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  #1  
Old November 28th, 2005, 03:43 PM
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Endoperez Endoperez is offline
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Default Re: New Game: Fun Sites

Sites that cast a spell/spells in the beginning of all battles fought in that province. They do this even before being found, but I imagine most of them would be 0-level sites and thus always known.

Oathstone of the Full Moon
Nature 0, Rare, restricted to Forests and Mountains
Affects the following scales: Turmoil +1, Growth +1
Produces 1 Nature gem
In the beginning of every battle, casts Howl once. The wolves will fight for the defender, and also for the independents.

Curse of the Thatcher
Water 0, rare, restricted to Coastal provinces
Produces no gems.
In the beginning of every battle, casts Rain.


Holy sites into which a Priest must enter.

Altar of a Dead God
Holy 2, Rare.
A priest may enter to produce the following effects:
a) The province's scales move towards Order, Growth, Production, Magic +3; Luck -3.
b) Some unrest is generated (5-15).
c) There is a small chance the the priest will desert you, starting to serve the other god instead.

d1) The dominions in the province is decreased.
d2) The scales change as if a priest twice as powerful as the one who entered the temple was preaching in that province. This "dead god's" dominion spreads around to other provinces. It can't, however, "rebel" or be called back from the grave.
d3) As d2, except that the dead god may be called back. If this happens, the province with the site is under an indpendent force lead by a monstrous (Wyrm, Manticore, Dragon) or gigantic (Titan, Asmeg) pretender with its own magic and two linked random at levels 2 and 3. Armies present would change to the other side, except for the priest who had entered the temple.

Altar of Sacred Blood
Holy 2, Common, Unique.
A Priest may enter, this results in his death. If the province is attacked the turn following the sacrifice, a battlefield-wide Banishment effect cast with the power of (sacred priest's Holy magic * 2) is cast on the beginning of the battle.

Sites with conditional effects, or effects that change/depend on seasons.

The Sleeping Giant
Water 3, Rare,
Casts Wolven Winter centered on the province every Winter month.
Produces 3 Water gems.

The Blizzard Temple
Water 4, Rare, Unique
Cold 3, Death 1
During Middle Winter (or whatever it's called in-game), a water mage may enter. The mage can choose a province which is affected by a Murdering Winter spell, both the province with The Blizzard Temple in it and the chosen province are affected by Murdering Winter.
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Old November 28th, 2005, 05:36 PM

Ironhawk Ironhawk is offline
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Default Re: New Game: Fun Sites

Sweet sites, Endo. Lots of personality
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Old December 3rd, 2005, 10:00 AM
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Default Re: New Game: Fun Sites

Some 'low-key' sites:

The Sword in the Stone: A sufficiently heroic unit may enter once and once only to claim a powerful magical sword. Generates an gem or two as well. If the sword is lost somehow, it will return to this site.

Vision's Path: All blinded or eyeless units are instantly healed the moment they enter the province. Magical eyes can be removed. Certain spells, like utterdark or blindness, won't work here. Sneaking in this province is a very bad idea.

The Tournament: Allows you to recruit a wide variety of archers, as well as dangerously precise ranger commanders.

Hall of Records: Allows you to view information about any pretender or hall of fame unit.

Freelancer's Guild: Cuts the cost of hiring mercenaries by 20%, and allows you to sell units for money.

Shop of Mysteries: Sells a selection of items, including some special ones only available at the shop.

Desert of Revelation: A mage entering here will lower the cost of researching enchantment and thaumaturgy by 20%. Or provide a 20% boost to research in these areas, depending on how you see it.
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Old December 3rd, 2005, 10:51 AM
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Default Re: New Game: Fun Sites

Quote:
Sandman said:
Desert of Revelation: A mage entering here will lower the cost of researching enchantment and thaumaturgy by 20%. Or provide a 20% boost to research in these areas, depending on how you see it.
VERY different effects. First helps more if you have lots of researchers, second helps a lot if research takes lots of research point (i.e. you are researching high levels).

Maybe instead of a multiplier, mage entering the site would count as 15 research points, possibly towards certain school only... E.g. Fire 1 Acolyte entering the Desert would count as 15 research points.
Other than that, maybe the mage would counts as 10 + his own RP in research. E.g. a Sage would count for 10 + 8 RPs (Sages have 8 RP, don't they).
Or a third possibility, a mage would count as twice his RP for research. E.g. Fire 1 Acolyte (3 RP) would count for 6 RP, 8 RP Sage would count for 16.
It wouldn't be a big bonus, but it would be something. And if the researcher's RPs were multiplied, some Rainbows could be insane if they found it early...
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