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  #11  
Old 08-21-2007, 07:47 PM
Sharku Sharku is offline
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No it seems pretty straight forward. It's very interesting how these spells can be used both offensivly and defensivly. As for the resurection of spellcasters i think that should not happen. Make them more valuable and actually give you a bigger insentive to protect them.
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Old 08-22-2007, 01:28 PM
SPARROW94 SPARROW94 is offline
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WOW dude im so going to conrcrate on earth and fire kewl SSSOOOOOOO KEWWL
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  #13  
Old 08-22-2007, 01:40 PM
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Will you be able to summon stone monsters and such with these spells?
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Old 08-22-2007, 01:41 PM
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Even Better Just A Whole Stoone Army
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  #15  
Old 08-22-2007, 02:33 PM
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Quote:
Will you be able to summon stone monsters and such with these spells?
Earth magic is mostly about summoing creatures and interacting with nature - so yeah.
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  #16  
Old 08-22-2007, 05:30 PM
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Summoning creatures sounds good, but hopefully we'll see some terra-morphing. I'd love a wall of jagged rock to suddenly burst from the ground ^_^
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  #17  
Old 08-22-2007, 06:46 PM
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Quote:
Originally Posted by Darvin View Post
Summoning creatures sounds good, but hopefully we'll see some terra-morphing. I'd love a wall of jagged rock to suddenly burst from the ground ^_^
I'm guessing that would be defensive? Man this magic system sounds amazing. One question though; What are tiles? Are they areas of the map?

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Old 08-22-2007, 07:55 PM
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Tiles are probably just a measure of area.

Many spells that appear offensive or defensive often have applications in both regards. For instance, creating a barrier can be used to separate the enemy army. You could potentially (if you got the opportunity) trap enemy pikes on one side of that barrier, and enemy archers on the other, giving your cavalry a free run. In this sense, it's a very offensive spell. Of course, the very same spell could be used by the other team to then protect those archers.
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  #19  
Old 08-22-2007, 07:58 PM
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Quote:
What are tiles? Are they areas of the map?
Yeah. Here are two more spells to keep you guys entertained. One from fire school, and one from Air.
And thanks for your feedback with regard to complexity, sounds like we are on a right path. I hope your opinion would not change after you study the following two spells.

Lvl 4. Inner Fire, Buffs units with fire magic increasing their resistance to fire. Effects all units in 25+X radius for 30+X seconds.
Primary Effect: Increases units fire resistance by 350%+X, effects both enemy and allies.
Secondary Effect: Removes Air and Earth negative buffs from units (not area-of-effect)
Counter: Water Magic.
Side Effect: Decreases unit resistance to Water damage by 470%-X. Effects all units. Removes All other positive buffs from units (both enemy and allies)
Light: Units are healed for 15+X/second.
Dark: Unit gains additional 10+X fire damage (no matter the original attack value)
Strategy: This spell may allow your units to pass through Fire Wall spell, or burning forest. It is also be very beneficial while attacking enemy stronghold under heavy flaming-missile fire. It can be used as a great mass healing spell. Dark effect – attack bonus works great for weak units, as it might double or even triple their attack. For stronger units this attack bonus is not that significant.
The tricky part is the side effect which increases water damage sensitivity by 500%. Your units could be now easily destroyed by a simple water spell, but. You could cast this spell on enemy army, when cast a water spell on them to wreck chaos.
This spell also be used to remove negative air and earth buffs from units (not from area), it also removes positive buffs. Sometimes it might be useful to cast this spell to de-buff enemy units.


Lvl 1. Storm wind, Spell generates extremely strong directional wind in a very large area. Direction is ahead of the spellcaster. Spell lasts for 30 + X seconds.
Primary Effect: All missiles which enter the area of the spell in the direction of the wind (+-90 degrees) gain 200%+X in speed, and 5X in impact power. Missiles shot from the opposite direction (+-90 degrees) fall to the ground on release.
Secondary Effect: Slows down/speeds up walking units by 250%+X.
Counter: Area-of-effect earth, water, or fire counter spells. Spell also counters itself
Side Effect: 20%+X chance to knock down 1+X units in effected area per second. Knocked out unit suffers 10 damage.
Light: Puts off all fire in the area. Dispels any are of effect fire-spells.
Dark: Helps fire spread, increases fire effect spread factor by 4X.
Strategy: This spell will turn tide of the battle during siege, or even field battle if a lot of ranged units are envolved. Perfect, cheap counter spell for Light spellcaster, and a great offensive spell if used in combination with fire-arrows or fire magic – for Dark spellcaster. At higher levels this spell becomes a great mass-destruction spell capable of knocking down huge armies.
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  #20  
Old 08-22-2007, 08:59 PM
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Storm wind sounds great; I'm not paying too much attention to numbers right now, since I'm sure those will change dramatically before the game is done. However, in principle the spell is exactly the kind of thing the game needs.


Because it affects the enemy, inner fire may be incredible overpowered in its current state; it effective quintuples the effectiveness of successive offensive water spells you may cast. The way it's set up, I think this has way more offensive potential than defensive, and may well end up being a liability to have this buff if there is even a drop of water on the battlefield.
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