About the game
News
Sign in
Register
Top Players
Forum
0:40
2923
 online
Authorization required
You are not logged in
   Forums-->Queries and help-->

AuthorMagic guild level5
Could somebody give me a link with these spells or write them down ?
thanks in advance
This is from the HWm fan site, not official. only confirmed spells are implosion and summon pheonix.
These include the expected nature and holy spells.

Mage Guild Level 5 is likely to be introduced soon. It’s not enough just to mention it will make Nature Magic spell casters stronger… It will push them right into havens, if all spells except those belonging to Administration’s beloved Chaos Magic will be respectfully added to the game without drastic changes and severe bugs…

1) Summon Phoenix
Off with random Elemental stacks! From now on, you won’t need to guess what type of elementals is going to appear and get mad about getting the wrong one.
The Phoenix is fast (Initiative of 15, Speed of 7) and strong and “fat” enough (1000+ HP).
I don’t remember if you could have Elementals and Phoenix in combat simultaneously in original game, but if you would be able to do that in LWM, that is going to be the most formidable weapon of our arsenal.

2) Celestial Shield
This is what we miss nowadays - a possibility to enchant Treefolks with Arcane Armor, absorbing 50% of all incoming physical and magical damage altogether.
It lasts while the shield’s own HP is exhausted (based on original game formula such shield can have 1000 and more HP).

These spells are ideal for those who enjoy running with Light Magic talents till new and more attractive opportunities will arise.
3) Holy Word
It is yet unknown if it’s going to be implemented in LWM. Administration doesn’t tolerate spells having AoE effects very much.
In the original game it does 144 + 12*SP of damage to all Necromancer and Demon creatures, which is a bit OP in our reality.

4) Resurrection
This spell is likely to be added to the game, and if yes, it’s going to become the stimulus that will encourage many Nature spell casters to take Light Magic talents instead of Luck or Enlightenment…
After the stack has been resurrected, the penalty is going to be 10% instead of 40%. It is a considerable improvement that will enable the caster to save hundreds and hundreds of HP! Also, it will allow the player to resurrect units many times without sufficient casualties (which will make Nature spell caster stronger even vs. Wizards).
It does cost 15 mana instead of 9 though, but there is no Morale penalty as well to all other units, and the targeted stack’s own Morale value remains the same.
Implosion - Deals Earth elemental damage to a single enemy unit. 18 mana.
Armageddon - Deals fire damage to everything on the battle field and physical damage in the 4x4 center of the battlefield. Large creatures have to be completely in the 4x4 to be affected. 20 mana.

Curse of the netherworld - Deals direct damage to all creatures except for the undead and demonic. 9 mana.
Puppet Master - Gives the caster control over another troop, but the troop can't retaliate. The control is lost if this spell is cast on another target. Doesn't work on undead, mechanical or elemental or those immune to mind affecting spells and abilities.

*It should be noted that these are just predictions.
As far as I know, Armageddon, Holy word and curse of the netherworld won't be implemented in the game. Spells will be:

Implosion (chaos), Summon phoenix (nature), ?Celestial shield? (nature), hypnosis (darkness), resurrection (holy), ?Divine retribution? (holy)
Possible. After all, the mines spell was taken out. For a list of the spells, refer to HOMM5. http://www.heroesofmightandmagic.com/heroes5/spells.shtml
This topic is long since last update and considered obsolete for further discussions.

Back to topics list
2008-2024, online games LordsWM