Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
New Server | HOMM1: info forum | HOMM2: info forum | HOMM3: info forum | HOMM4: info forum | HOMM5: info forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Temple of Ashan > Thread: Duel Map Revival!
Thread: Duel Map Revival! This thread is 5 pages long: 1 2 3 4 5 · «PREV
Vavlts
Vavlts

Tavern Dweller
posted August 10, 2017 08:29 PM

Elvin said:
GENERAL CHANGES

- Attack and defense stats bonus 3.3% from 5%.
- Light/Dark buffs/curses now affected by spellpower.
- Mass spells cost 90% atb from 50%
- Unit spells last for 2 turns only.
- Starting army morale +1 from +2.
- Luck bonus +65% from +100%.
- Ballista dmg improved, shots reduced to 18(6 attacks with triple ballista).
- Tent heal and hp improved, 5 uses from 3.
- No ammo cart, making the use of ranged units more tactical.
- Destructive spell cost and damage rebalanced.
- Cold death unavailable, ice spells improved.
- Logistics removed.
- Enlightered removed, key abilities merged with sorcery.
- Useless perks removed, easier skill requirements.
- Skill text on level ups show what each ability unlocks.
- Special artifacts now allow each faction to change its stat orientation! From might to magic and vice versa.



WHAT IS NEW: FACTION GAMEPLAY



ACADEMY

- Artificer lvl 3 is back, with initiative and magic protection rebalanced. That means that academy has better passive stats against might factions while games vs dungeon will be fairer. Consume artifact has also been rebalanced in terms of restored hp and casting frequency.

- Summoning is now a bit less spellpower dependent which helps with the wizard medium spellpower and mass spells curses also benefit from it. Academy is one of the 3 factions with access to armageddon.

- Gargoyles are now mechanical and can be repaired, battle-mages are more competent shooters, djinn sultan random spells are cast at expert mastery and titans can now call storms 2 times.
Third djinn alternative added, the efreet(fire immunity/fire shield/magic proof)!
Third rakshasa alternative added with dash and no retaliation, a bit weaker than rajas but faster.
Third Titan alternative added, the colossus with increased might stats and call lightning but no ranged attack!

DUNGEON

- Dungeon's native magic schools are now destructive and dark, which is not only more fitting but also more balanced. Destructive spells are now more effective but also more expensive. Dungeon is one of the 3 factions with access to arnageddon, though use of empowered armageddon is forbidden due to balance issues and a number of bugs. Access to light gives a good gameplay alternative.

- Its might department has been improved: Rider, minotaur and dragon initiative has been increased, sisters and minotaurs more durable, assassin poison improved, invisibility can be used twice, aura of bravery improved(+2), wheeling attack improved, hydra regeneration improved, matriarchs gain no melee penalty, mistresses gain swift attack(combo with slow) and red dragons are now immune to mind spells.

HAVEN

- Haven starts with 6 priests pre-trained but cannot train more into cavaliers. Training cap has been increased to 50, making archer/footman/priest training more effective. Peasant/footman speed/init has been improved and there is also a third option for archers and priests: T2 has longbowman for scattershot(3x3 aoe for 50% dmg) and T5 has battle-priests that are more battle oriented with ranged retaliation but no spells. Zealots now have dark magic while inquisitors have light. Both have access to cleansing and purge.

- Haven's lack of mana has been addressed though its racial: Benedition now unlocks spirituality for extra mana. The underwhelming retaliation strike now unlocks unstoppable charge for triple damage.
Mass spells now consume 90% of hero turn so they are less spammable. Haven remains the only faction that can get both empathy AND retribution.

- Trainable unit changes aside, battle griffins can dive instantly and seraphs can cast mass bloodlust(other than divine vengeance).

INFERNO

- Gating now costs half a turn and reinforcements appear faster at the cost of slightly reduced numbers. Mark of the damned now costs 4 mana.

- Destructive is a little more appealing due to the demonlord's increased spellpower and access to armageddon. Access to light gives a good gameplay alternative. Due to high stats in attack/knowledge, inferno has no access to triple ballista.

- Imp mana draining has been reduced, horned grunts are tougher and more explosive, leaper special has been nerfed, cerberus dmg/hp has been improved, succubus mistress dmg has been improved, seducer now has puppet master spell instead of seduction(easier to counter but also works with vermin special), nightmare specials have been swapped with fiery ones being the offensive and grey ones the defensive upgrade, pit lords have improved speed/init and spell mastery plus 25% magic proof and devils are now a little tougher and fearless. Arch demons now have 7 speed like archdevils.

NECRO

- Necromancy bonuses have been reduced but skeleton archers have been improved, with 25% magic/50% ranged protection and skeleton warriors can no longer protect allies from ranged attacks. Specter speed has been improved, vampire lords are more offensive, princes' torpor has been nerfed, master liches now have death cloud and arcane crystal instead of suffering, banshee wail has been improved.
Necromancy includes mark of the necromancer for mana leeching and banshee wail that reduces enemy luck/morale/init.

- Mass dark now consumes 90% of hero turn but is also improved by high spellpower. Defense skill and stat gain has been a little reduced so the units will be less resilient. Access to light gives a good gameplay alternative. Your warmachines do not give triple ballista but necro is the only faction with access to plague tent and has the best healing tent in the game.

SYLVAN

- Sylvan has limited favoured targets. Imbue magic now costs 10% init so it cannot be used immediately but also places you after high druid channeling.

- High druid channeling bonus works well with every magic, including buffs/curses. More rain of arrows alternatives: Wasp swarm is accessible by default, despair(now t4) appears in library more frequently and lightning stun has been improved. Sylvan warmachines have access to imbue ballista but not triple ballista, making the skill a bit more balanced. Aura of swiftness is no longer part of leadership so one turn charges have been weakened.

- Sprites, blade dancers and master hunters have been improved to match their alternative counterparts, high druid channeling has a +8 bonus cap, third druid alternative added with access to summon elementals and summon hive, pristine unicorn special now duplicates spells on advanced mastery and crystal dragons are now immune to insta-killing effects.  

FORTRESS

- Runes have limited resources. At the same time, all runes of the same tier now cost the same resource so there are no resource conflicts between tiers and tap runes increases your mana reserves.
Rune of dragon form has swapped tiers with rune of resurrection and rune of charge is banned.

- Dwarven medium spellpower doesn't make them natural destructive casters but they work fine with ignite and have been given access to fireball by default. Flamelords and priests can apply mark of fire that is a reliable way of increasing your fire damage. The mark now triggers more often but has reduced bonus. Needless to say, fortress has no access to armageddon. Access to dark and summoning gives some good gameplay alternatives and their warmachines are the best in the game due to runic machine init bonus. Defense skill has been reduced so they are not as invulnerable anymore. Fortress is the only faction with access to offensive and defensive formation. Also, dwarven luck has been banned, making destructive/dark matches fairer.

- Skirmisher crippling has been improved, berserkers now have increased stats and unlimited retaliation, giant slayer and bash, thanes and dragons have reduced hp and liquid dragon flame has also been improved. The ban of ammo cart now requires more tactical shooting with skirmishers and priests due to their limited shots.
Third berserker alternative added, the brawler with rage of the forest.
Third priest alternative added, the earth shaper with firetrap and stoneskin. Rune priests retain crossfire and firewall but also get bless, while flame keepers have fireball and also get haste.

STRONGHOLD

- Bloodrage now reduces damage less, making orcs more susceptible to early attacks and destructive. Lvl 3 abilities are accessed easier but their effects have been rebalanced and all warcries give the same amount of rage. Some rage abilities and warcries have been tweaked. Horde's anger is no longer in the game because it was essentially a might destructive spell.

- Orcs no longer gain spellpower in level ups but the crystal of revelation guaranteeds -1 to enemy sp with might over magic. Further reduction can be achieved by buying spellpower artifacts. Due to their high att/knowledge stats, orcs do not have access to triple ballista. Shatter destructive has been removed because the combination of rage reduction and defile magic was too powerful. The other shatters contain a weaken perk and their respective special abilities. Battle elation from leadership now unlocks bloodfire which needed a proper build to carry its rage momentum. Aura of swiftness is no longer in the game, which prevents first turn charges.

- Defile magic now triggers more often for a more reasonable effect, centaur and warrior upgrades rebalanced with nomads gaining crippling shot and maulers becoming tougher. Red shamans can now cast chain lightning immediately and executioners have 8 speed so they do not require tactics to charge. Both t5 units are immune to puppet master. Pao kai now have stormstrike instead of lightning breath, which was bugged on retaliations. Foul wyverns have improved stats and venom, untamed cyclopes now have 10 init.



SKILLWHEEL ~ TLDR VERSION!

ATTACK

Frenzy
Tactics -> Offensive Formation [Fortress]
Archery
Excruciating Strike[Inferno(motd), Orc(powerful blow]

DEFENSE

Vitality -> Last Stand / Defensive Formation [Fortress]

Evasion -> Stand your Ground -> Preparation

LUCK

Soldier's luck -> Misfortune / Critical Hit
Erratic mana -> Warlock's Luck
Resistance -> Warrior's Luck [Haven, Inferno, Sylvan, Orcs]

LEADERSHIP

Steel Resolve(+2 Def) -> Retribution
Divine Guidance -> Empathy
Artificial Glory -> March of the Machines / Retribution [Academy]
Battle Elation -> Retribution / Bloodfire [Orcs]
Runic Attunement -> Retribution [Fortress]
Divine guidance -> Empathy / Retribution [Haven]

SORCERY

Arcane Training -> Spirituality(+30% mana)
Magic Insight -> Swift Mind / Teleport Assault
Sap Magic -> Mana Burst / Counterspell -> Distract

DESTRUCTIVE

Master of Fire -> Ignite / Fiery Wrath
Master of Ice -> Cold Steel
Master of Storms -> Sap Magic


LIGHT

Master of Blessings -> Eternal Light / Refined Mana
Master of Wrath -> Stormwind
Master of Abjuration -> Guardian Angel
Twilight [Haven(Benediction), Dungeon, Necro(Banshee Howl)]

DARK

Master of Curses -> Dark Renewal
Master of Mind
Master of Pain -> Corrupted soil

SUMMONING

Master of Summoning -> Elemental Balance / Fire Warriors
Master of Earthblood -> Fog Veil / Runic Armour [Fortress]
Master of Animation -> Banish

WARMACHINES

First Aid Tent -> Plague Tent [Necro]
Ballista -> Triple Ballista [Hav, Dwa, Dun, Aca] / Imbue Ballista [Sylvan]

(Orcs, Sylvan, Inferno, Necro no access to triple ballista)



GATING

Consume Corpse
Hellfire -> Hellwrath
Mark of the Damned

NECROMANCY

Banshee howl
Spirit Link

AVENGER

Imbue Arrow -> Rain of Arrows
Favoured Enemy -> Forest Guard Emblem

COUNTERSTRIKE

Benediction -> Spirituality(+30% mana)
Retaliation Strike -> Ultimate Retaliation

ACADEMY

Magic Mirror
Mark of the Wizard
Consume Artifact

DUNGEON

Empowered Spells
Elemental Vision

STRONGHOLD

Powerful Blow -> Stunning Blow
Memory of our Blood
Might Over Magic

RUNELORE

Runic Machines
Greater Rune
Tap Runes

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Vavlts
Vavlts

Tavern Dweller
posted August 10, 2017 08:33 PM

Hello Im new to this bussiness. Can somebody elaborate what Dual Maps is? Is it a mod, or a map? Thanks

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
The_Polyglot
The_Polyglot


Promising
Supreme Hero
Schrodinger's Fatass
posted August 13, 2017 10:56 PM

It's both, basically. A simple, self-contained mod that is also a playable map in its spare time. H5 has this nifty little feature of turning maps into stand-alone mods if you know what you're doing. I think it's because the formatting of map files and mod files is really really similar. Of course we've since gone a step further and now you need a hardpatched exe to play the map as intended.
____________
Say no to crack, say yes to kraken!
Anonymous

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted August 14, 2017 05:16 PM

My apologies for the late reply, I was away for a few days

In short, the duel map is a modded map with a focus on strategy and tactics. You spend 5-10 mins to level up, develop your hero build, buy artifacts, warmachines, army and then you face your opponent in neutral territory. There is no creeping, just a day's worth of preparation before a final battle.

The advantage compared to regular maps is that there are a lot more viable hero builds and better creature balance. That and the short amount of time it takes to face your opponent which might otherwise take a few hours in a normal map. Hence, duel map.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted September 24, 2018 09:41 PM
Edited by Elvin at 13:59, 24 Feb 2019.

Tactical Duel Map 24/02/19


New update, only requires 3.1 to play. No modded exes or H5.5.

Massive changes again, the interesting bits are bolded in the masterpost. Here's how factions play out:

First off, all classes get two free magic skills with the goal of improving your spell pool and spellcasting combos without making the heroes passively stronger. The skills come on expert so you can save one for after levelling. Orcs get two free (toned down)shatters instead.

HAVEN

Factions normally get 20k for artifacts, mentoring and warmachines. Haven gets 30k so at least 10k can go to training extra archers, footmen or priests. Priests have exchanged some hp for improved dmg so they are a more viable training choice. At expert training you can get 36 archers, 33 footmen or 12 priests. Since armies are pre-bought, you cannot sacrifice your swarm of conscripts for extra trainees. With the inclusion of DV and holy word, the magic class can make better use of its spellpower(along with regeneration/rez).

INFERNO

Demon explosion is well worth using(twice!), leap is toned down, seduction has been swapped with untrained puppet(so not possible to have two enemy-controlled units) and archdemons can relocate from 2 tiles away - Enemy front row units are no longer safe! Consume corpse is back to help the magic class and triple ballista gives a further boost to might. Magic class makes all magic choices viable.

SYLVAN

Dancers, treants and dragons go up one tier and summoning replaces destructive. Imbue arrow strategies work fine with little (or even no) destructive mastery with the return of triple imbued ballista and uncapped druid channeling. Rain of wasp swarm also a fun possibility for the druid class while summons are excellent. Worth noting that druid natural spellpower is not very high so high druids are important for them.

DUNGEON

Summoning has been exchanged with dark. Most units have a tier upgrade except matriarchs. Matriarchs get hexing ranged attack and mistresses 13 init for better use of invisibility(plus hexing). Reds are now mind immune so they are useful vs dark magic. Warlocks have an abysmal knowledge but sorcery tree helps with both mana and swift mind. Might dungeon has improved defense but is mostly offense-focused. Works well with mass spells and wm.

ACADEMY

Few changes though more spell combos are now available. Magic protection arties have been removed, consume artifact toned down and magic mirror is now accessible to all factions as a resistance upgrade(at 10% chance). Genies are no longer random casters but closer to their H4 version(haste/slow/RM/suffering/phantom). Academy 'might' class has balanced stats(25/25/25/25%) so magic remains an integral part of their gameplay.

NECROPOLIS

Vampires, liches and wights have gotten a tier up. Poltergeists have life drain and banshee wail has been boosted. Plague tent(now necro unique) has doubled tent bonus. Necro might lacks leadership and has low odds for luck but is tough and reliable.

FORTRESS

A destructive gameplay is now viable, especially now that destructive has access to firewall, fireball and armageddon. But mark of fire has its bonus halved and priests/flamelords are now 50% fire resistant instead of immune. Battleragers are a little slower, berserkers gain giant slayer, flamekeepers gain crossfire and liquid breath lasts longer. Thanes and dragons get a tier up. Units are overall stronger but fewer. Rune levels come in pairs: Exorcism vs buff steal, berserking vs ethereal, dragonform vs thunderclap and battlerage vs rez. Resources are a bit more restricted.

STRONGHOLD

Goblin defile has been improved and there is a beastmaster class alternative that favours defense over attack. Goblins will now switch sides at 25% and centaur nomads have full retaliation with maneuver. Centaurs, executioners and wyverns get a tier boost. Sky daughter cannot cast chain on first turn but sacrifice allows them to cast for the next two turns. Wyvern regeneration and venom is boosted while paokai scavenger is nerfed and its bugged lightning breath has been replaced with stormstrike. Cyclopes retain ranged penalty but gain full range, making goblin throws more effective from a distance.




SKILLS

Hero attacks are now a viable strategy. Powerful blow allows two attacks per turn with improved stun and doubled damage from excruciating strike.

Preparation is easier to get and you can base your build around it.

Artificial Glory accessible to all. Morale ballistae are a thing and they also boost empathy!

Twilight accessible to all. Nice for Light/Dark casters.

Magic Resistance now unlocks a 10% Magic Mirror. Bouncy fun ^^

Luck has been reduced to 50% but critical hit can upgrade it to 75%.

Sorcery has two paths: One for mana and swift mind, another for counterspell and distract.

Triple Ballista accessible to all but shots are limited to 18.

First aid tent has numerous uses but heals 100hp max. Necro tent heals/plagues for 200hp.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Slior
Slior

Tavern Dweller
posted March 18, 2019 12:04 PM

heroes of might and magic 5:tribes of the east crashed

my game was crashed and i dont know what i have to do. its do for me: creautrevisual/gamemechanics/creautrevisual/creautres/Haven/Peasent.xdb#xpointer(/creautrevisual) has invalid or missing animcharacther.
what tis is mean and what i have to do???

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted March 18, 2019 01:51 PM
Edited by Elvin at 13:44, 19 Mar 2019.

Are you using Tactical Duel Map 2.3 which is uploaded in the masterpost? There should not be any errors because it's been tested, unless you have other modded maps in your maps folder(or creature mods in your UserMODs folder) that cause a conflict for whatever reason. Try with just this map in your folder and no mods and see if there are any issues. I redownloaded the map from this link to make sure and it worked normally.

EDIT:

Seems the issue was unrelated to the map after all. Please ask in a FAQ or in a new topic because I spent my time on pointless tests.

Thank you.

____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted March 18, 2019 02:18 PM

nice to hear u did it again Elvin!
If u create a new contest, count me in! Weekends ill try ur map and rdy for action!
____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted March 18, 2019 02:26 PM

Cheers diegis
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted March 18, 2019 05:17 PM

btw, is this a H5.5 map who doesn't need the mod 5.5, right?
____________
dacian falx behind you
-knowledge itself is power-
www.cabinet-dentaire-malaunay.fr

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted June 29, 2019 01:47 PM
Edited by Elvin at 22:06, 02 Jul 2019.

Just 3.1 as usual.



Have started updating the map again, link to current version will be uploaded soon. Here are the main changes:

First off, the hex-edited exe will return. This means that..

- 0-5% starting atb so units will actually play by order of initiative.
- Mass spells cost 90% atb so they are not as spammable.
- First aid tent heals 200hp, making it a lot more useful.
- Artificer magic protection reduced, armour-breaking improved etc.

Onward to the new changes!

MAGIC

Heroes can now learn spells without wisdom or the appropriate magic skill! This will improve your spell repertoire, giving you more options and spell combinations. To that end, untrained spells have been improved and are roughly 25% weaker than spells cast on expert. For the player's ease, there are 5 mage vaults each teaching a number of random spells of its tier. You can visit them all, then open your spellbook and see what you got! Like before, you can learn a magic skill of your choice before levelling.

SKILLS

Morale now has a 5% chance to trigger and gives 80% boost. At expert leadership, you have 25% chance for morale and this can further be improved by faction abilities as the cap has been removed!

First aid tent is back to 200hp but necropolis heroes and haven clerics(but not knights) are at 340hp. Plague tent is only available for classic evil factions like necro, inferno and dungeon.

Soulfire is back for inferno! Now it causes an fireball explosion for 475dmg and can be further boosted by destructive(600dmg), ignite and shatter armour

FACTIONS

Might dungeon has felt problematic due to the nature of irresistible magic. Dungeon is great with improved might stats plus dark magic but the racial itself was not of much use. As such, the overlord's elemental chains have been boosted to 70%(warlock chains are 35%) so the dungeon units can hit really hard where they find weakness. With base stats at 10/4/7/4 and good use of chains you can even make destructive useful. Light and dark have chain potential but now destructive is a viable option too. Cold steel and fiery wrath further help in that direction.

Haven has 10k gold for training but it can allocate some of its artifact money there. Priests have much improved shooting power at the cost of hp, making them a more appealing training choice. Benediction(appropriately renamed to prayer) now gives 2 morale/attack/defense, making haven one of the few factions that can get 35% chance for morale. Finally, both archers have full range but marksmen have precise shot within 4 tiles while longbowmen can use scattershot for ranged aoe.

More to come.

____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 09, 2019 11:20 AM

So... New duel tourney soon or something? A shiny will be granted to the winner
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted July 13, 2019 08:23 PM
Edited by Elvin at 20:31, 13 Jul 2019.

Maaybe New changes!

MAGIC

New spell introduced, the infernal chain! (Special thanks to Marco) It works like chain lightning except it is fire based and its damage is not reduced with each jump. It does not work with sorcery so it is reserved for unit spellcasters for the time being.

UNITS

- Seraphs are no longer DV casters, they join the fray and [drain life] like their HoF counterparts! For the sake of balance, they have 70% of the archangel's damage and hp. They also have curse immunity to cover their wide damage range.

- Zealots are the new [Divine Vengeance] casters The problem with seraphs being hybrid offensive casters was that the longer you waited for enemies to get more kills, the more seraphs you would lose. Zealots work better since they are not in the thick of battle.

- Blood sisters now have [war dance]. No longer the tankier version of blood furies, they serve to soften up enemies on the front row.

- Sprites now have [pixie dust] instead of wasp swarm, which allows them to randomly bless allies or curse/dispel enemies three times. They remain the 'spellcaster' upgrade but a little more random ^^

- Sky daughters how have a variety of spells: Haste, slow, chain lightning, [infernal chain] and meteor shower! Of the latter three, all cost 16 mana. Chain lightning has the highest modifier(x30) and loses power per jump, while infernal chain has a weaker modifier(x14) but deals full damage to each stack it hits. Meteor is slightly weaker(x13) since it can potentially hit more enemies. Starting mana is 10 and sacrifice adds 22 so you can cast two high level spells in a row.

- Succubus mistress also gets one use of [infernal chain]. Compared to her chain shot when used by a might hero, it does a little more damage - Unless you get luck or shoot from close range. Of course, it doesn't get halved per jump so it's a good starter.

- Shadow matriarchs now have [weakening strike] so they apply -2 att/def per attack, ranged or melee.
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: Next Thread » This thread is 5 pages long: 1 2 3 4 5 · «PREV
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1082 seconds