Conquest of Elysium 4

Conquest of Elysium 4

carn112004 28 Jun, 2016 @ 1:35pm
For looking up spells
i modded my "cheatingmod".

The baron has now rituals called "Spells x to y" which summon 10 baron looking like units each with all spells of respective spell list path with coresponding number.

To check specific spells, activate this mod:
{LINK REMOVED}

start game with baron,

check for the number in modding guide or decipher the following lists:
Nbr Path
1 Infernal Magic
2 Elemental Magic
3 Pyromancy
4 Hydromancy
5 Storm Magic
6 Geomancy
7 Hedge Magic
8 Unlife
9 Dark Magic
10 Foul Magic
11 Blood Magic
12 Crystal Sorcery
13 Garnet Sorcery
14 Jade Sorcery
15 Onyx Sorcery
16 Silver Arcana
17 Spiritism
18 Fortune Magic
19 Solar Magic
20 Mysticism
21 Serpent Magic
22 Golden Arcana
23 Iron Arcana
24 Kuro Do
25 Prayer
26 Enchantment
27 Frost Magic
28 Dark Prayer
29 Wizardry
30 Shamanism
31 Invocations of the Sun
32 Invocations of the Moon
33 Invocations of the Rain
34 Invocations of the Land
35 Nahualli Magic
36 Command
37 Black Magic
38 Necromancy
39 Druidism
40 Witchery
41 Troll Magic
42 Deep Magic
43 Illusionism
44 Sage Magic
45 Dwarf Magic
46 Maladies
47 Beast Wards
48 Warrior Wards
49 Paladin Magic
50 Famine Magic
51 High Arcana
52 Moon Magic
53 Silver Arcana
54 Forest Magic
55 Alchemy
56 Gold Arcana
57 Metal Arcana
58 Sky
59 Death
60 Tree Magic
61 Astrology

and select the ritual with the respective number of spell path.

Then click through ten identical looking baron-like units till finding what you are looking for.

I know, not that handy, but it should work.

edit:
altered it, so units spells0 to spells9 also gain 2 magic items each. Somehow magic item commands do not seem to work propely; actually all should gain 5 with 2 rare each.
Last edited by carn112004; 21 Nov, 2016 @ 9:27am
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Jakalor 28 Jun, 2016 @ 1:52pm 
You know, your mods are a lifesaver.

EDIT: There seems to be a problem, is it supposed to be random as far as what you get from each ritual?

EDIT: More like when I cast the "10-19" ritual, I only get 10, or Foul Magic.

EDIT: Yup, only "10-19" actually isn't working for whatever reason.
Last edited by Jakalor; 28 Jun, 2016 @ 2:50pm
carn112004 28 Jun, 2016 @ 9:10pm 
Originally posted by Zak'Torr:

EDIT: Yup, only "10-19" actually isn't working for whatever reason.

Yes, a " was still in there. Uploaded corrected version, now it should work.

And each ritual should give 10 units with spellpaths x0-x9, except 60-63, which gives units with spell paths 60 and 61 (paths 62 and 63 not existing as path 0).

Interestingly, there are several spell paths which do not have 4 or more spells at level 3. The one for paladin even has only 1 spell at lev 3 and lev 2.

So with such paths, libraries are not that helpful.

edit:
and as caution, if i remember correctly, in coe3 the command moreXspells (which is used to give the units all spells) seemingly randomly sometimes did not work, meaning a unit did not gain additional spells; solution would be to repeat the ritual several times. But so far i have not seen this in coe4.
Last edited by carn112004; 28 Jun, 2016 @ 9:14pm
Jakalor 29 Jun, 2016 @ 6:58am 
Originally posted by carn112004:

EDIT:
Interestingly, there are several spell paths which do not have 4 or more spells at level 3. The one for paladin even has only 1 spell at lev 3 and lev 2.

So with such paths, libraries are not that helpful.

Yeah, but mostly they are possessed by people that normally don't have above 1 or 2 in their Spell levels, like Paladins, Intiatiates of the Metal Orders, Soothsayers etc.
Last edited by Jakalor; 21 Nov, 2016 @ 9:43am
carn112004 21 Nov, 2016 @ 9:28am 
bumping up due to change; one probably can easily change mod so some units gets some specific item if name is known.
Jakalor 29 Nov, 2016 @ 5:11am 
Can you go and update this mod to contain Forest Magic as well as the new spells for Druidism.
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