About the game
News
Sign in
Register
Top Players
Forum
17:33
4570
 online
Authorization required
You are not logged in
   Forums-->Ideas and suggestions-->

Raising Spell Capabilities



AuthorRaising Spell Capabilities
The common spells like magic punch and magic arrow etc. affect stacks hit points.
Spells like rapid and delay etc. affect the stacks initiative.
Spells like raise dead, which resurrect creature stacks, are not common enough.
Suggestion: Have spells that affect stack's special abilities.
Examples:
Illusory arrows: adds shots [depending on spell power] to a unique creature stack with shooter.
Gust: Sprites, Faeries, Dryads and elite forest keeper's attacks affect creatures an extra tile away. [Durability depends on spellpower]
Shadow: Wolf riders and wolf raiders deal and extra strike with half damage
Advance Transfer: Spawns, imps, and vermins steal double mana [Durability depending on spellpower]
but only some creatures get its advantage
Shadow: Wolf riders and wolf raiders deal and extra strike with half damage
Advance Transfer: Spawns, imps, and vermins steal double mana [Durability depending on spellpower]


How can they use Rise Spell....:)
barbs donot have magic and spawns , imps etc steal mana before even the heros turn cums
spawns , imps etc steal mana before even the heros turn cums :) Demon don't have rise spell(Nature)also.
-1 try some other idea
Advance Transfer: Spawns, imps, and vermins steal double mana [Durability depending on spellpower]


way overpowered
do vermins steal mana?
for killtheone:
no they don't

but still way overpowered
Back to topics list
2008-2024, online games LordsWM