I'm having extreme difficulty trying to figure out how to cast adventure spells. Artifacts and terrain can alter this, but that won’t affect 98% of your battles. To cast a spell at Expert level you need the Expert level of the spell’s corresponding school. You’ll quickly see some patterns, like Rampart and Castle tending to have more Water while Inferno prefers Fire, but it’s not guaranteed to end up that way. Some of the spell choices are obvious, but some aren’t (for example, Castle is more likely to get Ice Bolt than Tower, but Tower almost always gets Lightning Bolt). Castle is likely to get Bless but will not get Animate Dead, for example, Necropolis can’t get Bless but will often get Animate Dead. The spells are random, but certain spells are more likely in certain factions. Some might heroes do as well, but most don’t. Once you buy a spell book, anytime you visit a city (and go into the city view), all spells the hero can cast are automatically added to the spell book. Right now the developers are working on a new town - Factory (cowboy/wild west steampunk theme) and who knows what other changes along with that. Outside of battle in the menu there is again a book button from which you can cast some of the adventure map spells like: Summon Boat, ScuttleBoat, Disguise, Visions, View Earth, View Air.Īfter you remember how the game works, I strongly suggest you the Horn of the Abyss Mod, which adds the new Cove (pirate) town, many balancing and much more. (some creatures have certain immunities to certain spells, but that's not important, you will learn that along the way) In a battle in the menu there is a book button from which you cast spells. I hope that answers your questions and that I used the right terminology! I can't quite fact check that right now.Īs you upgrade your town, you build each new level of the Mage Guild building.Įach new level unlocks random spells for that level, some are specific for each town.Ī magic hero just needs to visit the town (being in the bottom slot) and open the Mage Guild building to learn all the available spells.Ī might hero upon doing the same thing will be asked if they want to buy a Spell Book for 500 gold in order to be able to learn spells.Ī hero without the Wisdom secondary skill can't learn spells above level 3 even if such are already available in the Mage Guild. You can regain mana by ending a hero's turn in a castle with a mage guild. Spell power (or duration) is based on your hero's power level, and mana is based on your knowledge level. Note that magic arrow scales with whatever your highest school of magic is. All spells can be cast at basic level, but knowing expert water magic would allow your hero to cast expert level water spells. When you cast a spell, you cast it at a certain proficiency based on the school of magic that your hero knows. Upgrading a mage guild unlocks random spells of that level, so building a mage guild will give you random level 1 spells, and upgrading it will give you random level 2 spells. No wisdom means they can learn level 1 and 2 spells, basic they can learn 3, advanced 4, and expert 5. From that point onward, they learn any spell they come across based on their wisdom level. So for a hero to learn spells, they need a spellbook, which they can buy from a guild.
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