1. Skillful and highlevel balance - all traits and features of army NPC corresponds to those skills that a player would have at the appropriate level. The highest rank troops are around 55 level.
2. Huge ingame world - 485 villages, 100 castles and 51 towns are placed on Mundus Magnus map. 510 lords are walking around.
3. Racial types of army - each country of Calradia have type of army she is awesome with. Nord infantry, vaegir archers, swadian cavalry, rhodok crossbowmans and khergit horse archers are greatest warriors among all types of armies of all other countries.
4. Magic - learn spells with one staff or seek for staffs wih different, but single powers:
a. Classic magic from Magic World mod by Pure Dark. Seek teachers and learn different spells. Use it by wasting mana.
b. Elemental Artefaction - Air, Fire, Earth and Ice missiles.
c. Advanced Elemental Magic - deal damage to different areas.
d. Telekinesis - summon dancing weapon and damage far located opponents with melee hits.
e. Holy magic - heal all people around.
f. Mental magic - turn far staying NPC into state of fighting with each other.
g. Portal magic - teleport for short distance in battle at will or open portals forward to teleport opponents back.
h. Necromancy - summon great number of weak skeletons up to limit and sustain them.
j. Blood magic - stay near opponents to suck their blood or manage their and your blood.
5. Items for mages and artificers.


Classic magic:
1. Learn your first destructive spell in Arcane Order Hall after talking with Secretary.
2. In battle press 6 (battle spells), then E and left mouse button. Now you are ready to use Mystic Blast.
3. Buttons 7,8,9 are matched with other magic schools.
4. If u know more then 1 spell of school, press T between E and left mouse button to choose it.
5. You can learn more then dozen of spells in single game (not all 18).


CLASSIC MAGES:
+ Classic mages are very, very, very powerful.
+ They doesn't take into account any obstacles on the way to their target.
+ There is Dispelling feature - big number of mages will randomly dispell magic of opponents.
+ A single staff will give you access to all spells of classic magic after learning them.
+ Cast at point-blank range can beat even atacking cavalry.

- Its long in time and distance to seek teachers and up magic levels.
- Classic mages also suffers from weight (equipment should be lighter then 20) and distance (AI strikes up to 40 steps forward, you have no sight) penalty, they have no good armor and depends on mana reserve.
- They need very expensive magic staffs, and with cheap ones it will be hard to cast spells in a row.
- AI classic magic is destructive only, they can't summon undead or heal nearest people.
- Its very hard start. To have soft one, you need gold for potions to up your magic level faster.


MODERN MAGIC:
+ Wide variety of magic spells.
+ No distance or weight penalty.
+ Need no skill (except Artefaction) to beat enemies.
+ All spells are available since start of game. However, gold is required too.
+ Almost all spells adds experience on use, not on hitting enemies. You can up your level just by teleporting around city.

- All spells are linked to devices, and to cast 2 different spells you need 2 different staffs.
- AI will cast spells with shots of its weapon, and this can be aborted by your formation.
- Its very conditional magic. It works the best on defend or in sieges, and very weak in field, especially against cavalry.
- Every magic branch have its own conditions of greatness, and conditions of losing are wider.
- You have no perspective with modern magic, difference between master of Evocation and apprentice of artefaction is only staff quality. If you really want to be powerful mage - welcome to modern magic for soft start and after taking some gold join classic mages army.





Credits:

a. Core credits
Magic World by Pure Dark
Baldur Gate sounds of magic casting
Mundus Magnus map by leandrojas
Speed&Stability by MAXHARDMAN
NewAnimation mod by MAXHARDMAN

b. Credits to authors of OSPs TES IV and weapon packs for Skyrim (all or almost all items are used).
Oblivion OSPs - by Nexxon, by Jojjo and by the authors' collective
Kearsage Magic Staves Pack for Skyrim
Defensive Staves v25d by Keersage for Skyrim (badly adopted and almost completely removed)
Macadamstreet Blesed magic staves pack for Skyrim
MC's Staff Pack for Skyrim
Crown Jewels by Khugan for Oblivion
Blue Glass Weapons by killover509 for Oblivion
Crystal Staves mod by css0101 for Oblivion
Crystal Staffs mod by Rinzei for Oblivion
DaggerCraftPackage mod by faxivcm for Skyrim

c. Credits to authors of different M&B OSP packs of items (as a rule i used a few items from each).
TLD Team for Saruman rod and rivendell robe
Some models from Unique Armoury 1.1 by Talak.
OSP Indo-Persian Armor by drakharios
Pino Armors Pack OSP v1.2
Skeleton model by barf
LotR: Gondor Equipment by Turambar
Battlefield Priests for Calradia by Yamabusi
Some models and scripts from Betrayal at Calradia by HokieBT
Arabian Equipment OSP by dia151
Angels, demons and gargoyle from 战争之风:新纪元 元宵整合精简版发布 by 无面的无名氏

Future plans:

Future plans:

1. BALANCE. Ideal balance. Funny ideal balance.
2. New unique and expensive magic items for new unique types of lords.
3. New branches of magic (if possible).



See changelod and detailed features (if u want, but i guess u dont) in nexus:

Nexusmods.com?

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Detailed description of mod

News

Skilled Magic Calradia v.0.9.2 by High_priest_of_Ru
for M&B 1.011


Huge map and hardcore (i think not too hardcore, but well-balanced and a little dangerous) gameplay modification with reworked classic magic from Magic World mod and modern magic made by me.
NB: It's recommended to CAP CORPSES OR EVEN SET ITS NUMBER TO 0 due to number of summons.

Its better to use Enhanced Version of M&B (http://www.moddb.com/games/mount-blade/downloads/mountblade-1011-fall-2009-enhanced-version) and decrease graphic settings if you will meet any problems.

Please report any encountered bugs and crashes to me with private message.



Features:

1. Skillful and highlevel balance - all traits and features of army NPC corresponds to those skills that a player would have at the appropriate level. High rank troops are around 55 level.

2. Huge ingame world - 485 villages, 100 castles and 51 towns are placed on Mundus Magnus map. 510 lords are walking around: old lords, their sons and even gransons with various titles.

3. Racial types of army
- each country of Calradia have type of army she is awesome with. Nord infantry, vaegir archers, swadian cavalry, rhodok crossbowmans and khergit horse archers are greatest warriors among all types of armies of all other countries.

4. Magic
- learn spells with one staff or seek for staffs wih different, but single powers:

a. Classic magic from Magic World mod by Pure Dark. Seek teachers and learn different spells. Use it by wasting mana.
b. Elemental Artefaction - Air, Fire, Earth and Ice missiles.
c. Advanced Elemental Magic - deal damage to different areas.
d. Telekinesis - summon dancing weapon and damage far located opponents with melee hits.
e. Holy magic - heal all people around.
f. Mental magic - turn far staying NPC into state of fighting with each other.
g. Portal magic - teleport for short distance in battle at will or open portals forward to teleport opponents back.
h. Necromancy - summon great number of weak skeletons up to limit and sustain them.
j. Blood magic - stay near opponents to suck their blood or manage their and your blood.
j. Necromancy - summon great number of weak skeletons.

5. Items for mages and artificers.

Classic magic:
1. Learn your first destructive spell in Arcane Order Hall after talking with Secretary.
2. In battle press 6 (battle spells), then E and left mouse button. Now you are ready to use Mystic Blast.
3. Buttons 7,8,9 are matched with other magic schools.
4. If u know more then 1 spell of school, press T between E and left mouse button to choose it.
5. You can learn more then dozen of spells in single game (not all 18).


CLASSIC MAGES:
+ Classic mages are very, very, very powerful.
+ They doesn't take into account any obstacles on the way to their target.
+ There is Dispelling feature - big number of mages will randomly dispell magic of opponents.
+ A single staff will give you access to all spells of classic magic after learning them.
+ Cast at point-blank range can beat even atacking cavalry.

- Its long in time and distance to seek teachers and up magic levels.
- Classic mages also suffers from weight (equipment should be lighter then 20) and distance (AI strikes up to 40 steps forward, you have no sight) penalty, they have no good armor and depends on mana reserve.
- They need very expensive magic staffs, and with cheap ones it will be hard to cast spells in a row.
- AI classic magic is destructive only, they can't summon undead or heal nearest people.
- Its very hard start. To have soft one, you need gold for potions to up your magic level faster.


MODERN MAGIC:
+ Wide variety of magic spells.
+ No distance or weight penalty.
+ Need no skill (except Artefaction) to beat enemies.
+ All spells are available since start of game. However, gold is required too.
+ Almost all spells adds experience on use, not on hitting enemies. You can up your level just by teleporting around city.

- All spells are linked to devices, and to cast 2 different spells you need 2 different staffs.
- AI will cast spells with shots of its weapon, and this can be aborted by your formation.
- Its very conditional magic. It works the best on defend or in sieges, and very weak in field, especially against cavalry.
- Every magic branch have its own conditions of greatness, and conditions of losing are wider.
- You have no perspective with modern magic, difference between master of Evocation and apprentice of artefaction is only staff quality. If you really want to be powerful mage - welcome to modern magic for soft start and after taking some gold join classic mages army.




Credits:

a. Core credits
Magic World by Pure Dark
Baldur Gate sounds of magic casting
Mundus Magnus map by leandrojas
Speed&Stability by MAXHARDMAN
NewAnimation mod by MAXHARDMAN

b. Credits to authors of OSPs TES IV and weapon packs for Skyrim (all or almost all items are used).
Oblivion OSPs - by Nexxon, by Jojjo and by the authors' collective
Kearsage Magic Staves Pack for Skyrim
Defensive Staves v25d by Keersage for Skyrim (badly adopted and almost completely removed)
Macadamstreet Blesed magic staves pack for Skyrim
MC's Staff Pack for Skyrim
Crown Jewels by Khugan for Oblivion
Blue Glass Weapons by killover509 for Oblivion
Crystal Staves mod by css0101 for Oblivion
Crystal Staffs mod by Rinzei for Oblivion
DaggerCraftPackage mod by faxivcm for Skyrim

c. Credits to authors of different M&B OSP packs of items (as a rule i used a few items from each).
TLD Team for Saruman rod and rivendell robe
Some models from Unique Armoury 1.1 by Talak.
OSP Indo-Persian Armor by drakharios
Pino Armors Pack OSP v1.2
Skeleton model by barf
LotR: Gondor Equipment by Turambar
Battlefield Priests for Calradia by Yamabusi
Some models and scripts from Betrayal at Calradia by HokieBT
Arabian Equipment OSP by dia151
Angels, demons and gargoyle from 战争之风:新纪元 元宵整合精简版发布 by 无面的无名氏



Future plans:

1. BALANCE. Ideal balance. Funny ideal balance.
2. New unique and expensive magic items for new unique types of lords.
3. New branches of magic (if possible).




Changelog of last version:


v.0.9.2 - MAGIC SKILLS! Blood magic has arrived - Blood Justice and Blood Manipulating schools. Empowered and reworked Telekinesis. Limit of Necromancy summons. New sounds of magic casting. Major bugfixes and balance changes, performance improvements.
NB: this update is very large and made many important changes to many sides of the MOD after 2 months of silence. I'd lost module system due to repeating system crashes and worked on their restoration before modding.

1. Casting of basic classic magic spells affect magic leveling more. Wave, Fire Ray and Mystic Blast added 3, 6 and 14 points to your magic level on 1, 2 and 3 ranks. Now its 5, 10 and 15.
2. Sigil of Elemental Aura now empowers Elemental Aura up to 50 damage instead of 60. This is secondary magic spell and shouldn't harm opponents so hard.
3. Starting faction aggressiveness decreased from 50 to 30.
4. Fixed bug when classic mages didn't use Searing Ray.
5. Changed sounds of magic casting. All are shorter, less loud and have another theme. You are still pronounce Latin words when casting, but not too loud. 15 new sounds at all.
6. Elemental Aura and artifact rods have got sounds of casting.
7. All unique artifacts have got imodbits_none tag. It means, there won't be masterwork or cracked unique artifacts (such as archmage' staffs), because they really hit the feeling when you meet 1kk denars worthy staff or hit the balance when you meet 100k worthy such powerful artifact.
8. DaggerCraftPackage mod by faxivcm for Skyrim added as resource for models for blood magic daggers.
9. Telekinetic magic is empowered by additional magic effect. Damage of its melee tools is weakened, but they gave got very high weapon range. It means you can hit opponents with hits of telekinetic weapon as well as hitting them with throwing ones.
10. Inner Strike is renamed and now affects damage of melee strikes, Classic, Blood, Telekinetic magic schools and Elemental Aura (when using Sigil).
11. New magic has arrived! Blood magic have 2 schools. Blood Justice adepts will set their health and health of nearest opponents to level, which will give high rank blood mages an advantage and give low rank nothing except possible heal. Blood Manipulating allows to suck blood of nearest enemies and heals depends of how many people are drained.
12. Script of elemental aura is improved.
13. Number of skeletons summoned by all necromancers (except Lichs) on the battlefield can not be higher then 100. So masters of dead magic should compete with each other for undead prevailing (for their sides of battle).
14. Each town have Vampire Settlement and Racial Barracks now.
15. In Vampire Settlement you can hire random one of its dwellers (Blood mages) for 800 denars.
16. In racial barracks you can hire 10-12 low rank soldiers of each nation or 7 mages for 5000 gold.
17. Armies of lords are empowered by small squads of Blood mages - 2 of 45 level. 4 of 35 level and 6 of 25 level.
18. Distance of Holy magic healing is decreased. It was 10/20/30 steps for staffs of 1/2/3 ranks. Now it is 10/15/20 steps.
19. Range of Apostle staff healing is decreased. It was 50 steps and 2 spells before casting, now it is 25 steps and 2 spells before casting.
20. Holy magic have got its own skill. Now Holy magic staffs works only if you have appropriate Holy magic skill.
21. Necromancy have got its own skill. Necromancy works only if you have appropriate Necromancy skill.
22. Instead of Persuasion skill there is Mental Tricks and Magic skill which is required not only persuasion checks but for mental magic spells too.
23. Instead of Athletics skill there is Inner Movement skill which improves running skill and is required for different spells of Portal magic.
24. Instead of ironflesh skill there is Magic of Flesh and Blood which improves health and is required for different spells of Blood magic.
25. Instead of Inner Strike skill there is Brute Force of Mind skill, which, as printed above, affects damage of melee strikes, Classic, Blood, Telekinetic magic schools and Elemental Aura AND is required for different spells of telekinesis.
26. Wild magic, Elemental Aura and Evocation are connected now with new skill - Advanced elemental magic.
27. Changed logic of modern magic (a little). Instead of item triggers now items calls script or are required to different operations which also calls skills. Scripts are placed into scripts directly and this will probably up magic performance.
28. Common spells from staffs of teachers of elemental Magic Academies (which are counted as inferior uniques and can be purchased) not belongs to Spray of Elemental Evocation class. Master mages staffs (highest rank evokers) belongs to Powerful Elemental Evocation class. It means spells of teachers are a little weaker but casts twice as fast when they both belongs to 7th level of Advanced Elemental Magic.
29. Vampire background is added to third menu of character creation.
30. All magic backgrounds have bonus to intelligence and enough magic skills to cast spells they own (all other skill bonuses are deleted).
31. Instead of axe animator telekinetic' background gives access to trivial animator (3 daggers) and telekinetic magic sword (which now strikes far).
32. Evoker' background now gives access not to staff of evocation but to aura, enchanted with elemental Aura, and Sigil.
33. Right now almost all magic spells have got its own skill, and to cast spell you need some points in these skills. (don't be afraid, required skill is printed in item description)


Faction Overview

Faction Overview

News

Here is short overwiev of factions in Skilled Magic Calradia since v.0.8.8.

Full and detailed changelog

Full and detailed changelog

Feature

Full and detailed changelog. I am placing this information here to make main MOD page more shorter with pinned article.

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Skilled Magic Calradia v.0.9.2a

Skilled Magic Calradia v.0.9.2a

Full Version 1 comment

There is installer, which shouldn't have problems with unpacking archives. Includes v.0.9.2 changes, AI rework and performance increasing.

Comments  (0 - 10 of 20)
High_priest_of_Ru Creator
High_priest_of_Ru

Due to several reports about problems with unpacking archives i made installer for Skilled Magic Calradia. Hope, this will help to avoid installation problems.

Reply Good karma+1 vote
High_priest_of_Ru Creator
High_priest_of_Ru

Guys, right now i've just made very important update of battle AI and computed LODs for many new items.

This forces freezes in battle to go out and greatly increases benefits AI gets from archers and mages, preventing them from charge in melee. There are also no walking of infantry and cavalry under strong fire before charge (they charge in 100 steps to an enemy instead of 40).

This will be included in 0.9.3, but now you can download this from download page. This will affect battle experience strongly.
Full update of 0.9.3 will coming after 2 weeks at least (or even more).

Reply Good karma+1 vote
High_priest_of_Ru Creator
High_priest_of_Ru

Glad to say that i've fully restored all files of module system.

Now working on Blood magic and vampires)

Reply Good karma+1 vote
Guest
Guest

Hey,Where is the Arcane Order Hall located?I cant find it

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High_priest_of_Ru Creator
High_priest_of_Ru

Hey. The center of map, between Swadian and Khergit countries. Huge tower near very big volcanolike mountain.

Sicilia island on the Europe map.

Reply Good karma+1 vote
TLau18
TLau18

Alright, now that I've played a bit in my spare time. I'll see if I could give some feedback, in order of seriousness:

1. Make the map MUCH smaller and refine it. The size of the map is just unnecessary and a bit of a waste. Its confusing and excessive. There is a lot of patches that are completely empty of life. Add some trees and spawn some bandits there to make it seem more natural. For some reason all the bandits would spawn in one fixed location and clutter around a single area. Try to disperse their spawn locations a bit. Also there are parts of the map that look really 'artificial' like that giant bridge between Khergits and Vaegirs at the top of the map. These artificial landmarks should be refined out as it really kills the immersion.

2. Next, I kept getting crashes when I use necromancers, they just keep spawning skeletons that eventually flood the game. I know you've addressed the issue but i'll add my two cents into the mix. Firstly, try to limit the spawning rate or restrict the necromancers so they'll only make a limit of 30 or so skeletons depending on the level.

3. The leveling is so damn hard! Admittedly I used cheats (It's faster) to progress through the game, but the amount of XP to grind some wizards are just abysmal! How much XP do they need to reach their final form???

4. Not sure if I missed this but please make a guide or something for newcomers. With a magic system as diverse as yours, it can be a bit confusing (But awesome if understood right)

Overall this is a really good mod if done right. The animations are wicked sick and if you want, you could easily collaborate and work with other modders. Your skills are very unique and not even Phantasy Calradia has a magic system as complex as yours. Seriously, you should apply into a mod group. You have a lot of potential that can take you to a lot of places in the modding community

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High_priest_of_Ru Creator
High_priest_of_Ru

Thanks a lot for this expanded feedback.

1. Yes, you are right. When i chose this map, i thought that engine limitations are not too hard and thought that there will be more big countries then 5. In one of next updates i will delete unnecessary regions of map. and trying to make it more natural))
But size of existing regions... Patrolling lords and caravans which you are able to see and which prevent you from plundering villages (when they are not fighting, ofc) with this seeing range on smaller regions will be mixed in one big never-ending battle. This is quite boring, then many wars on many sides.
And bandits - yes, work on them planned in 0.9.2, but due to repeating system crashes i've lost backups of module system later then 0.8.9 and working on restoration files right now. There are 70 bandit groups on each of 15 spawn points on the map, but if engine will not be freezed i am planning to make this more diverse.

2. Well, did you cap corpses on 0? There is a bit heavy load for engine to make individual limits for necromancers so army will got one limit for all necromancers inside. Or even limit for entire battlefield to make masters of dead magic more competitive in spawning skeletons on vacated seats. As undead is destroying very fast it may be good idea.

3. Huh) Modern magic gives access to new powers only with new staffs) You are don't need experience, you need only gold and time to seek and buy one of them, its described in hints. As a necromancer, you are able to buy 3 staffs of trivial necromancers (2-4-6 skeletons per spell) for quite high price and two unique artifacts (if you will found em) for very big price, of lich (6 skeletons and 2 spells before casting) and of death knight (powerful undead 1 time in battle).
With leveling in modern magic, you are only increasing speed of casting and a bit - damage from staffs.
In Classic magic you need to learn 3 spells from Secretary in the Arcane Order Hall and seek teachers for 15 another spells, which are differs from modern magic' ones.
And THERE, with classic magic, you are really need leveling to up mana level and restoration plus Inner Strike for more powerful spells. But you are unable to cheat, because leveling of classic mages is mostly based on using spells and reflected in magic reports in reports menu.
PROBABLY i will make a skill for mages which will force them to use POWER instead of INTELLECT if they want to be good battlemages (but that's quite hard to do - not skil at all but useful and fair skill).
Right now for magicians gold is life. Almost like in real life))))

If not using cheats, mage will reach his final form as well as warrior - in very late game. You can see that warriors in my MOD have very high skills so near 30 lvl without cheats you can stand vs them. Both mages and warriors. Right now i am playing as portal magician and having 20 level. Still i've got not all equipment but fighting quite funny)

4. Guide... Guess it something near. Magic system described a little in the title of MOD page here, but you are right, it need more detailed description. After couple of patches.


Haha, yes, MAXHARDMAN made animations for hits which are very hard to exactly block and i like this due to harder playing)

Many thanks for this feedback, i've got some ideas about future of SMC as a result. But the problem of modding of 1.011 is that modding community (most of them) is not interested in this version, cuz they are modding warband. Which is unable to embrace 500 lords and more parties without very strong freezes. Existing big MODs approves this.

Reply Good karma+2 votes
High_priest_of_Ru Creator
High_priest_of_Ru

I am very sad to say that i've lost module system of 0.9.1 due to system problems. As a very large number of quite valuable files.

It means, next updates will take much more time(

Reply Good karma+1 vote
syabr
syabr

It is wonderful! Will the development of modifications on Warband?

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High_priest_of_Ru Creator
High_priest_of_Ru

I have tried to port the MOD to Warband a couple of weeks ago, because Warband have less code problems, and vertex buffer errors almost impossible. Scripts and triggers on the battlefield works perfectly, but this number of lords and factions greatly decrease perfomance on global map. Even with standart Calradia map i've got freezes after adding all 510 lords. Big map will affect freezes strongly.

These new diplomatic scripts and lord behavior Warband have makes its impossible to make so huge world. Not due to PC limitations only, but to engine limitations too.

Possible i will try found and impove my Warband copy with WSE and a couple of optimization MODs, and then try to port Skilled Magic Calradia... But not right now.

Reply Good karma+3 votes
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