![]() ![]() Province subversion spells are even more powerful, however. though their armies may be few, if those mages or sorcerers are commanders they may unleash their magical powers to even the odds. ![]() So be careful of attacking a realm with many spellcasters. Novice levels give 10% damage to all opposing units, while a legendary lightning storm gives 40%! Once the spell is prepared, it comes in via trait-form, and stays with you until you unleash it. Depending on your skill, you will then get either a novice, trained, master, or legendary version of the spell. You can prepare direct-damage spells, but so far only lightning storms are implemented however. Thankfully, the Gorgons stats are so high that even distracted with spellcasting, he still has enough stats left to handle the most pressing concerns:īut yes, now to war magic - I declare war on the elves, and open up the Arcane War Magic Menu: #CK2 FREE RULER FROM CAPTIVITY FULL#You'll also note that the Gorgon gains the trait "casting_realm_magic" - preparing spells of such power take a lot of time and concentration, in the case of summonings, it will take a full 30 days, in which a regent will have to be appointed to handle the day to day affairs of state, in this case, my brutish son takes over, which is a slight problem since he is an imbecile and has 0 stats in everything, except martial which is 25! Each come in sizes of 100, and have varying costs in gold, ranging from 20 to zombies, to 75 for lesser daemons. With the Rajas of India DLC we'll be able to make special unit types, but so far zombies are light infantry, skeletons are heavy infantry, skeleton cavalry is light cavalry, and lesser daemons are horse archers. This is the "normal" one, which can be used for non-war purposes.Īs you can see, though more features will be added later, so far you can cast an alchemy spell (converting 100 regency/piety to 25 gold), summon units, or ward your provinces against enemy spellcaster attacks. Via decision there are so far 2 types of Arcane Realm Magic you can open. A religious CB will cost 500 piety/regency, but I'll just give myself 5000 regency and gold via the cheat console to get this demonstration going! I m playing as the Gorgon, who is a master-level mage. It's still a work-in-progress, but here is how it plays out in-game so far: If you are not a mage/sorcerer/priest yourself, you can give regency via a decision to your court priest/mage/sorcerer so that they can cast realm magic on your behalf Priests with a bloodline trait gain regency from their temple holdings You can build province level buildings called "source holdings" to gain more regency, if you are a mage or a sorcerer or have a court mage/sorcerer (given via minor title) Tainted bloodline traits, will give 0.2 regency per month, while the greater bloodline traits give 0.8 Piety is now called "Regency", which represents the amount of stored divine/rulership power in an individual ![]() Here's how the Realm Magic system works on a basic level: Due to many rulers having greater of lesser amounts of actual divine power flowing through their veins, they are capable of harnessing the power of the land that they rule to cast spells on a province-level, or even an entire region! They are also able to amplify the power of their combat spells, and summon free upkeep units. While permission has been granted to adapt the 0.1.4 magic system from Elderkings once they release 0.1.5, there is another type of magic in the Birthright setting which will have to be built from scratch: Realm Magic. Reposted from the main development thread on the CK II modding forum: ![]()
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