I'm curious about the Elven ritual. Is it actually possible to do something like that?
By analogy, the dark ritual will also cost only 25% of a turn.
Land Master already influenced crystals and swords, it just wasn't in the description. As for the earthquake - there is also the "Earthquake" ability that deals damage.
Please note that a number of spells cannot be obtained in the guild, only through perks: Earthquake, Summon Elementals, Divine Retribution, Regeneration, Frostbite, Wall of Fire, Sorrow, Vampirism.
Thus, Earthquake will never clutter the guild layout anymore :)
In general, here is the list of perks that were removed:
- Reflection (too low resistance)
- Resistance (replaced by improved Fire-resistant Armor; and Call of Darkness - manticore will be based on it)
- Grave Cold (negligible damage)
- Patronage of Ashi (potential dummy perk for new perks)
- Trophies (weak and uninteresting)
- Traveler's Luck (weak and uninteresting)
- Navigation (extremely situational; by setting the options to 0, a dummy perk for new perks can be obtained)
- Barbarian Luck (Barbarians already have fine magic protection in transformations, no need to add extra resistance; and Pack Leader - wolves will be based on it)
- Ground Shake (extremely situational, only for sieges; by setting the options to 0, a dummy perk for implementing new perks can be obtained)
- Death's Tread (extremely situational, only for sieges; and a perk of the same name with Lunar Templars will be based on it)
- Exploding Corpses (extremely useless)
- Magic Exhaustion (a worse version of Undead Magic Protection, as it only affects hero spells)
- Banishment (extremely situational perk, since Elemental Balance already exists)
- Exorcism (extremely situational perk, since Elemental Balance already exists; by setting the options to 0, a dummy perk for implementing new perks can be obtained)
- Return to Void (extremely situational perk, since the summoning nerfs in Summoning Transformation are sufficient)
- Harbinger of Death (no need to duplicate the corresponding building in the Necropolis)
Added after 4 minutes
It's possible... Or you could check if the amulet is equipped. There might not be a script function to check for an artifact, though... But I think there was a function to check for an equipped artifact set.
Sigh, I've forgotten scripts.
Added after 9 hours 4 minutes
There's hardly any mana in this mod
On the other hand, I haven't played much on the map with my mod yet. It's possible that mana regen will be increased from 20% to 40% (60% with mysticism) per day, meaning essentially 1 knowledge will restore 2 mana - which is twice as high as in the original. Theoretically, this solution is almost obvious: why should a player spend 5 times less mana on a breakthrough battle than on a final battle? Since the goal was to make knowledge desirable, rather than forcing the player to cast only 1-2 times per battle (breakthrough). In my opinion, this solution is stronger and better than the classic 10-fold limit, which makes the mage too dependent on wells and leaves tons of unused mana in the finals.