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Thread: Heroes 5: Magic System and Spells Discussion | This thread is pages long: 1 2 3 4 5 6 7 · «PREV / NEXT» |
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Shauku83
Promising
Famous Hero
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posted November 20, 2006 03:25 PM |
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Firewall correction
From the Age of Heroes spells section:
"Duration is equal to the caster Spell Power. Creatures suffer damage when sitting in firewall at the beginning of the caster's turn, and at the end of their turn."
Walking over a firewall or into it results in taking damage, but only for the first time. After that, if you remain in the firewall, damage is done only on the Firewalls casters turn (from patch 1.4). But as a compensation it can be casted now directly on top of creatures.
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I_Kill_Dragons
Tavern Dweller
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posted November 21, 2006 09:47 PM |
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Academy: Light and Summoning
Dungeon: Destructive and Summoning
Haven: Dark and Light
Inferno: Dark and Destructive
Necropolis: Dark and Summoning
Sylvan: Destructive and Light
blubberbo- I think this is what you are looking for.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted November 21, 2006 10:03 PM |
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted November 21, 2006 10:06 PM |
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umm, "vampirism" would be a nice spell indeed. On nightmares or cerberi - yum. Not mentioning the devils. But it should be buffed also, 1/2 hp drained is not enough.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted November 21, 2006 10:10 PM |
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I would be glad if they made it to the next add-on but at the same time I despise them for not having released them.And other things as well.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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sfidanza
Promising
Supreme Hero
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posted November 22, 2006 12:15 AM |
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About these new-but-not-yet-activated spells, it's possible that they appear in a later patch, before the second addon. At least I hope so. Note that the Yeti was also disabled before release.
About Firewall, since I didn't get it quite right in the manual(s):
- in 1.4: The duration is equal to Spellpower. Firewall can be cast directly on units, but no damage is suffered right away when doing so. Damage is suffered when:
* a unit goes through the Firewall
* at the beginning of the caster's turn (try waiting! )
* at the end of the unit's turn when sitting in it after moving/waiting/defending. NO damage is suffered after shooting/casting.
- in 2.0: The duration is 3 turns, and damage is reduced compared to 1.x. Firewall can be cast directly on units and deals damage right away. Then, damage is suffered when:
* a unit goes through the Firewall
* at the end of the unit's turn when sitting in it, whatever it does (even shooting/casting).
I hope that clears it up.
Finally, to answer blubberbo's question about Fortress-Magic Schools binding, another detail where I'm incorrect in the manual (that's my fault for trusting Nival's answers without checking):
Fortress is tied to Light and Destructive Magic.
Of course, Runic Magic is a racial specificity, but the Runes require a separate building (Runic Shrine), and thus do not count in the usual spells given in the magic guild.
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Shauku83
Promising
Famous Hero
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posted November 22, 2006 01:11 PM |
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That actually was a very good information!! I didn't realize that pressing defend or wait would result in damage (in 1.4) That would mean that it is PERFECT for those units stationed infront of shooters, who are supposed to stay there. They will be taking damage all the time
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yasmiel
Supreme Hero
Former Chessmaster
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posted November 23, 2006 04:48 AM |
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Edited by yasmiel at 06:43, 23 Nov 2006.
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Ill just make local copy of info..
Extended it with level info, description and some stats..
DARK MAGIC
Sorrow (Level 1)
Vampirism (Level 5)
Selected friendly creature gets all Undead attributes and the ability to drain life just like vampires.
Drainage=
NONE/BASIC/ADVANCED: 30%+2%perSP
EXPERT: 50%+2%perSP
LIGHT MAGIC
Regeneration (level 2)
The target creature gains health regeneration on its turn. Does not work on Undead creatures.
Regenerates 75+5*SP on every master level
Divine Vengeance (Level 4)
Inflicts magical damage to selected creature that depends on the number of enemies selected creature killed from the beginning of combat.
DAMAGE=
NONE/BASIC/ADVANCED: 40+4*SP
EXPERT: 60+6*SP
DESTRUCTIVE MAGIC
Deep Freeze (Level 5)
Freezes targets, inflicting ice damage immediately and heavy damage during a certain amount of time.
DAMAGE=
NONE/BASIC/ADVANCED: 15+15*SP
EXPERT: 30+30*SP
SUMMONING MAGIC
Arcane Crystal (Level 2)
Creates a crystal on the selected place on the field, blocking the way until the end of combat or until the crystal is attacked and destroyed.
HP=
NONE: 40+8*SP
BASIC: 60+12*SP
ADVANCED: 80+16*SP
EXPERT: 100+20*SP
Blade Barrier (Level 4)
Temporarily creates a wall, three squares long, on the selected part of the field. The wall has additional 75% Defense from the Range and Magical Attacks and returns damage equal to the number of lost Hit Points to the melee attackers.
Summon Hive (Level 4)
Creates a wasp hive on the selected place of the field. A swarm of wasps from this hive will attack enemy creatures until the end of combat or until the hive is attacked and destroyed (The hive will not attack undead, elemental and mechanical units).
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 23, 2006 08:25 AM |
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Sweet! I hope upcoming versions will implement other direly needed spells like:
- Fatigue
- Misfortune
- Energy Burst
- Fortune
- Mirth
- Cure
We could easily go with 3 spells at each level from each school - as a minimum.
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What will happen now?
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yasmiel
Supreme Hero
Former Chessmaster
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posted November 23, 2006 08:59 AM |
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Edited by yasmiel at 09:00, 23 Nov 2006.
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Notice that with these new ones included, we will already have 4 4th level summoning spells
Even though in game files all these new spells are marked as "special" instead of "dark", "light" etc... similar to sovereigns "special" spells
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 23, 2006 11:12 AM |
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Yes, I noticed. I just hope these are not *all* the new spells they're planning on adding, because we could need many more. And as for their speciality, I certainly hope these are intended as normally available spells.
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What will happen now?
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted November 23, 2006 03:47 PM |
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Vampirism on some tough stacks may be really fun.. :]
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SBlister
Famous Hero
Rakshasa Commander
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posted November 24, 2006 07:58 PM |
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Oh god don't bring cure back. I hate that spell cuz it ruins the fun of causing damage.
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FireSpirit
Famous Hero
with warm hands
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posted November 24, 2006 08:51 PM |
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Quote: Oh god don't bring cure back. I hate that spell cuz it ruins the fun of causing damage.
And Resurrection doesn't?
I'm really looking forward to getting new spells in the game, as there are considerably less than in H4. They should really add at least five spells to each school. I'd like to see at least Misfortune, Cure, Fortune, Mirth (or Fervor) and more air type destructive spells.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 24, 2006 11:55 PM |
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Quote: Oh god don't bring cure back. I hate that spell cuz it ruins the fun of causing damage.
Eh, that's the point of the STATEGY game - when someone does something bad to you, you can do something to counter it. Cure was a perfectly reasonable spell, and should be there at low levels to counter spells like Decay and Assassin Poison.
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What will happen now?
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Geny
Responsible
Undefeatable Hero
What if Elvin was female?
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posted November 25, 2006 12:01 PM |
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But do we really need cure, now that cleansing dispells only negative magic on your troops?
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DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 25, 2006 01:10 PM |
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Quote: But do we really need cure, now that cleansing dispells only negative magic on your troops?
That's one good signature.
Eh - I got distracted. It's a good point. Certainly, most often when I used Cure in Heroes 3, it was for the Cleansing effect, though the extra HP could be a nice side-effect, especially as a life-saver for your level 7 troops. If Regeneration enters the game as a level 2 spell, there might not be a need for Cure, but as a spell with possible with mass effect (Regeneration probably wont have that), it would still be nice, albeit not essential. One could ask whether the spell should remove enemy spells - that was probably a bit overpowered, and should at best have a chance less than cleansing of success - but the spell without this effect would probably be pretty worthless.
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What will happen now?
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted November 25, 2006 03:43 PM |
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i have modded game a little and put vampirism and some other spells to inquisitor, but it doesn't work - i have chosen spell and target, and nothings happen - it is still inquisitors' turn.
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roy-algriffin
Supreme Hero
Chocolate ice cream zealot
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posted August 21, 2007 05:58 AM |
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does anyonne else get the feeling that phantom forces is going to be a excellent counter for stronghold? they dont have magic to get rid of it after all
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"
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phoenixreborn
Promising
Legendary Hero
Unicorn
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posted August 21, 2007 06:16 AM |
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Quote: does anyonne else get the feeling that phantom forces is going to be a excellent counter for stronghold? they dont have magic to get rid of it after all
Nah, there's too many other ways to get rid of it. Ballista for example or a multi-tile attack.
Might be fun with Mark of the Wizard though.
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