loki1232
Loki
Kael said:Yeap, that could be done.
Oh good, here's a chance to give some ideas.
1. Elves get nature spells.
2. Dwarves get earth spells.
3. Drowns get water spells.
Basically this stuff is to make those units more appetizing. Especially because the improvements that give them XP would allow one spell in the beginning.
4. Paladins, High Priets, Crusaders, Paramanders, and Preists of the Order and can cast law sphere spells.
5. The heros can cast the appropriate spells. This will be really fun since they get lots of leveling thanks to their promotion. I could just imagine going into battle with a Rosier, then summoning like 10 skeletons at once.
6. Hmm. What if the crusaders the order got when expanding started with 2 XP. Then you could chose to cast a nice law sphere spell and reduce maintinence in the city, or get a military style promotion.
7. The demons summoned by Gate to the Abyss could use the demon style magic (fire and death).
8. Mind stapling would give the OO ships the ability to use water spells. Then when this is combined with the drydocks giving starting XP, the OO will have a navy to be reconed with!
Now that we might have a way to have spells give XP, this will be very fun!
I've been following for a while but only just decided to register. Love all the ideas being discussed for the next versions, can't wait to play...
) I've exploited this feature in my current game to level up my prophet then upgrade him to archmage with some very nice attack, defence and movement promotions not normally available to him. You can also use Bambur's weaponsmith function to add the quality weapons just for added effect (have used this on the mithril golem which is quite cool too)
. I don't know why this is happening... I've had this happen on a temperate/pangea and a temperate/continents, both on small size. Maybe there should be a world/national wonder that gives reagents in case you can't find any?