Conan Exiles

Conan Exiles

Ancient Sorcery
 This topic has been pinned, so it's probably important
n.c  [developer] Oct 26, 2021 @ 4:21pm
Magic, Religions and spells - How it works.
-Religions and spells

AFTER AGE OF HEROES UPDATE, TO CAST SPELLS YOU NEED SPECIFIC FEAT. EVERY RELIGION HAS ITS OWN FEAT, THAT YOU CAN GET USING "RITE OF PASSAGE" THAT YOU CAN MAKE ON CHOSEN ALTAR. FAITH OF CHARACTER ARE NO LONGER AFFECTS ABILITY TO CAST SPELLS.

A table showing which spells belong to which religion:

https://docs.google.com/spreadsheets/d/1_DZTM3wjSY47EIECttIXUiAJYpFwNfeZHJGM0kL1Skk/edit?usp=sharing

-Magic Attribute

The mod adds a new character attribute - Magic. It should be shown last on the Attributes screen (If not, there is probably a mod conflict of some sort). The strength of the spells depends on this attribute. Damage dealt, healing power, buff power. There are no perks at the moment. Some spells add a buff that increases the strength of offensive spells.

-Corruption

The magic system does not use any kind of mana or magical energy. It costs a bit of stamina to cast a spell. But since magic is not meant for mortals, using it slowly weakens the body, mind and soul - it is reflected in gaining corruption.

-Religion Change

All religions have received a spell that allows you to change the base religion of a character (which allows you to change which spells the character will have access to). The spell "Rite of Passage: xXx" should be activated directly at the shrine of the chosen deity.

- Bloody Sacrifice

In order to obtain the blood necessary to appease the gods and obtain their support in the form of spells, you need:

1.Feat - Blood Rituals (Sorcery & witchcraft in religion section)

2.Sacrifice Stone - built from the recipe provided by this feat.

3.Unconscious blood donor - put it in bloodstone inventory
Last edited by n.c; Oct 19, 2024 @ 2:12am
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Showing 1-15 of 56 comments
Kyrul Oct 28, 2021 @ 1:37pm 
would it be possible disble the religion restriction of the spells; not saying all religion altars should be able to craft all spells but like if i learn a new rteligion or i have multiple religions i can use the speels of those religions
n.c  [developer] Oct 28, 2021 @ 3:52pm 
Well, the idea was to divide the spells into groups, making it impossible to use spells from all groups at the same time. A follower of Mithra running around and using Set's magic because there are offensive spells there - Mithra wouldn't like it. But if I can come up with some brilliant idea how to add some global adjustments to the mod, then probably one of the options will be to turn off the influence of religion on the ability to cast spells.
DisneyNut Nov 1, 2021 @ 3:34am 
Still wondering and hoping for a non religion linked form of the mod if at all possible. My server calls for controlled magic going out to certain classes and before the religion update, had really high hopes of using this mod for it.
domminnation.76 Nov 3, 2021 @ 5:49pm 
I have a player that made the spells in the Derketo shrine but gets the error. "Your God didn't grant you the ability."
domminnation.76 Nov 3, 2021 @ 6:04pm 
Player is also Set, made them also but say the samething as I posted above
n.c  [developer] Nov 4, 2021 @ 3:46am 
Crafting spells does not make them change affiliation. The spells in the Derketo Shrine remain the spells of the Derketo religion and your character must have the base religion (selected at character creation) as Derketo in order to use them.
DisneyNut Nov 8, 2021 @ 3:45am 
So wondering if any progress is being made. Religion link resets after a server restart and locking of spells so they are not craftable in the altars in the mod control panel doesn't seem to work as your mod doesn't show up in the panel. Any pointers or help would be wonderful.
n.c  [developer] Nov 8, 2021 @ 4:26am 
Well ... I have a new solution. It is a bit invasive as it uses server settings saving in the serversettings.ini file. The tests are ongoing.
DisneyNut Nov 8, 2021 @ 4:31am 
Originally posted by n.c:
Well ... I have a new solution. It is a bit invasive as it uses server settings saving in the serversettings.ini file. The tests are ongoing.

Roger that, i appreciate all the work your doing. If that works great. But to be honest, I think your safest route would be a mod version with no religion in it at all. I mean it is your mod and time, but if i could find a way to compensate you I would.
Hi :)
First at all: Good work :). I love it :)

The magic-system isn`t finished yet, or is it? Mitra can only use an unsommon spell ... It would be better that you can use all unlocked religions. Maybe with an admin setting to choose :)
n.c  [developer] Nov 8, 2021 @ 4:23pm 
At the moment, only Derketo, Set and Yog got spells. But the others will also get their own.
Bronx Nov 9, 2021 @ 11:08pm 
How exactly does the unsummon ability work? I am Ymir but it doesnt seem to work for me
DisneyNut Nov 10, 2021 @ 5:58am 
Any word on non religion mod or other solution?
Liminal-Split Dec 13, 2021 @ 2:41pm 
I want to say I have been enjoying your mod. I love the cosmetics and the extra content added. Kudos!

Some small critiques on the magic system:

1) Unlike some other players I like the spells being tied to gods. I use a Entertainer as a companion right now so I dont have problems with the corruption. Just adds flavor of dragging around a dancing cultist with me. The system as it is gives religions even more weight now, and really fits in the flavor of the sorcery of the Hyborean age. I hope you dont drop this idea. I think this is the most immersive way to include magic so far without turning the game into "something else." Having a hidden admin "cheat god" is a nice touch tho.

2) Adding the Magic Stat was a wonderful idea, calling it sorcery would work too (SAVAGESS) , or Thaumaturgy (SAVAGEST)

3) Some gods are more versatile than others. I think Zath, Sag and Ymir need a little more love. Derketo, Mitra and Set blow past them like crazy. Yog just suffers from a glut of damage spells i think one consumption spell as a healing spell would work nicely to fit the cannibalism theme, still it kinda fits. Im sure you have thought about this all already.

4) If you are still thinking about spell perks that aren't just flat damage boosts please consider some of these ideas:
--> A perk that reduces corruption or heals it over time. (Like the Entertainer effect)
--> A perk that increases the effect of Cleansing Brew.
--> A perk that bends the wills of thralls easier (making it easier to knock them out or break them) would be in the flavor of Thusla Doom, "Cult of Personality" came to mind.
--> A perk that makes all elixirs, dust and other alchemical consumables last longer.
--> A perk that increases the power of orbs / explosives.
--> A perk that increases warpaint bonuses.
--> A perk that gives you water breathing or the sandstorm mask effect

Just a few thoughts.
Anyway keep up the good work, I hope to see more in the future!
Last edited by Liminal-Split; Dec 13, 2021 @ 3:44pm
Evil Red Neko Jun 19, 2022 @ 9:36am 
I am also having the "Your God didn't grant you the ability." Issue. I made all of my spells at the Derketo with Derketo blood and my character was created with Derketo as her god. I even tried using the right of passage for Derketo but still the only spell that works is the one that removes corruption. Does my sorcery stat have to be maxed out for how things are working currently? Do I need an item equipped while using magic?
Last edited by Evil Red Neko; Jun 19, 2022 @ 9:37am
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