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  #21  
Old January 14th, 2004, 05:16 PM

UbdU UbdU is offline
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Default 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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  #22  
Old January 14th, 2004, 07:56 PM
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Default 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.
Hey, I do not understand everything in the game and I made it.
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  #23  
Old February 3rd, 2004, 09:25 PM

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Default 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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  #24  
Old February 3rd, 2004, 09:34 PM

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Default 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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  #25  
Old February 3rd, 2004, 10:20 PM

Targa Targa is offline
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Default Re: Blessing Effects and National/Theme Starting Spells

Quote:
Originally posted by Kristoffer O:
Hey, I do not understand everything in the game and I made it.
This is commonly referred to as "The Moloch Effect". Whenever a game designer implements the Moloch in his game, the evil begins to bleed through from the netherplanes into our world. The Moloch's insidious plans begin to take over, and he secretly begins to modify the game code, ever so slowly making it more and more complex, until even the most dedicated gamer could never fully comprehend the intricacies of gameplay.

It has the added effect of drawing humans deeper and deeper into the game until completely addicted. They begin to plan game strategies while they're at work. They begin to have dreams of total dominion, and nightmares of being vanquished by some other pretender to the throne. Productivity levels drop, unpaid bills pile up, household chores are neglected.... some people are even affected so badly that they sit at their computer while their bladder swells to the point of near-rupture, yet they refuse to go to the bathroom!

His evil plan does not stop there, however, oh no! The Moloch effect will begin to make you have a strong desire to design your own game mods, make your own maps, write walkthroughs and guides, spend untold hours at gameplay, browsing this forum, and replying to every thread where you have the least bit of information to pass on. All for the sole purpose of drawing ever more and more humans into his domain.

I urge you to re-read the description of him given in-game:
"The Moloch is an infernal angel called or sent from beyond. Winged and dressed in horror, he will crush this world and make its inhabitants slaughter one another and suffer the torments of the Inferno. The Moloch will surely shatter the world unless he is vanquished."


It's too late now...the Moloch will not stop until he has gained total dominion!

"The Moloch made me do it!"

[ February 03, 2004, 20:49: Message edited by: Targa ]
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  #26  
Old February 6th, 2004, 06:43 PM

Raz 24 Raz 24 is offline
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Default Re: Blessing Effects and National/Theme Starting Spells

Well that explains alot
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  #27  
Old February 6th, 2004, 07:46 PM
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Default Re: Blessing Effects and National/Theme Starting Spells

I wonder if one of the names the Moloch goes by is "El Malfador"?* SE4's pretty addictive too!

*Doesn't that mean "The Troublemaker" in Spanish?
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  #28  
Old February 18th, 2004, 06:39 AM

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Default Re: Blessing Effects and National/Theme Starting Spells

Another helpful fact for those who didn't have the hard numbers.

Research Per Level

Easy
1) 15
2) 20
3) 40
4) 60
5) 100
6) 160
7) 260
8) 420
9) 680

Normal

1) 20
2) 40
3) 60
4) 100
5) 160
6) 260
7) 420
8) 680
9) 1100

As you can see from Level 5 on to 9 it's the sum of the two levels before it.

[ February 20, 2004, 20:51: Message edited by: Zen ]
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  #29  
Old February 18th, 2004, 05:19 PM

PDF PDF is offline
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Default Re: Blessing Effects and National/Theme Starting Spells

Zen, are you sure about the "normal" research rate from 1 to 2 ? I'm pretty sure it's 40, not 30, so the function is
Level N cost = cost of level N-1 + cost of level N-2 starting with level 3...
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  #30  
Old February 20th, 2004, 10:11 AM

CharonJr CharonJr is offline
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Default Re: Blessing Effects and National/Theme Starting Spells

yup, I second the 40 RPs for level 2

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