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Old January 26th, 2009, 08:15 AM
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Thilock_Dominus Thilock_Dominus is offline
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Watch Nosophoros - The Vampire Lords Trailer

Nosophoros Wiki - Units/Heroes/weapons/magic/stats and much much more.



The Vampire Lords. The nation ruled by Vampire Aristocrats. To be Pureblood is everything and where master and servant know their rightful place in society. A nation populated with both humans and vampires. Take control of the mysterious Mystics, the notorious Summoners and the wicked Necromancers to gain your godhood.

Since the time The First Vampires walked the earth, man has feared these bloodthirsty beasts. In time came the era of the Purebloods, which marked the beginning of the Vampire Aristocracy. The legacy of The First Vampires lives on only through the blood of this aristrocracy.


The Vampire Lords come from Noble Pureblooded families, who rule the Vampire Nation, though they have to obey the Laws of Blood which are written by the Vampire Council. The Priesthood of the Vampire Council are the law givers and upholders. Next, power falls to the Noble families, Merchant families, citizens and humans.


Fortresses and castles of the vampires can usually be found in the mountains or highlands, whereas cities and villages are more common in the highlands and plains.


Click to enlarge

Chart of Units

Click to enlarge



Features of Nosophoros
National Features

• Blood, Death and Astral Magic
• Blood Nation
• Preach via Blood Sacrifice
• Like Cold (-1)
• Vampires Consume food
• Some Flying Units
• No Bowmen
• No Cavalry

Army

• 10 New Units
• 12 New Commanders
• 4 New Heroes
• 1 New Multi Hero
• 3 New Pretenders
• 10 New Other Units
• 68 New Vampire Names

Weapons/Spells

• 11 New Spells
• 12 New Vampiric Divination Spells
• 14 New Weapons
• 10 New Armor
• 1 New Weapon to be Forge
• 2 New Magic Sites
• 1 New Vampire Flag


------------------------------------------------------------------------
The .zip file contains;
Nosophoros mod files.
Nosophoros Manual.pdf
Nosophoros UI for Dominions3 (.tga)
Nosophoros launcher Icon (256x256.png)
ReadMe.txt
Changelog.txt


In this universe I created most vampires can transform to wolves, mists and bats, but due to balance issue and coding issues only some of the units have it.
For technically changes and stuff, see the ReadMe.txt



Your friend
Thilock Dominus



-----------------------------------------------------------------------

Thalic, God of Gods, King of the Dead, Warrior Against the Sun, King of Kings, Lord of this World
is a pretender God trying to banish all other Pretenders and become a true God.


More Info - click here


1 Pre-made Pretender is available (PretenderShadowDragonPreMade.zip)

Unpack it in ~/dominions3/savedgames/newlords



-----------------------------------------------------------------------

Ivan, Drinker of Blood, Patron of Soldiers, Councilor of Gods, King of Kings
is a Pretender God trying to banish all other Pretenders and become a true God.

More Info - click here


1 Pre-made Pretender is available (Ivan The Vampire King.zip)

Unpack it in ~/dominions3/savedgames/newlords



-----------------------------------------------------------------------
Changelog 1.02

--- NEW ---
• Tested with Dominions 3 version 3.27
• The Manual redone.
• Chart of Units
• New Gui (Grey Gui), replaces the old Nosophoros gui.

--- Changes ---
• Mystic: gold cost reduced from 110 to 90
• Dark Mystic: gold costed reduced from 220 to 200
• Ancient Vampire Lord: HP increased 22 to 28
• Ancient Vampire Lord: Death Magic increased from 4 to 5
• Ancient Vampire Lord: Regeration increased from 10 to 20
• The Choosen One: New ability; Ethereal
• Dark Summoner: gold cost increased from 425 to 430
• Dark Summoner: Resources increased from 5 to 8
• Dark Summoner: Strength increased from 12 to 14
• Dark Summoner: Attack increased from 10 to 12
• Dark Summoner: Defense increased from 8 to 12
• Banner changed.




Changelog 1.01

--- CHANGES ---
• Nosophoros GUI Updated
• Blood Gift changed to: A Vampire's Instinct.
• Power of Blood changed to: The Scents of Blood.
• Greater Power of Blood changed to: Blood of Kings.
• Removed "ambidextrous" from Ancient Vampire Lord.
• Removed "ambidextrous" from Vampire Lord.
• Removed "ambidextrous" from Black Rose Lord.
• Removed "ambidextrous" from Black Rose Guard.
• Removed "ambidextrous" from Pureblood Vampire.
• Removed "Standard" from The Chosen One.
• Removed "Standard" from The Chosen One - Wolf form.
• Ancient Vampire Lord: Dark Power 2 ---> 3
• Ancient Vampire Lord: Random Magic 3 ---> 4
• Ancient Vampire Lord: Removed Standard.
• Vampire Lord (Hero): Removed "ambidextrous".
• Child of the Night Wolf Shape: Morale 12 ---> 8
• Snow Demon Wolf: Defense 14 ---> 10
• Snow Demon Wolf: Morale 30 ---> 20
• Necromancer: 2 earth ---> 2 astral.
• Necromancer: Change in unit description.
• Necromancer: Forge bonus removed.
• Necromancer: Darkvision 25 ---> 50
• Shadow Necromancer: 1 astral ---> 2 astral
• Shadow Necromancer: 3 earth ---> 3 random
• Shadow Necromancer: Darkvision 50 ---> 75
• Shadow Necromancer: One Shade will join each month.
• Mystic: Healer ability removed.
• Dark Mystic: Healer ability removed.
• The Judge: Healer ability removed.
• Dark Summoner: HP. 25 ---> HP. 20
• Dark Summoner: Def. 12 ---> Def 8
• Dark Summoner: Att. 12 ---> Def 10
• Dark Summoner: Str. 14 ---> Str 12
• Vampire King: cost 75 ---> 100
• Vampire King: Path cost 40 ---> 60
• The Chosen One - Wolf Shape: -4 in all Magic Path ---> -2
• Soulless Bite: -2 Damage ---> 1
• Soulless Bite: -1 Attack ---> 1

--- FIXES ---
• The Oracle (hero) was not enabled in Nation hero list.
• Night Blessing desription changed.
• Soulless bite doesn't affect mindless beings.




Changelog 1.00

--- NEW ---
• Tested with Dominions 3 version 3.23b

--- FIXES ---
• A lot of spelling and grammar corrections.
• Souless name fixed.
• Souless description fixed.



Changelog 0.84

--- NEW ---
• New Weapon: "Soulless Bite"
• New Armor: "Death Mask"

--- CHANGES ---
• Noble Great Sword: Removed "weakness" effect
• Noble Great Sword: Fire damage instead of Normal Damage
• Night Stalker equiped with Death Mask
• Monster (197): Soulless - Added "Soulless Bite" instead of fist
• Monster (197): Soulless - New Description
• Snow Demon Wolf: Dark Power - 2 ---> 1
• Child of the Night: Blood Hunt - 2 ---> 1
• Child of the Night: Dark Power - 2 ---> 1
• Child of the Night (wolf shape): removed Ambidextrous (3)
• Child of the Night (wolf shape): Blood Hunt - 2 ---> 1
• Child of the Night (wolf shape): Dark Power - 2 ---> 1
• Vengeful Child Spirit: Dark Power - 2 ---> 1
• Nation - defmult1: 15 ---> 12
• Nation - defmult2: 15 ---> 17
• Pretender: Shadow Dragon (Shadeform): 1 Chill ---> 3 Chill
• Pretender: Vampire King - 100 cost ---> 75 cost
• Pretender: Vampire King - Magic Path cost 60 ---> 40
• Hero: The Oracle - added Spread Dominion 1
• Hero: The Judge - Increase Unrest 1

--- FIXES ---
• Pretender: Fixed Shadow Dragons - chill (5)
• Child of the Night (wolf shape): missing protection 5
• Child of the Night - fixed secondtmpshape
• Child of the Night (wolf shape) - fixed secondtmpshape
• The Choosen One - fixed stealthy
• Hero: Shadow Necromancer - fixed magicskill
• Alot of text corrections

--- MANUAL ---
• Necromancer: New Picture in Manual
• Shadow Necromancer: New Picture in Manual
• ShapeShift & Special Units in the Manual
• Changes made into the manual




Changelog 0.83

--- NEW ---
• 20 New Vampire Names
• New Weapon: "Jeweled Vamperic Great Sword"
• New Item Forge: "Jeweled Vamperic Great Sword" - Available for all nations
• New Spell: "Summon Skeleton Guard"
• New Spell: "Greater Summon Skeleton Guard"
• Nation - Blood Sacrifice preach
• Nation - No normal preach

--- CHANGES ----
• Former "Summon Skeleton Guard" renamed to "Lesser Summon Skeleton Guard"
• Nation - defmult2: 10 ---> 15
• Summon Skeleton Commander - 9 death gems ---> 6 death gems
• Summon Skeleton Lord - 12 death gems ---> 8 death gems
• Pretender: Shadow Dragon - 3 cold ---> 5 cold
• Weapon: Death Breath - 3 Area of effect ---> 4 Area of effect (to compesate for it's usefulness compared to other dragon breaths)
• Skeleton Commander 11 hp ---> 13 hp
• Skeleton Lord: 12 hp ---> 14 hp
• Skeleton Lord: 14 Magic resist. ---> 15 Magic resist.
• Vampire Lord: 2 Blood Hunt ---> 3 Blood Hunt
• Vampire Lord: 1 Death Magic ---> 3 Death Magic
• Vampire Lord: 1 Blood Magic ---> 2 Blood Magic
• Ancient Vampire Lord: 3 Blood Hunt ---> 4 Blood Hunt
• Ancient Vampire Lord: 2 Random Magic ---> 3 Random Magic
• Ancient Vampire Lord: 3 Blood Magic ---> 4 Blood Magic
• Ancient Vampire Lord: 3 Death Magic ---> 4 Death Magic
• Hero: Shadow Necromancer - 2 Earth Magic ---> 3 Earth Magic
• Hero: Shadow Necromancer - 2 Death Magic ---> 3 Death Magic
• Hero: Shadow Necromancer - 9 def ---> 12 def
• Hero: Shadow Necromancer - 11 prec ---> 12 prec
• Hero: The Judge - 2 Blood Hunt ---> 3 Blood Hunt
• Hero: The Judge - 2 Death Magic ---> 3 Death Magic
• Hero: The Judge - 50 Healer ---> 40 Healer
• Hero: The Baroness - 2 Blood Hunt ---> 3 Blood hunt
• Hero: The Oracle - 10 No Bad event ---> 25 No Bad Event
• Hero: The Oracle - 6 def ---> 8 def
• Hero: The Oracle - Can't hunt for Blood (locked up in her chamber)
• Hero: The Oracle - 2 Divine Magic ---> 4 Divine Magic
• Hero: The Oracle - 500 Maxage ---> 650 Maxage
• Hero: The Oracle - Startage: 15
• Hero: Vampire Lord - 2 Blood Hunt ---> 3 Blood Hunt
• Hero: Vampire Lord - 1 Random Magic Path
• Hero: Vampire Lord - 500 Maxage ---> 650 Maxage

--- FIXES ---
• Ancient Vampire Lord - injured shapeshift removed, it interfer with immortal
• Vampire Lord: injured shapeshift removed, it interfer with immortal
• Hero: The Oracle - Fixed magic path, was set to blood path instead of Priest path
• Hero: The Baroness - injured shapeshift removed, it interfer with immortal

--- MANUAL ---
• Nation Feature list in the manual
• Thanks to, in the manual
• Changes made into the manual




Changelog 0.82

--- NEW ---
• New unit - Vampire Beast
• New unit - Vampire Soldier
• New weapon - Bite for Vampire Beast

--- CHANGES ---
• Noble Great Sword - removed dt_raise
• Ritual Dagger - do not effect mindless anymore
• 2b defence changed to Vampire Soldier

--- FIXES ---
• Spell "Ancient Blood Oath" fixed. Ancient Vampire Lord was summoned as unit and not as commander as it should be.

--- MANUAL ---
• New Picture of Vampire King in the Manual.
• Changes made into the manual
• Additional special thanks in the ReadMe.txt




Changelog 0.81

--- NEW ---
• None

--- CHANGES ---
• All Vampire units: Removed Lifeless ability
• All Vampire units: +1 extra blood hunt
• All Vampire units: maxage set to 500
• All Humans units: maxage - 100 ---> 75
• All Skeleton units: maxage set to 500
• Pretender - Shadow Dragon: Removed Lifeless ability
• Pretender - Shadow Dragon: Magic boost -4 ---> Magic Boost -2
• Pretender - Vampire King: Removed Lifeless ability
• Pretender - Vampire King: 150 cost ---> 100 cost
• Pretender - The Blood Monolith: 40 cost ---> 0 cost
• Site 23: Changed - "The Unholy Sepulchre" to "The Vampire Council"
• Children of the Night: 10g ---> 15g
• Black Rose Guard: Capital recruit only
• Black Rose Lord: Capital recruit only
• Black Rose Guard: 60g ---> 50g
• Black Rose Lord: 260g ---> 220g
• Black Rose Lord: 1 Death Magic ---> 2 Death Magic
• Black Rose Helmet: Prot 20 ---> Prot 15
• Black Rose Mail: Prot 20 ---> Prot 16
• Mystic: 120g ---> 110g
• Dark Mystic: 280g ---> 220g
• Dark Mystic: 1 Death Magic ---> 2 Death Magic
• Necromancer: 240g ---> 230g
• Dark Summoner: 500g ---> 425g
• Dark Summoner: 2 Blood Magic ---> 3 Blood Magic
• Weapon: name - Black Venom Dagger changed to Black Venom Short Sword
• Vampire Lord (summonable), age set to 750
• Ancient Vampire Lord (summonable), age set to 1000
• mistforms: 26 Morale ---> 0 Morale
• Skeleton Guard: 7 gems ---> 5 gems
• Skeleton Guard: 2 units --> 5 units
• Skeleton Warrior: 3 units ---> 10 units
• Skeleton Guard: Ability - No Heal
• Skeleton Commander: Ability - No Heal
• Skeleton Warrior: Ability - No Heal
• Skeleton Lord: Ability - No Heal
• Skeleton Guard: mor set to 15
• Skeleton Commander: mor set 18
• Skeleton Warrior: mor set to 15
• Skeleton Lord: mor set to 18
• The Choosen One: 1 makemonster ---> 2 makemonster
• Hero - The Judge, maxage set to 750
• Hero - The Baroness, maxage set to 750

--- FIXES ---
• Pretender - Shadow Dragon: missing maxage, set to 2500
• Pretender - Vampire King: missing maxage, set to 1200
• Hero - Shadow Necromancer missing maxage, set to 200
• Snow Demon Wolf: missing maxage, set to 1000
• Fixed: missing defence 2a.

--- MANUAL ---
• Changes made into the manual
Attached Files
File Type: zip PretenderShadowDragonPreMade.zip (1.7 KB, 718 views)
File Type: zip Ivan The Vampire King.zip (328 Bytes, 642 views)
File Type: zip Nosophoros Trailer.mp4.zip (5.89 MB, 327 views)
File Type: zip The Vampire Lords v1.01.zip (1.62 MB, 1205 views)
File Type: zip The Vampire Lords v1.02.zip (1.73 MB, 938 views)
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Nosophoros: The Vampire Lords - v1.02
Conquest of Elysium 3 GUI mods

Last edited by Thilock_Dominus; February 26th, 2012 at 01:55 AM.. Reason: mod updated
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  #2  
Old January 26th, 2009, 08:34 AM

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Default Re: [Beta] Nosophoros - The Vampire Lords

Can we get a simple unit lineup graphical preview?
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Old January 26th, 2009, 08:35 AM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

Quote:
Originally Posted by Sombre View Post
Can we get a simple unit lineup graphical preview?
I'll see to it.
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Conquest of Elysium 3 GUI mods
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Old January 26th, 2009, 09:23 AM
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Default Re: [Beta] Nosophoros - The Vampire Lords

Quote:
Originally Posted by Sombre View Post
Can we get a simple unit lineup graphical preview?
Done.
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Conquest of Elysium 3 GUI mods
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Old January 26th, 2009, 10:05 AM
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Humakty Humakty is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

I'll play them tonight, and report whatever.
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Old January 26th, 2009, 02:28 PM
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Default Re: [Beta] Nosophoros - The Vampire Lords

So, well, haven't really played yet, just launched a game.
You gave lifeless to many units and two of the pretenders. I'm not entirely sure, but lifeless units don't recover HP, apart from life drain, and regeneration doesn't work on them. But to be certain of that you would need to ask one of our great sage.

The Black Rose Guards : I don't remember having seen such an ultra powerfull unit, their only flaw is being lifeless (read above) : 60g 27r for 20 prot,enc 0(cause undead) a magic weapon, 15 att 14 def and strategic move 2. Top of tops, they are recruitable anywhere ! Rhaaaaa ! (theorically they also have regen 2)
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Old January 26th, 2009, 02:33 PM

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Default Re: [Beta] Nosophoros - The Vampire Lords

Alright I downloaded this and tried it out and I have to say, wow, beautiful mod. All of the sprites look as good as anything in the base game. The manual is detailed and pretty as well. Having a reference guide to everything is very helpful.

On to balance issues...

the nation feels a bit below average power wise
first off you've got a lack of cavalry or archers. This is a bit of a weakness but not a huge one.
Next, your sacreds. The national troops are nothing special it seems to me, so you will be recruiting mostly sacred troops to fight for you. However in order to be cost effective these troops need some good bless power. I could see f/w on the children being pretty effective, or something like f/d. The rose guard are pretty expensive but have some great qualities. Still significantly worse than good sacred line troops like the jaguar warrior or hellhirding. Which is probably as it should be. I think the big problem with the sacreds is that the children are just too good with a strong bless. At 10 gold you can get a huge amount of attack power on them with just a fire bless. Add that they are stealthy, have a few other useful abilities, and dark power, and you have a very good unit. Overall sacreds are pretty well balanced.

The big problem with this nation is the recruitable mages.

First off, you are supposed to be a blood nation but your cheapest blood hunter weighs in at 120 gold. That's a lot, even if it is sacred. They can reanimate too, but not very well. The H2 version is a whopping 280 gold! You are paying almost as much for him as a Bakemono sorcerer. With two magic paths and only two holy, he is too expensive in my opinion. The vanjarl costs the same amount, has better magic, and comes with glamour and thuggability. And isn't even a particularly spectacular mage.

Necromancers, on the other hand, are a great unit. The forge bonus will mean hammers+mentors for great research. They also have a lot of base research. A pretty costly unit, but worth the price even without being sacred. Lets you take drain 2 pretty reliably.

Black rose lord looks like a decent thug chassis but is pretty costly and you aren't going to find many things to do with that death point. Maybe give him two?

Dark summoner: This guy is a good unit but he is way way too expensive. He comes with only 7 magic paths and has at most level 3 access. He could be a decent thug but is simply too expensive for what you get. He isn't even sacred so upkeep is absolutely brutal. You will recruit this guy only for path access, as keeping him around with the unrest he creates and his upkeep is just not affordable, even with great scales, which you probably won't have. The magic diversity is great but its too unreliable and you simply won't be able to afford having 10 of these guys around before the mid game. He is a horribly ineffecient researcher. It seems a shame to make him so expensive. In my opinion he should be either sacred, or have his cost reduced to 450 or 400, taking some of the sting out of upkeep.

Lastly, the heroes are detailed and varied but they need to be better to give some incentive to take a luck scale with these guys. Nothing on the list really stands out except the holy 3 guy and even then its not worth spending for luck scales.

The biggest problem with this nation seems to me to be that they aren't really good at anything. You can reanimate but ermor puts you to shame. You can blood hunt, but not nearly as efficiently as lanka/mictlan. You have good sacred troops but nothing top flight, and you can't recruit a divine blesser.

Overall great job on the mod, one of my favorites. Its probably better to err on the side of being too weak, but i think this nation could use a bit of a boost, my recomendation would be giving the H2 guys 2B as well, reducing the H1 guys to 100 gold, giving the summoners 3B and making them cost 450, and improving the magic on some of the heroes.
Lastly, the blood monolith is terrible, you can get a blood fountain with death and blood for cheaper. I would recommend making its base cost 0 and giving it D2, then it might be usable. Vampire king also seems a little too expensive, at least compared to CBM queen. Maybe make him 100 points? or lower the new path cost?

Sorry about wall of text, i hope some of it is helpful.
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Old January 26th, 2009, 02:47 PM
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Default Re: [Beta] Nosophoros - The Vampire Lords

Thanks to both of you, it gives me some stuff to chew on.


Alpine Joe, the units may be costly -- but I was afraid to overpowering stuff, I'll take a look on the issues you found.


Humakty, emm..I think you're correct. The solution is that they;
1) remove regeneration
2) remove lifeless
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Old January 26th, 2009, 03:37 PM
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Default Re: [Beta] Nosophoros - The Vampire Lords

Helhirdings would have a really tought time damaging BRG, especially with E9 bless, giving BRG 24 prot. (Anything not AP will make them laugth, well maybe jotuns and the like can inflict some damage.) Worse, they're enc 0, so you can't even tire them !

For the fluff, I think it's best to get rid of lifeless, or make them magic beings too, so that they can heal in a lab(lifeless+magic being = recuperation of HP in a lab). It would be fitting that vampires have to retire in their "vault" to recover.
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Old January 26th, 2009, 05:16 PM
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Default Re: [Beta] Nosophoros - The Vampire Lords

Lifeless and Does Not Heal are different. Lifeless is immunity to some spells, and e.g. Liches and Masters Liches have it, and Lifeless beings heal hp the normal way. Does Not Heal + Magic Being == heals in a lab.


Lifeless make you immune to regeneration from spells, items. Possibly innate regen as well. If innate regen works, you can keep Lifeless, if not, get rid of it.
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