a reason marverni's spells currently arent national(meaning anyone can cast them)?

Yeah, I was debugging. It'll be fixed in the version I upload tonight.

Quote:

edit: Also, alot of your spells for them require air magic that they dont have(even with randoms)

Yeah, those one are actually national spells for Eiru/Man drawn from similar folklore. Eiru/Man can't use the ones that require Astral.

Quote:

double edit: Ermorian eternal knights may be a bit too powerful for their cost

They should be better than those dudes with Moon Blades (forget name) IF you have a reasonable blessing, and worse otherwise. Also note that you don't get a magic-wielding eternal knight leader.
I'm considering giving you the leader and making them show up remotely or temporarily or something.
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Old May 6th, 2007, 11:59 AM

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Default Re: Here are the spells I\'m working on

I tried them without a bless and they were extremely powerful. At 3 astral gems each(i think, did it a few hours ago) they have good stats, ethereality and a very powerful weapon(hitting with 25ap damage means basically anything they hit is dead). Their ethereality, great stats, strong weapon, low cost and size 2 makes them superior to just about any troops without magic weapons and some troops with magic weapons. If you factor in things like the minor death bless ermor is likely to have from its pretender(maybe +200% affliction chance or so) they are amazing at taking out SCs(and i dont want to imagine what they do to undead SCs like banelords) and other tough troops aswell as line troops.
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Old May 6th, 2007, 12:22 PM
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Default Re: Here are the spells I\'m working on

Well, ether warriors cost 5 SP each, assuming the ether lord himself is "worth" a mere 15 gems.

Eternal Knight vs Ether Warrior:
* Loses 8 HP.
* Loses 4 Protection.
* Does 2 points less damage.
* Damage is evil-slaying rather than magB-slaying.
* Is undead instead of magB.
* is +1 effective attack skill.
* is +1 overland move.
* is morale 30 instead of 16.
* regenerates.
* is immune to fire.
* Is holy.

So, how much do you think is fair?

Eternal Knights are also summoned in smaller batches - you think I should make them summoned individually?
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Old May 6th, 2007, 03:42 PM

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Default Re: Here are the spells I\'m working on

Summoning them in groups of 3 at the cost of 10 pearls might work.
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Old May 7th, 2007, 04:10 AM
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Default Re: Here are the spells I\'m working on

But um, also compared to ether warriors, ether warriors get a commander.
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Old May 7th, 2007, 11:59 AM

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Default Re: Here are the spells I\'m working on

The good Dr took that into account(sort of). Im not even comparing them to ether warriors anyway, im just saying that they are powerful for their cost even without a bless.
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Old May 7th, 2007, 01:41 PM
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Default Black Tome - Alpha 0.2

I've got them costing 18 for 4 at the moment.

They are very powerful troops.

I'm attaching a new version to the root of the thread.
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Old May 7th, 2007, 06:10 PM
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Default About the blessing hotfix part

The blessing hotfix mod includes a textual description of the entire Mod - but the only thing it actually *does* is change the #spec fields for the five blessing spells so that nations other than Ermor can bless any sacred undead they happen to have. It also allows LA Ermor to bless any sacred living units *they* happen to have.
A (?) in the list below indicates I've never actually seen the unit in play so I'm just guessing who gets it.
As to why this hasn't been changed in the main game - I have no idea. My assumption is: "It's not a bug, it's a feature". /me Shrugs. The impact on gameplay is relatively minor, as a rule.
I did a quick check and didn't notice that they've changed it (and I didn't see any mention in the changelog for the new patch) - if this has changed somehow, please let me know before I make a worse fool of myself.

The following units are affected by this change (becoming blessable):
(All Positions)
Mound Fiend
(LA C'tis)
Grave Consort
Tomb Priest
Tomb King
Tomb Wyrm
First King (?)
Reassembled Prince (?)
(LA Pangaea)
Carrion Lord
Carrion Lady
Carrion Centaur
Ettin Mandragora (?)
Sagittarian Carcass (?)
(Mictlan)
Civateteo
King of Legends (?)
(LA Ulm)
Ghoul Guardian
Ghoul Baron
(T'ien Ch'i, Sauromatia)
Ancestral Spirit
(LA Agartha)
Tomb Oracle
Sepulchral

So, as you can see, it's a fairly big deal for three late age positions - other than that, the main beneficiary is MA Ermor, b/c you can bless your shadow vestals and your thaumaturgs at the same time. There are ongoing complaints that the scripting AI for MA Ermor occasionally does strange things with regards to blessing, which this should also address.
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