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Author Topic: Magic spells description and usefulness  (Read 36085 times)
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alavet
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« on: August 22, 2010, 07:00:54 PM »

Could some1 try and describe every current spells in terms of internal mechanic?

cause i found that some spells totally suck, even for 3 magic points, some awesome for 1 point.

here i present my "feelings" about most common spells, feel free to edit this post or make a great guide.
basics here:
http://en.dark-omen.org/magic.html

Bright Magic


Crimson Bands
Twisting bands of energy entwine the enemy unit, entangling them and redering them unable to move, fight, shoot or cast magic. The spell remains in effect for a short time unless dispelled or canceled by the casting mage.

seems like this spell works for about 1,5 or 2 rounds. Perhaps it works for 1 full round + the time when you casted it untill next round. Needless to say, very powerful and useful spell.
Note: units don't route while spell is active. No idea how LS involved.
Range is about Crossbowmen range.



 
Conflagration of Doom
This powerful spell creates a flaming meteor, suspended in the air high above the heads of enemy troops. The meteor crashes to the ground, delivering an awesome blast to anything onto which it falls. The mere sight of the flames descending from the sky is often enough to make the enemy flee in fear.

the best spell in the game. with WOJ its superior for 2 mana spell. not only it works like a mortair shot (with bigger radius but little less effectivness) but it could go through antimagic AND cause fear before hit (and i guess, after, when regiemnts get casualities).
This spell kills Hand of Nagash or Dread king with 1 shot sometimes. Its rather precise.
Range is about Crossbowmen range.


  

The Burning Head
A phantasmal flaming skull flies from the mage's hands and travels a short distance until the spell expires or hits a solid object. The disembodies head causes a good amount of damage to any target it passes through, and its unearthly laugher can cause units to flee in fear.

great spell for lvl2 mage. Its super effective vs big regiments, but vs small crowd like 5-8 men you most of the time better use another spell, cause its very hard to hit vs small space regiment. Cause LS checks on hit (maybe only at first hit?)
Range - little more than goblin archers distance.





Blast
A powerful attack, Blast launches a lethal volley of buring energy at the target. The range is of a medium distance, but flames deal a lethal blow to all but the hardies of targets.

This spell also very good. Similar to canon shoot, but laser precise. Sometimes it cant kill enemy mage with 1 shot still, dunno why. Landscape hugely affects this spell, so use carefully.
Range is about Crossbowmen range.

  


Sanguine Swords
Magical flaming swords materialize around the mage and will attack enemy units on behalf of their invoker. The swords fly towards any nearby enemies, each dealing a powerful blow before returning once more to the caster's side. The spell lasts for a short which before the swords fade away.

Very uesless spell for 3 points. in theory its like 7-8 fireball,s in practice, these spells very inaccurate and can cause friendly fire. 3 fireballs usually deal way more damage.
Range: about goblin archers

  

Wings of Fire
The mage is lifted up on ethereal fiery wings and is transported to another part of the battlefield. This can take the mage into close combat with the usual advantages, but not into any areas that are normally inaccessible.

very useful spell if you have WOJ or other spells to cast except fireball. It could be even effective with a fireball to annoy archers/catapuilts but mostly for lvl1 mage if you get such spell you was unlucky and this unit not that much cost effecient.
still could be used offensively for rear attacks, sometimes could save situation.
Range - anywehre

  


Fireball
A fiery ball of energy blasts forth from the mage's hand and hurtles towards its target, wounfing any troops in the blast area. The spell has medium range and armour offers no protection from the searing blast. By channeling more magic into the spell, the mage can produce multiple fireballs.

Very good spel but you need some practice to shoot. ALso, if you have time, never shoot x3 fireball at the time. Sometimes all 3 can mis, cause they will use same route.
Could be devastating for some troops.
Example: once i killed 3 or 4 goblin archers with 1 fireball. and once i killed !3 mummies with one shot (sometimes none)
Range is about Crossbowmen range

  


Dispel Magic
Dispel Magic creates an aura of anti-magic around the chosen friendly regiment, and any offensive magic entering this zone of protection may be neutralized. It may also be cast on a regiment which is currently engulfed by magic. Dispel is more effective when more magic is channeling into it, but its potency is reduced after each attempt to dispel.
 
not superior spell and its absolutely doesnt warrant that mageic will negated. I dont understand if it dispell AOE spells like souldrain. For some spells like wight blades it could require more than 1 or even 2 cass., especially  if casted AFTER enemy spell was applied. seems like if enemy applied magic, it will work no matter what at least until round ends.
keep in mind it could save vs Skrabash or Horn of Ugrok.
Range is about Crossbowmen range

  


Flamestorm
A fierce column of fire erupts from the ground spewing forth flame and ash. All troops who are caught in the blast are burned and attempt to back away from flames. The spell stays in effect for a short time unless dispelled or canceled by the casting mage. Only one Flamestorm can be in effect at any one time.

usually its a bad spell at multilayer. sometimes could be useful to kill canons or prevent enemy to charge you (as a wall)  but can't be used much vs enemy archers /other regiments, cause usually human players remove units from the fire pretty fast.
sometimes could be useful if big battle going, you can cast it at some side where most enemies concentrated.
Dispels if caster dying
Range is about Crossbowmen range or little less



Ice Magic


Crystal Cloak
The mage is surrounded in a shimmering cloak of ice and snow which may lessen the impact of normal weapons. A blow from a magical weapon will be deflected as normal but will also destroy the shield, thus rendering the mage open to further attacks.
  

Ice Shards
Sharp icicles spring from the mage's hand in the direction of the target, causing multiple wounds as they pierce and impale their targets. This ranged attack is shorter than most, but is still highly effective as the deadly needles of ice cause their victims to freeze and shatter.
  

Snow Blizzard
A furious blizzard stirs up around a nearby enemy target, stopping them in their tracks. The troops are temporarily immobilized by the strong winds and biting cold, rendering them unable to move, fight, shoot or cast magic
  

Hawks of Miska
A flock of crystalline hawks appears in the sky above the heads of a nearby enemy unit, unnerving them with their unearthly shrieking. Such a spectacle may cause the target unit to run in fear from the battlefield.
  

Shield of Cold
This spell creates a frozen shield that protects the chosen friendly regiment from missile fire. The enemy's chances of penetrating the shield are greatly reduced and the shield remains effective for a short time unless dispelled or cancelled by the caster. The shield offers no protection from melee attacks and is automatically dispelled if the subject enters hand-to-hand combat.
  


Wind of Cold
A freezing wind heads towards the target freezing those it reaches. The spell's range is unpredictable and varies greatly, however it is unhindered by obstacles and armour cannot protect those who are trapped in its wake.
  

Chill Blast
This spell sends forth an icy beam, subjecting anything in its path to a violent and freezing assault against which armour affords no protection. The spell has a medium range.
  


Death Frost
While in melee a freezing mist engulfs the mage and anyone in close proximity to him, turning their bodies into frozen blocks of ice. The spell's lack of range is compensated by its effectiveness, as limbs freeze and shatter causing horrific and often mortal wounds.
  

Dispel Magic
Dispel Magic creates an aura of anti-magic around the chosen friendly regiment, and any offensive magic entering this zone of protection may be neutralized. It may also be cast on a regiment which is currently engulfed by magic. Dispel is more effective when more magic is channeling into it, but its potency is reduced after each attampt to dispel.


Waaagh Magic


Ere We Go
The shaman can inspire to greater efforts any friendly regiment within a long range, for a short period of time. The target of the magic becomes tougher and stronger, giving it a considerable advantage in melee.
  

Mork Save Uz
This spell protects the chosen Orc or Goblin regiment from all magic for a short period of time. Mork Save Uz not only dispels any spells currently cast on the regiment but also renders the target unaffected by all magic, including friendly magic, for the duration of the spell.

 
Fists of Gork
Gork imbues the shaman with astounding powers in melee. For a short period of time, vaporous fists swirl through the fray, lashing out repeatedly with astonishing accuracy and strength and causing severe casualties in the enemy ranks.
  


Da Krunch
The shaman's wailing for divine intervention is answerd as the enormous foot of Gork stamps down on target unit. Gork is not always precise about where he treads, but when on target the result is devastating.
  


Gaze of Mork
The shaman sends out a searching beam of energy, delivering a mighty mental blow to anything in its path and causing massive internal wounding. The range of the shaman's power is good, and the spell is effective against all targets who are caught in its path.
  

Brain Bursta
The shaman sends a bolt of energy flying towards the target. The first target hit by the blast will suffer the unfortunate cosequence of their head exploding in a shower of bone and blood. Tougher creatures can withstand this mental assult, but armour offers no protection whatsoever.
  


Dispel Magic
Dispel Magic creates an aura of anti-magic around the chosen friendly regiment, and any offensive magic entering this zone of protection may be neutralized. It may also be cast on a regiment which is currently engulfed by magic. Dispel is more effective when more magic is channeling into it, but its potency is reduced after each attampt to dispel.



Dark Magic

Soul Drain
This medium ranged spell allows the mage to drain energy from living creatures. All those close to the nominated target feel the very life force sucked out of them as the spell takes effect. The life that is stolen is absorbed into the mage's soul, healing wounds and revitalizing. Only magical armour will offer any resistance.

Rather useful spell, even though maybe too costly. Effect seems like a Flamestorm but causalities go faster. Possible adds/heals Hps for the caster for each dead unit. Also sounds is pretty.
Dispells if caster dying?
Range : about goblin archers

  

Witch Flight
The mage uses the power of the void to transport him across the battlefield, to any point he desires. This can take the mage into close combat with the usual advantages, but not into any areas that are normally inaccessible.
Depends on the caster, it could be superior or shitty spell. For lvl1 necromancer is totally a waste. For any level Vamprie or lvl2+ Necromancer its a legit and vital spell.
Vampire could use it to teleprot and attack from the rear, which works wonders; both mages could use it for escape.
Range: anywhere

  


Arnizipal's Black Horror
The mage conjures a swirling cloud of darkness that moves across the field, annihilating everything in its path. Strong characters have a better chance of surviving the attack, and only those with magical armour can expect any defense against this spell.

This spell is a meh. It should cost about 2 spell points, and i personally think it should cost like 1. It VERY hard to hit with that spell, and even upon hit, its very rarely kills anyone. If ever kills, its like 3-4-5 death, not more. it works like 25-33% of time for me.
Worthless
Range - about goblin archers



Death Spasm
A bolt of Dark magic strikes a single target within a short distance. Weaker targets are killed by the attack but before expiring suffer violent seizures, haphazardly striking those in the near vicinity. Armour provides no defense against this spell.

Could be a very strong weapon for a vampire, and sometimes for a necromancer. This spell hits about 50% of time at distance (or less, if distance is big), so you better use it at close combat. At close combats it hits about 75% of time, and inflicts from 5 to 9 death in my experience, most of the time causing them flee.  I usually just cast it at HtH. Very effective vs big crowds if you manage them to flee.
Range - about goblin archers


 
Raise the Dead
The necromancer's power raises the bodies of the dead up from the belly of the earth. A regiment of Zombies rises from the ground to fight on behalf of their master. This spell can only sustain one group of Zombies at any one time so it must be cancelled or dispelled, or the Zombie regiment killed, before the spell may be cast again.
  
Not a perfect investment for your 3 poitns. Hovewer sitll have options. Sometimes is good to summon zombies just under enemy archers/cannon/mage or just beind enemy so you can flank/attack from the rear. But lots of the time could be useless cause zombies will flee from like any rear attack too Smiley Still, this spell is funny.
Dispells if caster dying?
Range - about goblin archers



Blade Wind
This whirling torrent of magical energy materialises over the enemy target, releasing swirling blades into the regiment and causing severe wounding. The effectiveness of the spell is lessened when targeted at more skilled fighters, as they defend themselves more effectively from the assault.

sometiems this spell is devastating, soemtimes is mediocore, and it willn't kill vampire or treeman but still very useful spell. The object of this spell going through WS check and if fails, he takes casualities. This spell works for about 1,5-2 rounds.
  Range - about crossbowmen



Gaze Of Nagash
A beam of magic shoots from the mage's eyes, corroding and withering any target in its path. Armour offers no protection against this short ranged but highly effective attack, it merely crumbles away.

almost the same as Firemage Blast, but i belive it little bit weaker. Maybe im wrong




Dispel Magic
Dispel Magic creates an aura of anti-magic around the chosen friendly regiment, and any offensive magic entering this zone of protection may be neutralized. It may also be cast on a regiment which is currently engulfed by magic. Dispel is more effective when more magic is channeling into it, but its potency is reduced after each attempt to dispel.

same as Firemage Dispell

 
Doombolt
A powerful blast of Dark energy rushes towards the target, causing severe wounding. The spell is also exceedingly effective against larger targets, but will not travel very far before it fades.

Effect almost the same as a fireball, hoverer i believe it could kill only 1 person at a time. Also weaker than fireball cause doesn't hurt mummies that hard.


Other magic will come later
« Last Edit: September 05, 2010, 10:14:05 PM by olly » Logged

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alavet
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« Reply #1 on: August 26, 2010, 09:25:20 AM »

Ice Magic

Crystal Cloak
seems liek a spell adding up 1-2 WO to unit. Hovwer can't be ure. As i believe it lasts about 2-3 turns.
Distance: sefl cast

Ice Shards
This spell "fires" short array of glacies < which will go like that: ~ by rather unpredictable trajectory. hit usually causes 1 to 3-4 units dies, usually 2. Hovewer very short distance of shoot (like x2 size of cavalry) + innaccuracy + affect by landscape makes this spell a bad choice.
Distance: small

Snow Blizzard
Same as Crimson Binds. Note: i suspect at some situations you will be able to cast spells while "stunned". At leasts it goes for Darkmancer mod, i suspect i was able to cast Souldrain while getting "Blizzarded". This could be connected with diffirient casting mechanics (almost no cast animation required).

Hawks of Miska
Unique spell. Intresting and usefull. Spell lasts about 2 turns, while that regiment will have to perform LS checks in order to not panic.
Distance: about corssbowmen range

Shield of Cold
not tested this spell much yet. Not seem to be very usefull due of limitation of cast distanec (not usually your mage will go near your attacking troops for cast this) and buy simple fact that enemy could focus on other regiment w/o shield.
Distance: about corssbowmen range

Wind of Cold
This spells by effect close to fireball (even though can hurt 1-3 units) on awesoem distance. But its rather slow and its not easy to hit. I rate it as below average cause it requires lots of attention to cast spell in order to hit + you need some luck too.
Landscape affects this.
Distance: About lobber range.

Chill Blast
In theory its a superior force to stop hordes. In fact, this spells damages enemy just as much as Fire Scull does and its little bit harder to hit too, due of wide "ray".
Distance: about goblin archers range or smaller

Death Frost
I foudn this spell also dissapointing. You could think that effect is close for Fists of Gork but itsn ot true. Its not constant spell, only one time. Usually it kills 2-6 units, but more like 3-4, or soemtiems 1 (lol). DOES friendly fire at HtH.

Dispel Magic
same as Firemage Dispell



Waagh Magic

Ere We Go
I dont know right numbers for this spell. I believe itshould add up liek +2 STR or something.  From what i know for mechanics of DO< additional STR makes your easier to pass through unit armor. And most of standard DO units have amrour like 1 or 2. So this spell willn't make you like a "god", vs some units w/o armor it seems to be useless (flagellants any1?)

Distance: About crossbowmen or less.

Mork Save Uz
For 1 spell point it could be a great spell. It lasts like 1-2 turns. Hovewer in my experience usually opponents either not using mages or your mage doesnt live long enough to cast it more than 1 time :-) So it's not superior spell but is betetr than Dispell magic.
Distance: About crossbowmen or less.
  
Fists of Gork
Second best spell in the game. Even though it will'nt pass enemy magic like meteor, still its VERY effective vs any unit. Some guys reported they killed BGK at singleplayer with that spell alone. Works for 2 rounds or 1 full (no idea). 1 round usually enough to either make enemy flee or kill or get killed. if enem yretreats automatically turns off. DOES friendly fire.

The main problem is that you have to go HTH and your mage could get killed. Another problem is that usually enemy gets just breaks out but your mage willn't pursue them, so be sure this regiment pursued by other unit or irrelevant for you.
Distance: HtH

Da Krunch
Its not an awesoem spell for 3 spellpoints. Well worth for meteor but effects is lower, and the most annoying thing is a innacuracy. Also delay seem to be little longer than meteor so its harder to hit.
Simply saying its a lobber shot, with little more accuracy and slightly less casualities enemy will suffer.
Distance: About crossbowmen or less.

Gaze of Mork
Same as "Gaze of Nagash" or "Blast"

Brain Bursta
Effect almost the same as a fireball, hoverer i believe it could kill only 1 person at a time. Also weaker than fireball cause doesn't hurt mummies that hard.

Dispel Magic
same as Firemage Dispell
« Last Edit: August 26, 2010, 09:34:53 PM by olly » Logged

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« Reply #2 on: August 26, 2010, 06:40:10 PM »

Strength is tested against toughness, we also believe it helps vs armour though this has never been proven.  If ere we go does boost strength (something to test) is useful vs all opponents.
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alavet
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« Reply #3 on: August 26, 2010, 07:59:36 PM »

For sure add your opinions, I think it will be great if we can quote different users' opinions about eaach spell if needs. (with diff. colours)

As for STR vs TO i acually really forgot WH rules Smiley i just thought that if WS vs WS passed and IF STR not doubles TO (when STR doubles TO unit dies no matter how wounds he have) it has no efect.
obviosly if STR vs TO will get a rather good boost (in case you hit)
« Last Edit: August 26, 2010, 09:37:47 PM by olly » Logged

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« Reply #4 on: August 26, 2010, 08:55:59 PM »

I have read everything. Very interesting opinions about Spells Alavet.

Da Krunch is very good spell... Its like a Lobber hit which enemy cant guess: in middle of battles, a stationary regiment will receive a big damage. Makes my brother scream when receives the impact.

Fire Swords should be Level 2. (throws 7 swords, yes, with high unaccuracy)

Black horror Arzubanipal should be Level 2. (like Cold Wind with bigger radius)

Ice Shards is very good spell, if you know how to target. There is a specific point to make all shards hit the enemy causing up to 10 kills (in fact they are 10 shards).

« Last Edit: August 26, 2010, 09:36:49 PM by olly » Logged
olly
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« Reply #5 on: August 26, 2010, 10:04:17 PM »

Great work Alavet, this Topic definetly deserves to be a Sticky!

I personally love using Shield of Cold to protect my chosen troop against Missile fire, since there is only 1 Shield of Ptolos.
 
Smiley

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« Reply #6 on: August 27, 2010, 05:32:58 PM »

Really nice job alavet, when the discussiono here is finished I will add the texts to the Magic Item category.
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« Reply #7 on: August 27, 2010, 06:08:07 PM »

Great work Alavet, this Topic definetly deserves to be a Sticky!

I personally love using Shield of Cold to protect my chosen troop against Missile fire, since there is only 1 Shield of Ptolos.
 
Smiley



i dont find shield of cold or shield of ptlos to be very effective, but when you cast shield of cold on a regiment with shield of ptlos than such a regiment can survive a lot and i mean A LOT :]

and imo best spells out of each magic school are:
- The Burning Head
- Ice Shards
- Fists of Mork
- Blade Wind
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alavet
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« Reply #8 on: August 27, 2010, 07:45:05 PM »

well i thought like maybe you have some insight at mechanics Smiley and ya, maybe we should so the same for items
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« Reply #9 on: August 29, 2010, 05:55:01 PM »

@Wkurwiony: I just hated once when "Shield of Ptolos + Shield of Cold" on my Pistoliers failed.

I thought, what a wonderful reason to continue combining both. Cry
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« Reply #10 on: August 29, 2010, 06:56:01 PM »

well its still a dice roll game, i remember that regiment survived 3 direct mortar hits with one troop dead, and if this combo fails you have, you have to be unlucky ;]
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« Reply #11 on: August 31, 2010, 04:35:06 AM »

I find that the Ice Spell and Shield of Ptolos totally depend on the level of the attack being absorbed. You can't always expect to go unscathed when a unit is hit full on from a Mortar Blast but I've seen it happen. Both soak up typical attacks like Arrows very well and serve as a solid protective buffer for any regiment you want to push on towards enemy artillery or archers. They are not a guarantee'd protection but 50/50 chance is you're going to reduce damage by a hefty amount when using them.

Some protection is better than no protection at all. Bare in mind the Shield of Ptolos also increases Armor x1 making it far more worthwhile to have than, say, the Enchanted Shield.


Fireball > Doombolt > Brain Bursta.

Fireball inflicts AoE Fire Damage making it a multikiller Plus you have units that are flammable.
Doombolts are single target but the damage can sometimes be resisted (though not often - Depends on the level of the enemy target).
Brain Bursta is single target and I believe there is a mental check to see if it works - More often than not it's pretty useless against anything other than weak units like zombies, goblins, ghouls etc

Sanguine Swords are very effective (situationally), especially against units persuing your Mage. If an infantry regiment, for example, is trying to chase down your mage and you are at a sufficient distance, you allow the swords to inflict (with decent accuracy as it's a straight line) multiple casualties while simply walking away. Its not good to have this active near enemy regiments engaged with your own troops because friendly fire is possible, though.

Flame Wall is the same, situationally. You can't call a spell 'crap' just because a Human Player might move their regiment out of the way. Depending on the regiment, it can still inflict casualties before they escape and even then it greatly hampers their charge ability making it a very good defensive tool. Offensively, using this with Crimson Bands is DEVASTATING to anything and everything.

Flaming Skull is my No.1 spell of all-time. It can burn right through entire regiments and every hit incurs a mental check which often succeeds. One hit from this spell is often enough to kill Zombie regiments, flee Wraiths, Wights, Ghouls, all greenskins and major damage to flammables (Mummies/Treemen etc). It is by far one of the most lethal spells with WOJ (1 spellpoint) with decent range and speed. It's only situational against fast moving regiments (Cavalry) as they may dodge it or are in a position to catchup with the mage if you risk casting it.

Hawks of Miska is the same concept, minus any damage and minus the requirement of aiming. It's highly effective against any cowardly unit and a big possible bonus against regiments engaged with your own troops when looking to force a flee. Yes it can be easily resisted but when its not it'll kill 'death when broken out of combat' units (zombies etc) instantly and gives a good chance of turning a fight around.

Ere we Go is a big boost to any regiment and I find the results are pretty typical. Greater Strength = greater kill ability. To the person above who mentioned that it ups Damage vs Armor, do consider that some Armorless targets may be carrying shields and I suspect the effect is also the same versus magic shields like Crystal Cloak.

Ironically the most potent anti-magic I find is Mork's Banner. Has a very high dispel chance and instantly kills any magician as soon as they are touched, no exceptions. Beats all spells and Dispel Magic hands down but the problem is it has a huge chance to dispel friendly magic as well from really big range.
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alavet
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« Reply #12 on: August 31, 2010, 06:28:06 AM »

hey guys give me mod rights for thsi thread so i can make it in better view or do it yourself. i need to include post 3 to post 2..

OT
Hey RopeDrink, are you gonna stay at thsi forum for a while? I like that you have long & detailed posts. I wish to see you at the battlefield at the upcoming tournaments
http://forum.dark-omen.org/tournaments-b32.0/
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« Reply #13 on: August 31, 2010, 12:53:52 PM »

@RopeDrink: In my opinion, Spelleater Shield is the most effective anti-magic. More than a shield, performs as a Forceshield. Obviously can negate most of your magic attacks since absorbes almost everything in its area.

As alavet says, you should take part in a DO tournament (if you like competition).
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« Reply #14 on: August 31, 2010, 05:32:22 PM »

From what i've observed of them:

I think hawk of mista forces the enemy to take 2 fear checks, once at the start of the spell then a 2nd check half way though.  its quite effective vs stuff with ldership 7 or less but it's effectiveness rapidly drops.  Your lucky to panic elves at lvl8.

Blade wind works like h2h combat, I disagree with Jero though i think it goes thou w/s toughness and unusally for a spell armour before it hits.   Like hawks i think it has 2 rounds and if it gets any hits in those rounds it causes a fear or panic test.  I used to like/dread this spell alot however most mods make low class units tougher and it seems to be less effective now,  its handy in that you dont need to aim or have LOS for it to work.

Edit - done a bit of googling the only mention i could find of blade wind said it tests vs w/s and armour only ignoring toughness.  This is quite possible how it works in DO.
« Last Edit: August 31, 2010, 05:43:45 PM by Darkmancer » Logged

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