This monsters were created to be pretenders in custom maps.
The images and monsters files are liberated in a
BSD style
license
(so you can use it anywhere just saying that i did
them ... wink...wink .. illwinter?)
In the zip file is included the gimp .xcf image file. Don't use the images in the page, I said just to be sure so no offense at your intellingence.
![]() |
![]() |
Everburning PyreThe Everburning Pyre is a magical flame inhabited by a
powerfull fire spirit. It radiates an intense heat and if ever
doused in a friendly dominion it will reappear burning again
in the empire capital.The spirit cannot leave the flame
but it can possess willing targets in order to perform
task such as forging items for enchantment.
|
![]() |
![]() |
Golden IdolLiving in the golden idol is a powerfull and ancient spirit.
Its presence and powerfull voice can paralize mortals with awe. Animals
are more vulnerable to this power. The spirit cannot leave the idol
but it can possess willing targets in order to perform task such as
forging items for enchantment.
|
![]() |
![]() |
Spider QueenIt's said that Spider Queen is the mother of all spiders. This enigmatic being half pale woman
half giant spider reclaims the heritage of all half animal creatures to rule the world. She is inmune to poisons and can throw webs
to hinder enemies.
|
![]() |
![]() |
RahkashaNew pretender for Arcoscephale (and maybe a couple of new empires in Dom II)
|
![]() |
![]() |
Turtle DrakeTurtle Drakes are huge animals, shielded by a hard shell and armed with a powerful beak at the end of its long neck. |
This is my sugerence about adding unit formations to Dom II, to change a formation one should only click in the positioning window if that unit is already positioned there just change the formation if another is avalaible.
Some formations can only be used if the commander have hight leadership. (Not counting magical beings or undeads).
![]() |
Basic formation: Horde No minimun Ldr As in Dom I. Minimun units: 1 |
![]() |
Formation: Legion or Phalanx Minimun Ldr: 25 Minimun units: 4 2 x 1 size proportion |
![]() |
Formation: Line Minimun Ldr: 25 Minimun units: 4 5 x 1 size proportion |
![]() |
Formation: Wedge Minimun Ldr: 50 Minimun units: 9 |
![]() |
Formation: Square Minimun Ldr: 50 Minimun units: 8 1 x 1 size proportion with a hole inside of 1/2 x 1/2 |
![]() |
Formation: Checkered Minimun Ldr: 75 Minimun units: 8 |
Add more flavour to some even messages:
Pretenders should be remenbered so if you once spotted it you can access it in the nation overviews.
Something like: "This nation is ruled by XXX the Cyclops last seen 2 turns ago."
But beware of spells like transformation or shapechangers.
When transfering magical resurces from one commander to another the final windows should say to whom and what are you giving.
"Tranferring air gems to XXXX" using this you could remove uneeded windows (The commander have only 1 resource kind, don't ask, there is only
another commander in the province, don't ask. You can allways cancel in the last window.
This happens in several places in the game. Unneeded clicks should be gone :-)
In Dom I transforming one gem to or from astral perls is very annoying if the quantity is more than ten. Just change it in Dom II please.
This spells are only sugerences to be added in new versions of the game.
Range: 11+
Area of Effect: 1
Precision: 2
Fatigue Cost: 20-
Sea weed will sprout and snare anyone in the targeted area. The ensnared victims cannot move or attack anyone until they have destroyed the algae holding them. The stronger the victim is the faster the sea weed will be destroyed. This spell can only be cast underwater.
(This spell should create a few sea weed graphics in the battlefiled around where the spell is targeted.)
Ritual
Magic Gem required: 11
The caster summons a Turtle drake and binds it to his service. Turtle Drakes are huge amphibian animals, shielded by a hard shell and armed with a powerful beak at the end of its long neck.
Ritual
Number of effects: 3+
Blood slaves required: 12
Following the scent of the magical blood sea sharks came to the province from distan places to feed with the remains of the dead slaves. The unrest in the province will rise as the beasts will also attack the population. The sharks are acuatic and cannot leave the sea.
This items are only sugerences to be added in new versions of the game.
National magical items.
Adding different graphics to some magical items acording to the forging race will be nice. (Same propiertis only different graphic and/or name)
Ermor and Pythium Enchanted & Sharpness Swords -> Gladius
Mictlan Enchanted &Sharpness Sword -> Sword-club (A club with obsidian shards to make it a cutting weapon)
Tien Ch'i Enchanted & Sharpness Sword -> Dim (Chinese sword)
In Tien Ch'i the main gauche should be named Yite (or whatever its spelled the oriental parring weapon)
Tien Ch'i Halberd of might -> Naginata of Might
This wicked and deceptive looking weapon allow the user to shot small poisonous darts.
Damage: 10 (stength of the wielder not added)This webbed gloves are enchanted to allow the user better movement under water.
Grant water breathing and poor amphibian. If the user ave this skills she is improved to amphibian.This magical sling have a enchantment that increase the size of its ammunion just after it's thown. It is also a great weapon in sieges because can bomband walls fast.
Bonus to sieges (as 25 men)This magical weapon can be shaked to thow a miriad of metal blades.
Allow the cast of Blade WindThis page and images are no chalenge to the copyright and all Dominons stuff owned by Illwinter.
This page and the files included have a few misspellings so if you are bored fix them and email me
Francisco Muñoz fmunoz.geo@yahoo.com