Re: Help on SC's
Life draining cap is based on only draining for the first 5hp or so, IIRC -- for weapons. Spell/innate 'life drain' weapon unaffected, so Soul Vortex is still gravy (against anything living, anyway).
Many buffs have been changed to have drawbacks. Invulnerability gives you poison vulnerability for one example, IIRC. Stoneskin opens you up to Cold. That sort of thing.
Glamour has been toned down vs. missile weapons. Helpful to know if you were planning on building a homicidal Allfather or so forth.
One thing to watch out for is 'small squad' morale checks.
There's also somewhat more counters to sacred units. Watch out for Ulm's Black Halberds, for instance. Some units have 'Halt Sacred' weapons. Apostasy exists for MA Ermor to convert them.
Horror-marking accumulates. Just keep that in mind if you like to play with those toys.
End game, I don't recall Banish to Inferno or Claws of Cocytus being in Dom II. Or 'Life for a Life', for that matter. Nasty spells to against powerful and non-numerous enemies, the lot of them.
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