The Old God has left the world and the pretenders are awakening and coming out from hiding. You start the game by designing one of the pretender gods that will compete for true ascension to godhood. The type of god can range from a magically powerful arch mage to an ancient kraken or a mystic monolith that people pray to. Your pretender controls one of over sixty different nations and with the help of that nation he will spread his word and battle the other pretenders. Dominions 3 is a turn based strategy game. You can play single- or multiplayer (1 - 23 players) with simultaneous turns. There are more than 1500 different units, 600 spells and 300 magic items in the game. The game also features a medieval musical score by Erik Ask Uppmark and Anna Rynefors, both awarded the title of Musicians of the Realm by the Swedish Zornmärkeskommiten. Dominions 3 is a highly detailed game and a 300 page pdf manual is included in the download.

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COE Summons 0.45 (Games : Dominions 3: The Awakening : Forum : Modding : COE Summons 0.45) Locked
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Dec 20 2012 Anchor

This is a mod which adds a number of new summons to the game using graphics from illwinter's other game, Conquest of Elysium 3. There are still some coe monsters that I have not added but they will be sometime in the future when I get around to it. This mod hasn't been used very much in multiplayer games so it may not be quite balanced yet, so feedback would be useful. This mod is compatible with the latest CBM as well.
Preview:

Download Link

Changelog:

0.45 -no new summons, primarily bug fixes for the RP game
-totem of maladies weapon works now
-knight of flames has fire shield 8
-goretide horror sprite fixed
-mantis now an assassin, summoned as a commander
-clockwork soldier exhaustion reduced, stats improved
-clockwork soldier gems changed to other elements
-clockwork soldier secondary weapons fixed
-giant crocodile given swallow
-cat horror summon spell works
-rabbits have better stats
-goretide horror remote summon works now
-giant crocodile cost reduced to 5 gems
-more flame spirits with each casting

0.4
-new summons: totem of battle, totem of maladies, flame spirit, clockwork soldier and 4 elemental variants
-new remote attack spells: send cat horrors, tide of blood
-weapon: wave of pus for goretide horror
-thunder totem spell now air/nature
-totems now enchantment rituals
-wrong weapons on several monsters fixed
-iron golem ritual didn't have correct damage, fixed
-minor fixes of errors in descriptions etc

0.3
-new summons: gold golem, elder gryphon, colossal ant, giant mantis, rabbit, crocodile, giant crocodile
-new spells coresponding with new summons
-weapon: gold fist for gold golem

0.2
-ice golem cold power reduced to 2
-ice golem chill increased to 10
-stone golem strength changed to 25
-golem mr values altered
-golem hp increased
-unit gold costs set to zero to remove upkeep
-thunder totem given att and def 1
-elemental knight ressize fixed
-swamp ghost resistances, encumbrance fixed, protection reduced to 0
-purple worm now called great worm
-great worm now has flying and storm power to represent burrowing in combat
-great worm bite has strong poison
-wood golem commented out for now as sprite will probably be used for lumber construct

Summon descriptions:
Elemental knights
These guys are non commanders but have 2 in their respective magic paths if you GoR them. You currently only get one with each cast, which might not be enough.

Golems
These are all commanders with #noleader, intended to be used as thugs or SCs. They're all mindless, lifeless, never heals and magic beings. They're intended to be powerful but fairly niche.

Animals
Rabbits: Obviously these are really weak, but they come in large numbers. Intended mostly as a distraction in battle(though they're also really cute).

Crocodiles: fairly tough amphibious troops. You get several with each casting and more with better mages.

Giant crocodile: A stronger, larger crocodile. Only one at a time is summoned.

Giant mantis: a stealthy troop with 2 claw attacks. I was considering giving them flying since mantids can fly but them flying around in combat seems odd, so for now they can't fly.

Colossal ant: only colossal because giant ant was already taken by the creeping doom spell. They have a poisonous sting attack.

Elder gryphon: A noleader commander. Only has a head slot, probably mainly of use as a raider.

Totems

Thunder totem: An immobile unit that shoots lightning. It's currently a A2 mage, though this might be overpowered, I'm not sure. It also has a standard.

Totem of battle: Immobile unit with good leader and a large standard. It cannot attack but casts rush of strength in battle.

Totem of maladies: Immobile unit with a ranged attack that spreads plague.

Clockworks

Clockwork soldiers: similar to the vanilla clockwork horrors in that they run down after a while(negative reinvigoration) They have short swords and sheilds and are stronger than clockwork horrors.

Elemental clockwork soldiers: These are clockwork soldiers boosted with elemental gems. Each one has a extra attack based on their element, except for the earth one which has better stats and less exhaustion instead.

Horrors: In keeping with the base game horrors these can't be summoned as normal troops but are remote attack spells.

Cat horror: horrors but with the animal trait and no fear. Come in small groups.

Goretide horror:Don't have a horror mark attack but have a disease causing attack instead. Cause fear, come individually.

Other things
Swamp ghost: These are undead troops with a disease attack and a small poison cloud.

Great Worm: A large #noleader monster with no slots. Has a swallow attack like the monster fish and is also stealthy to represent burrowing.

Flame spirit: Ethereal guys with fire ara, fire sheild and a flaming fist attack.

Edited by: Admiral_Aorta

Dec 21 2012 Anchor

Thank you for posting this! Great to see more mods on this forum.

Dec 21 2012 Anchor

And thankyou for mentioning where it came from (as requested).

I would also love to see some cross-back. There are some great mods for Dom3 that would be excellent additions to CoE3

Dec 21 2012 Anchor

These are quite neat (just had a look in dom3 mod inspector), next time I kick off a game i will include them. In the meantime, think I'll kick around with them in SP a bit too.

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