Seraph Spells

Guillo

Chieftain
Joined
May 26, 2008
Messages
6
I just switched from 2030 to 2032 and found that there are angel promotions and the spell system has changed. I have found my Seraphs unable to cast Heal and Cure Disease for some reason, even though Basium starts with life mana and they start with the spells. The spells are just grayed out and do nothing when clicked. Is this a bug or some mechanic of the new spell system I don't understand?
 
I just switched from 2030 to 2032 and found that there are angel promotions and the spell system has changed. I have found my Seraphs unable to cast Heal and Cure Disease for some reason, even though Basium starts with life mana and they start with the spells. The spells are just grayed out and do nothing when clicked. Is this a bug or some mechanic of the new spell system I don't understand?

The Spell system changed in 0.31, but the promotions were not.

Prior to .31, units with Divine and Fire2 could cast Ring of Fire with and those with Divine and Fire 2 could cast Pillar of Fire. Units with Sorcery and Fire 2 could cast fireball, with Sorcery and Fire 3 Meteor Storm, with Summoning and Fire 2 summon sand lion, and with summoning and fire 3 summon fire elementals. Channeling 2 was needed to get fire2, and channeling3 for fire 3/

In .31 the spell system was greatly changed. The distinction between sorcery and summing was removed, and priests spells do not depend on spell spheres. They instead depend on divine, channeling, and the unit's religion. Ring of Fire is now for AV units with Divine and channeling 2 (i.e., Ritualists), and Pillar of Fire is unit specific (only for Chalid)


Cure disease is now a Divine Channeling 2 spell and Heal Divine Channeling 3. These have nothing to do with life mana. However, these only work on living units, so they won't help your angels. You should be able to use them on your mortal support units though (mostly disciples).

In .30 and earlier, Seraphim would only have the Ring of Fire and Pillar of fire spells. Since their promotions were not changed, they instead have fireball, summon Fire Elemental, Cure Disease, and Heal. These don't seem particularly fitting for them, imho.




In my version, I moved Cure Disease and Heal to Medic II and III, so as to avoid exploits with Grigori Medics (when these randomly get religions, they are the equal of a high priests, but without level or national unit limits). So those spells would be gone for them. (I also made priests available without state religion, but made the religious spells all require the state religion, and replaced their channeling promotions with Divine1 and Divine2 so that Amurite Priests wouldn't have archmage spells) Chalid is usually considered overpowered now, so I'm thinking I'll make Pillar of Fire be a Seraph spell instead, probably removing their current spells/promotions. Crown of Brilliance seems appropriate for them too, but that would require either 1) making them Empyrean units, 2) making the spell have complicated python requirements, or 3) creating 2 identical spells. Hmm...I could also make Seraphim start with the promotion, but they wouldn't get it back once it wears off.


I'm also thinking it could be cool if Angels and Manes kept the religions of the units they were in life. Then Mercurians and Infernals could get some upgraded angels with the promotions needed to cast the religious spells. You could have Valkaries, Seraphim, Ophanim, and Angels of Death doing around casting spells like Crown of Brillance, Earthquake, Bless, Revelation, etc. (Normally only Order, Empyrean, or Runes of Kilmorph units would come back as angels, but units of other religions owned by the Mercurians do too. Converting to an evil religion, or capturing lots of rival religious units, could thus allow more free spells.) Of course, my other changes would also mean they could only cast the spells of their state religion. It might be ok to let all angels with a religion cast priest spells then. Or maybe I should make another set of spells available to religious angels/demons?
 
I think the problem is that heal no longer works on "non-living" units, which includes Angels. Try casting heal when there are wounded living/normal units in the stack.
 
Thanks guys, yeah it was because I only had angel armies mobilized with my living units defending. Also thanks for the breakdown of the new magic system... I was curious why I couldn't learn earthquake with my Seraphim.
 
I thought this thread would be about balseraph palace mana. What is the lore link between the names?
 
Thanks guys, yeah it was because I only had angel armies mobilized with my living units defending. Also thanks for the breakdown of the new magic system... I was curious why I couldn't learn earthquake with my Seraphim.

You should probably flip that strategy around. Angels should (mostly) defend and living units attack. When your angels die you don't get anything, but when the living units die they coma back as angels, with all their xp. Of course, you probably will need to attack with your angels somewhat in order to level them up to the point where you can promote them.

No one can "learn" earthquake, or any other divine spell. The only way to get a channeling promotion is by upgrading to a unit that starts with it.
 
Yeah, I was using them as my attack force in order to farm xp.

I have another question though... is the xp of a new angel the same as the unit that produced it or is there some loss?
 
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