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Province enchantments were changed a bit too. Most now disappear when the province is conquered.
Gods and disciples get their own bless while in Friendly dominion.
Communions are nerfed (fatigue converted to damage ratio doubled.)
Stellar Cascades is MR halves effect.
Several summoning spells are relatively slow (more than the average, which is 100% casting time). Ie: Summon Elemental is 125% time. Living X 175% IIRC.
Item range boosters now boost BOTH rituals and battle range. Each +1 ritual range is +25% battle range.
Demon Knights nerfed. Serpent Fiends buffed (2 slaves only).
Empowering Blood can horrormark you. Low-ish chance, though.
RoS is very nerfed. Capped 1 damage? Though RoS and Stone Bird are much more likely to hit in head.
New F spell to eliminate diseases (but triggers a 20 dmg Fire attack).
New spell: Chain lightning. It works exactly like you think: it jumps from unit to unit. 3 effects, each can chain 5 units.
Orb Lightning uses the same mechanic now.
Casting spells works this way: if a spell needs one round (100% casting time), 0.5 rounds is used preparing the spell (mage could be interrupted here), then it’s casted, then the following 0.5 rounds is time recovering (mage does nothing).
Blood spells are slower than normal (125%-150% ). Hell Power is 200%. Blood Rain at 275%.
Battlefield spells are slow. Examples:
Light of the Northern Star 225%, Power of the Spheres is 125%, Will of the Fates 225%. Antimagic is 150%.
Nature BEs also tend to have long castime times. Howl is 250%. Relief is 200%
Spell Conj3 N2 10gems sumons 5+ buffalos, for Middle East Nations
You need X3 in magical path to gain the related passive resist
Some of the new variations of Smite/Banish:
Smite
Death - You MR check for 10 damage THEN if that worked you MR check for death (and then for exhaustion)
Nature - low damage (5), if damage you get entangled/bleeding
Water - Watery Deah - 10AN + Drowning (10AN, don’t affect UW units/undead/inanimate)
Fire - Heavenly fire: 10 AN MR negates (NOT fire), plus 10 fire AN if damaged.
Air - Range 50 (most are 20-30)., standard 10 damage, if damaged also 5 AN lightning
Earth - Word of Stone. Range 20, but secondary effect is petrification (you need to fail another MR check though)
Astral - Range 100, does paralyzation (MR check again here too)
Blood - Range 25, damage 20 base but doesn’t work vs undead or lifeless, secondary effect is chest wound. (no new MR check)
Banish
Nature - Instakill, but MR negates easily. AoE is 2+1/level
Fire - AoE 4+2/level
Astral - AoE 8+4/level (low damage, but halt/stun)
Air - AoE +4/level
Water - Purifying Water - AoE 6 . 2AN damage + burning (1AP)
Earth - It does Earth grip secondary (MR check).
Blood - No special variation for Blood magic.
Priest spell: Holy word. H2, Range 25, fatigue cost 0, sacred only stun.
Thaum 6, N5 Syllabe of Sleep. AoE 24 Sleep, 20 Fatigue, 25 Range . Uses new sleep effect.
Web spell. N1, range 20+, AoE 2, strong or large can resist.
Gifts from Heaven was also nerfed - it now has a new ‘inaccurate’ tag. Meaning even with very high precision, it can still miss its intended target.
Meteor Shower. Evo 9, E5S4, 3 gems, casting time 250%. It’s a GfH variation, a Battlefield Enchantment (slowish rate of fire, of course).
Slow. Alt 4, W2. Range 25 AoE 1 prec 100, mr negates. Unit has -2 att & def, half movement & attack speed.
‘Awaken Algae Men’ (summon kelp men UW).
Mages can hurt and even kill themselves through casting fatigue. S8 human casting Master Enslave with no extra gems, communion slaves…will easily kill themselves. Damage is about 1 HP per 25 fatigue above 200.
Before fatigue over 200 was ignored when casting a spell.
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ITEMS
New W item to self-bless.
Duskdaggers cause bleeding now.
Slave collars give +1 assassin patience.
Boosters have been shuffled around.
Ring of Sorcery and Wizandry are now S6 and S7. Robe of the Magi and Treelord’s staff are also a bit easier to get.
Costs of items can be different to magic level requirement (not 5 gems for each path).
Blood items has been shuffled a lot. Blood Thorn is B3. Lifelong and Infernal contract are more expensive but easier to forge.
Amulet of the Doppelganger now gives seduction.
A new pair of boots, gives all survivals including winter move and ‘Unhindered’ (immunity to tangle vines, earth grip, web…)
Crown slot, that differs from normal helmet slot.
Thunder Whip now has less base damage but ‘chain shock’ effect (3 AN chaining 3)
Ring of Returning. Const 6 S3. Returning on damage. It’s the ‘safe’ returning.
The heart of Quickness. Const6 B3. Reinv2, Quickness, map Move +12, cursed.
Frost Brand: Const 4, base damage 8, AoE damage 12.
Fire Brand: Const 6, base damage 8 AP, AoE damage 14.
New items with some kind of AoE:
Mace of Eruption (Const 2 F2, base damage 11, AoE 8)
Ice Mist Scimitar (Const 2 W1A1, +10 cold resist, base damage 8, AoE 10 FATIGUE) (might request adding lingering since it’s mist)
Rime Hammer (Const 6 W2A1, 2handed, base damage 21, AoE 1 AN AoE3 lingering 2)
Shrouds are cursed & unlootable.
Some changes to existing Dom4 weapons:
Snake Bladder Stick also creates clouds now (AoE lingering: 2).
Gloves of the Gladiator +3 strength & +1 MR
Wraith Sword D4->D2 2h
Sword of Sharpness -> Greatsword of …, damage 12->15, attack/def +2/+3 -> +4/4
Holy scourge damage 4->6, attack +3 -> +5
Hammer of the Mountains attack/def -2/-4 -> -1/-3, gained AoE stun (can be resisted by strong or large)
Midget masher damage 13->20, attack +2 -> +3
Demon bane damage 17->15 and attack +6 -> +5, but also gives +5 HP
Hell Sword B3F2->B2F2 (10 slaves 10 gems),damage 9->14, attack/defence +3/+0 -> +5/+1
Bottles of Living Water got a nerf - elemental is now size 5
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BLESSES
Bless quickness is full quickness (x2), not 1.5 more attacks.
Blesses need 4 in a magic path as before, with the exception of having 3 in every elemental path (A3F3W3E3) or having 3 in every sorcery path (B3S3D3N3).
Blesses don’t normally stack. Weapon blesses are the exception.
Three type of blesses: passive blesses that are always active for holy units, normal blesses, blesses that also need your Pretender to be on the map.
I’d say as a very general rule that blesses are overall slightly weaker. But they can be tailored to your specific needs, of course.
WEAPON BLESSES (can be stacked with each other)
Flaming Weapons (F7, incarnate): 6 fire AP on hit
Thunder Weapons (A7, incarnate): 1 AN lightning capped on hit + 3 AN lightning stun. Lightning damage can ‘stun’ making units not act for about 1 turn and giving -75% defence
Frost Weapons (W5 Cold 1, incarnate): 8 cold on hit
Solar Weapons (S3F1): 3 fire AP on hit, extra damage vs undead & demons
Withering Weapons (D4): causes decay on damage if MR check is failed
Death Weapons (D8, incarnate): 2 AN damage on hit if MR check is failed, disease if another MR check is failed too
Poison Weapons (N4 Death scale 1): Adds +5 poison on damage
Unholy Weapons (B6 , Incarnate): extra 10 AP damage that only affects enemy sacreds. Affects all except natural ranged weapons like mind blasts/fire breaths. Does affect bows.
Enlarge Bless: +1 size +30% HP+3 strength -1 defence +2 mapmove. Does nothing for size 6, also size 4+ units now get an automatic +1 weapon length.
Attack Skill: +2 to attack
Minor Shock Resistance: 5 lightning resist
Wind Walker: can march further, +6 mapmove for all sacreds (even when not blessed). 5 Air points. Can’t be stacked, incarnate only.
Thunder Weapons: lightning added to weapon attacks, 1 AN capped damage + 3 AN stun. Affects all except natural ranged weapons like mind blasts/fire breaths. Does affects bows.
Water breathing: sacreds can cross rivers, enter the sea (even when not blessed)
Far caster: +50% to combat spell range
Arcane Finesse: +1 to spell penetration
Fateweaving: anyone striking blessed unit gets cursed and has bad luck for the next few rounds of combat (I’m not sure how this works in detail).
Stygian Flesh: blessed units get Invulnerability (10)
Blood Surge: after killing someone (except inanimates), gain +3 attack, +3 strength, +1 def, +1 reinvig for a few rounds
Blood Bond: half of incoming damage goes to other blessed troops nearby (range 5)
survivals: Waste F1D1, swamp W1N1, mountain E1, forest N2.
water walking: W2, can cross rivers
water breathing: W7, incarnate only
Low-light is +50% darkvision
Reconstruction makes inanimate sacred ignore 'does not heal’
Fortitude grants all weapon resists (and post-resist damage now rounds DOWN)
Death explosion: it’s AoE 5, 10AP damage.
Swiftness: It’s +30% movement in combat, stackable.
Charged Bodies : 10 AN lightning damage when struck, applies to BOTH attacker and blessed unit. Think it’s once/battle.
Frost Weapons: 8 cold damage.
Unbreakable: -75% afflictions
Spirit Sight: DV 100% + the ability to see invisible units (currently just one, the Titan of the Underworld with the helmet of invisibility) attacking them at no penalty in melee and finding them while patrolling.
Solar Weapons: 3 AP fire damage, doubled or tripled vs undead & demons
Half Dead: Disease immunity 100%, needs not eat.
Resilient & Strong Vitae: +1 HP
Stackable blesses: morale, attack, strength, HP, undying, strength,+precision, reinvigoration, non-spell projectile range (=Farshot), battle movement (=Swiftness).
The resistance blesses stack (and heat/cold auras give a bonus 5 fire/cold resist), and if you want 15 you have to pick both.
Minor (+1) and Major (+2) MR work the same. If you want +3 pick both, there is no 18 cap anymore.
Recuperation : N4-> N5
Astral Finesse: Works with Hypnotize, possibly more melee attacks N
Strength of the Earth (E3, +2 strength, stackable)
Winter’s Gift (W1, winter move, requires Cold 1+).
Some nations gain extra magic path for the Pretender (ie. +2 Earth for Agartha). This two extra points don’t count for the minimum points to obtain a bless (if you invest to E2, you gain E4, but it won’t unlock E blesses).
There is a random starting research option. Based on Magic/Drain. HOWEVER there is also an option to turn it off
New archmage pretenders (all dom1, most pathcost 10):
Grand Hierophant (S1, fortuneteller 20, +20 research, 100 base points Greek nations)
Grand Hydromancer (W1, 1 gem/turn, amphibian, most water nations and some land ones)
Master (S1 flying ambdiextrous 1, T’ien C’hi)
Aphroi Sage (N1, nothing else)
God-king of the Deep (W1S1 pathcost 20, only MA Atlantis)
Magister Supreme (A1, siege bonuses, mason, LA Man only)
Dom2 disciples no longer pay for dominion. So they’re about 40 points cheaper.
Western Dragons have ‘dragon master’ ability (like the spell).
Asian Dragons have a ‘dragon pearl’ giving +1 astral or water and a temporary gem of that path. Pearl is cursed and lost at death (I presume), but they don’t pay any points for it.
Forge Lord has a 20% discount in forging.
SCALE EFFECTS PER TICK
Order/Turmoil: +/- 2% income, 1 unrest reduction, 10% recruitment points, 2% resources, -2% events
Production/Sloth: +/- 3% income, 15% resources
Growth/Death: +/- 4% income, 0.2% growth, 10% supplies
Luck/Misfortune: +/- 5% events, 10% good events (was 15%)
Magic/Drain: +/- 1 RP, 1 MR at 2+ (unchanged)
Unaging slow down aging to 1/4. Old people are still old.
Some Pretenders have gained disease resist 100% (like Raven, or Dog),
For dragons: Dragon gas does more damage, lingering effect.
Dominion 9 no longer gives Awe (you can take Fire 8 for that bless).
Trinity type of Pretenders. They are 3 units (naked titan chassis), expensive, but if they are separate they are weaker and don’t produce dominion checks. They have a ‘unify’ command that teleports the other units to the same province.
New Pretender: The Morrigna . Her shapes have slightly different abilities based on main path: Death has higher base fear, Astral has fortuneteller 15, Air has berserk +4
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STRATEGIC MAP
Roads are built-in in the map, and now cannot be built. They are directional (only works from province A to B).
Some provinces can be naturally heat or cold 1.
Now priests can know the dominion owners.
Units now see the owners of every province they can move to.
Mapmakers can select the dominion overlay color & saturation
New ability: snow move. Niefelheim, Rus, EA Ulm, Bogarus have it. Snow’s effect on movement isn’t THAT big though.
Also levitation officially works like forest survival & snow move.
Map move: province type is a fixed value (normal and farmland is 6, Forest and Waste is 10, Cave 12, Mountains 16, Snow +2, Enemy Controlled Territory +8 (or 6 for stealthy units), Roads -4. UW is 10.
Minimum for movement for a province is 4 MM, so plains with a road is 4, not 2. Armies can always move minimum 1 province, even if they don’t have enough MM (if for example is an enemy mountain).
With the new move system some units can move two UW provinces in one go, like in land provinces. If your troops have a ridiculous enough movement, you can actually just attack a non-adjacent province even without flying.
You can raid with light cav. They’re not quite as good at it as fliers, but you sometimes get setups where you can attack a bit behind enemy lines, or at least launch completely unannounced attacks on their front.
(It depends on the terrain, whether there are any roads, whether the cavalry is stealthy, what survival skills they have, and how many movement points they have, so of course it’s a bit variable.)
Fliers also require a bit less movement points to move through most provinces, but they don’t just negate terrain like they used to. Mountains can hinder them pretty significantly.
Recruitment points are based primarily of the gold cost and base cost ratio. Tags like slave and undisciplined lowers it. Rec. point requirements increase with age…
Some foreign-rec mages that were StR are now only 2 commander points (instead of 4, which would be the equivalent).
Some nations gets ice forts, which can be melted with Heat, turning them in a ‘degraded’ version.
Default magic site has gone up (60/50/40).
Everyone starts with Palisades, and from there you upgrade the forts. Capital Palisades are different from normal Palisades.
Each 200/300 gold sunk into upgrading your fort also provides more defense, administration etc. than it would in the previous system. You can’t build specific fort upgrades, only upgrade the fort itself.
Palisades need two turns to recruit a normal mage.
Giants in particular have slightly more expensive fort upgrades but also get tougher fortresses in return for it.
Assassins, scouts, cheap commanders only consume 1 cmdr. recruit point. That means you can hire 2/3 per turn in a Fort/Citadel.
Stats for magic forts:
Wizard’s Tower (admin 40, +1 commander, +125% rec points)
Citadel of Power (from 3 red seconds, admin 60 +2 commander +200% recpoints)
Kelp Fort (admin 40-something, +1 commander, +150% recpoints)
Some info on forts, using LA Man as an example.
Basic fort costing 600 gold & 4 turns:
Palisades
admin 15, no commander point bonus, +50% recruitment points.
Supply storage 100, walls are defended by a Magister + 8 tower guards
Wall integrity 100.
Note wall defenders also provide siege defence, for tower guards it’s 1 point each.
300 gold & 2 months
Fortress
admin 30, +1 commander point, +100% recruitment points,
Supply storage 500, Magister + 16 tower guards on the walls, wall integrity 250.
300 gold & 2 months
Castle
admin 45, still +1 commander point, +150% recruitment points
Supply storage 1500, Magister + 24 tower guards, wall integrity 500
+450 gold 3 months
Citadel
admin 60, still +2 commander points, +200% recruitment points
Supply storage 5000, Magister + 32 tower guards, wall integrity 750
Finally a Magister can through their Mason ability spend 600 gold and 4 months to upgrade to the
Grand Citadel
admin 70, still +2 commander points, still +200% recruitment points
Supply storage 7500, Magister + 40 guards, wall integrity 1000.
Currently recpoints is more of a question of “who suffers least from this”, a question won mainly by popkill nation, but giants and Abysians also benefit, since they have a very high recpoint:power ratio.
(Abysians actually cost less recpoints than humans do, while Jotuns and Rephaites only cost a bit more.)
Glamour armies now take a penalties to stealth based on size.
Cavalry is in general slightly cheaper (by 5 gold).
Flying is slower in caves.
Average map move for humans and including armor penalties: heavy infantry 8 light infantry/heavy cavalry 14, light cavalry 20. Fliers can be fast or slow.
Two new underwater provinces types: Kelp Forest (higher income) and Deep gorges (like deep ocean, even less income, but more magic sites).
-Custom blesses (77 individual effects)
-New and unique banishment and smite spells for every magic path.
-History playback after game over.
-Better random maps.
-New recruitment system for commanders and normal units.
-New build/upgrade forts system.
-New, more granular movement system in strategic map.
-Winter shown on map and affects movement
-Dominion overlay.
-New retreat rules (units can disperse after battle, good leaders prevent this).
-Improvements in AI.
-Better 3d performance, better looking terrain.
-Three new nations (Uruk, Rus, Erythea).
-Some old nations have been reworked and updated (Marverni, Sauromatia, Yomi, Abysia, Lemuria, Ur and others).
-More spells, magic items, special abilities, events, monsters, titles, thrones, …
-Improvements in UI.
*Conservative casting is now saved with script and is shown in UI.
*More info related to province defese, supplies, attack and defense siege scores, commander max squads and type shown.
*Monthly casting and monthly forging are now options in the UI.
*Nation description show more info like unit roster.
*More info for items.
*More info in Battle summary log.
*More info conveyed in province connections.
*Spell lists show gem cost and type (ritual or not).
*Magic sites show up as icons in the map.
*Events show thumbnail image of the location.
*Much better army setup, with less micro.
*New UI screen: Battle Overview.
*Holding TAB in army setup will show hearts for afflicted units.
*Multi turn order movement for armies (saved for the next turn)
*Provinces flags are highlighted indicating where you can move to.
-Updated battle system:
*Repel weapon changed
*Critical hits bypass less protection
*Shields can be damaged
*Units recover 1 fatigue/turn
*2-hand weapons do more damage
*Str contributes to bow damage
*New orders: hold & fire and advance & cast.
*Harassment penalty halved
*Better cavalry
*Flying needs one turn to move from one point to another
*Formation fighter increase unit density
*Pierce damage affects shields
*New stun and new sleep effects
-Changed mechanics:
*Sieges are faster now, and need time to repair damage
*Limp or cripple affects strategic movement
*Fear effect is capped, so overlapping fear auras aren't as strong
*Stronger gem income on every age
*Pillaging made more effective
*Pretender gods get their own bless
*New UW province types.
-New setup game options:
*Max turn limit/game mode on games (Cataclysm: Horrors attack!)
*Selectable AI level for mp games.
*Customizable global spell slots.
*Customizable story event settings.
*More customizable site frequency.
*Random starting research option.
Should be stickied for a while?!
Turin's original list is linked in the FAQ but it's alright to have a post for it here as well now that credit is given where it's due. It won't be stickied, though. The pins are already getting a bit too cluttered.
Here are a few extra things I noted in my first Lemuria game.
The mage freespawns are Acolytes in forts with labs. Temples freespawn Shadow Tribunes in forts and with no fort (same as Dom 4)
The basic death gem income is now 9 (instead of 15) but temples can now give 1 death gem upto the max dominion. So the starting temple gives 1 D gem and each temple built gives another until you reach your max dominion, then you have to build 5 temples to get 1D up to the max of 19 D gems with 10 dominion and at least 10 temples.
The really big change is that indy priests can now reanimate Shadow soldiers and Spirits and also carry 15 undead troops the same as they worked for Sceleria in Dom 4. This makes them a cheap way to expand, build temples and then a palisade later. Temple and palisade is enough to generate the fort freespawn so expansion seems a lot faster than it was.
Surely the person who wrote it is a very handsome and smart fellow. And surely you can't trust 100% of the text as that person just copied everything from beta testers, and there were changes or stuff that was unchecked.