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Magic



AuthorMagic
Hi all,

Alrighty, this may sound like a silly Q to most of u, but coming from someone who has NEVER played with magic in his entire career here at lordswm, it's a completely legit Q to me. :p

I have (finally!) saved up enough gold to build my Magic Guilds lvl 1 & 2. So here we go:

1) As a knight, I know I can use Holy and Darkness magic. Is there any way a knight can use Chaos and Nature magic?

2) At this link (https://www.lordswm.com/help.php?section=31), I see that how powerful a magic spell is depends on powerful the caster (Hero?) is. I see from that link, thereis this 'bar', like on the LEFT of the below (where the blank spaces are):

+20% Initiative
+25% Initiative
+30% Initiative
+40% Initiative

How do I get to all 3 bars, thus getting '+40% Initiative' ?

I see at the top, it says:

No talent Basic talent Advanced talent Expert talent

Does this means one can only get basic/advance/expert talents using the talent wheel?

3) I'm asking (2) coz I always though that the Spell Power stat is what determines how powerful a caster is, and how powerful the spell he/she cast is.

So if the above can only be gotten by using the talent wheel, why do we need Spell Power?

Hmm.. I know I got a few more Qs regarding magic, but I can't remember for now. So let's start with these 3. heh.. :p

Thanks in advance. :)
Oh, here's 1 more: :p

4) If I build my Magic guilds 1 & 2, do I automatically get some knowledge (mana) and Spell Power or do I actually have to delegate some (1 each?) of my parameter point(s) to Knowledge and Spell Power?

5) Do I need a minimum of +1 Knowledge and Spell power before I can use magic? Or can I make do with +1 Knowledge, and 0 Spell Power?

Thanks in advance.
Ans 2) You can get this using talent wheel only. magic depends both on your spell power and your talent in that magic school

Ans 3) Talent determines how strong the magic is, Spell power determines the duration of the spell. In case of destructive magic, both add to the destructive power of the spell.

Ans 4) You will have to allocate points

Ans 5) You can make do with 1 knowledge and 0 spell power. But that means that your spells will be active for only 0.5 turns. Hence, the unit on which you cast the spell should have its chance very close after the hero or the magic effect wears off before its turn comes.

About Q1, I do not think that a knight can use those magics but am not 100% sure.
Is there any way a knight can use Chaos and Nature magic?


No
do you remember that basic damage that i told you earlier, in your previous post? those "3 bars" are the talent level, and that 25,30,40% the basic effect that gets modified by them. so with a holy magic basic talent you get the first bar, with an advanced level 2 bars, with an expert level 3 bars..

And it is all explained in the spells page, just read the legend on top of the spell list ;p
1) Is there any way a knight can use Chaos and Nature magic?
No, there is not.

2)How do I get to all 3 bars, thus getting '+40% Initiative' ?
The bars are the talent level you are at.
0 Bars - No talent
1 Bar - Basic Talent
2 Bars - Advanced Talent
3 Bars - Expert Talent

One can only get talents through the talent wheel

3)So if the above can only be gotten by using the talent wheel, why do we need Spell Power?
Using your example of the Rapid Spell, the talents give higher Initiative Bonuses (+20 to +40 % increase), but Spell Power determines the duration of the spell, each SP gives you 1 round duration.

4) If I build my Magic guilds 1 & 2, do I automatically get some knowledge (mana) and Spell Power or do I actually have to delegate some (1 each?) of my parameter point(s) to Knowledge and Spell Power?


You will need to increase your knowledge for more mana, and distribute to spell power for greater effect

5) Do I need a minimum of +1 Knowledge and Spell power before I can use magic? Or can I make do with +1 Knowledge, and 0 Spell Power?
No, you just need a minimum of 1 knowledge to have 10 mana to cast spells. You can have 0 SP
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