Thread: Guide Prophet Transformations
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Old September 14th, 2008, 08:02 PM
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Default Prophet Transformations

There are a few instances where specific units will transform into a another unit when dubbed a prophet. Examples include the Lizard Kings of C'tis and the Jotun Jarls of Jotunheim. I would like to compile a complete list of these units. I'll update the list as new information comes in.

(Note: the changes listed do not include the normal bonuses for being a prophet, which are +2 Att, +2 Def, +2 Pre, 30 Mor, and adjusted HP, Str, and MR based on dominion scales.)

Nation: Abysia (MA only)
Unit: Anathemant Salamander (85)
Stat Changes: +1 HP, +2 MR, +1 Att, +1 Def, +1 Pre
Other Changes: Description changed to match the Anathemant Drangon (86)
Cosmetic Changes: Black and red robe, head and hands on fire

Nation: Abysia (MA only)
Unit: Anathemant Dragon (86)
Stat Changes: +2 HP
Other Changes: Weapon(dagger)
Cosmetic Changes: Black and red robe, head and hands on fire

Nation: Abysia (MA only)
Unit: Demonbred (87)
Stat Changes: +1 Pre
Other Changes: none
Cometic Changes: Black and gold robe, matching gold crown

Nation: Abysia (MA and LA only)
Unit: Warlock (89)
Stat Changes: +2 MR, +1 Pre, +30 base leadership
Other Changes: Description changed to match the Anathemant Drangon (86)
Cosmetic Changes: Head and hands on fire

Nation: Abysia (EA and MA only)
Unit: Warlord (119)
Stat Changes: +2 Hp, +1 MR, +1 Str, +1 Att, +1 Def, +40 base leadership
Other Changes: Ambidextrous +1, Firepower 1, Weapons(2 Great Axes)
Cosmetic Changes: A nifty red cape, bigger axes

Nation: Arcoscephale
Unit: Mystic (311)
Stat Changes: +2 Enc, -1 Str, +30 base leadership
Other Changes: none
Cosmetic Changes: Black and lime robe, new pose

Nation: Atlantis (MA only)
Unit: Coral Queen (374)
Stat Changes: +3 HP, -2 AP
Other Changes: +50 Darkvision
Cosmetic Changes: Greyer dull skin

Nation: Caelum (MA only)
Unit: High Seraph (203)
Stat Changes: +1 HP, -1 Enc, +1 Str, -1 AP
Other Changes: Magic Being, Weapon(Ice Rod)
Cosmetic Changes: none

Nation: Caelum (EA and MA only)
Unit: Seraphine (204)
Stat Changes: -1 Enc, +1 Att, +1 Def, +1 Pre
Other Changes: Weapon(Ice Rod)
Cosmetic Changes: Just the new icy blue rod

Nation: C'tis (EA and MA only)
Unit: Shaman (170)
Stat Changes: +30 base leadership
Other Changes: none
Cosmetic Changes: A brown robe, as opposed to naked

Nation: C'tis
Unit: Lizard King (177)
Stat Changes: +1 Str, +1 Att, +1 Def, -1 AP
Other Changes: Weapon(Mace)
Cosmetic Changes: A new robe, blue crown/hair-do, a regal mace

Nation: Jotunheim, Utgard
Unit: Jotun Jarl (274)
Stat Changes: +5 Hp, +1 MR, -1 Enc, +1 Str, +1 Att, +1 Def, +1 Pre, +40 base leadership
Other Changes: none
Cosmetic Changes: Shiny gold armor

Nation: Vanheim
Unit: Dwarven Smith (323)
Stat Changes: +1 HP, +1 MR, +1 Str, -2 Def, -1 AP
Other Changes: Weapon(Quarterstaff)
Cosmetic Changes: Holding the new staff humbly

Notes of interest:
-The Jotun Jarls of Neifelheim (monster 1299), though statistically the same, don't transform. This is clearly thematic.
-The prophet form of Abysia's Demonbred use to lack base undead leadership, this has been fixed.
-Though the High Seraph of Caelum becomes a magic being, it does not gain any base magic leadership.
-Shamans from indy provinces do not transform as it has been suggested. This may not have been the case in the past.
-MA Abysia's Anathemant Salamder, Anathemant Dragoon, and Warlock all transform into the same base unit. The only difference between them would be magic skill, preist level, and age.
__________________
Strategy Guide: MA Caelum - Fear of Flying
Strategy Guide: LA Man - Death and Taxes
Strategy Guide: MA Mictlan - An Introduction
Guide Supplement: LA Man - Castle Warfare
Referance: Prophet Transformations

Last edited by AreaOfEffect; September 21st, 2009 at 11:42 PM..
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