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 Post subject: Racial spell "choices"
PostPosted: Mon Feb 09, 2009 02:29 
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Lets get rid of the administrative choices. The magic dust cost is usually low enough anyway.

Race Spells

Name Function
Holy Armor Human, SELF
Decreases military casualties by 15%.

This is not a one-time spell, hourly based so it can have some use if you expect to get hit, so it can stay.

Conservation Elf, SELF
Eliminates 80% of all decay.

I am noob elf-player, so do not know if it is a choice-spell or not. But since I do not know it intuitively it is a choice spell. Should stay.

Preservation Sylvan, SELF
Eliminates 90% of all lumber decay.

good spell.

Aerial Evasion Gryphon, SELF, ONE-TIME
Decrease casualties by 20% and increase return time by 2 hours for next attack.

one of the "best" racial spells! Stay.

Night Strike Shinobi, SELF, ONE-TIME
Increases offense by 5% during the night.

not a choice spell, make it a racial bonus and give it some other spell.

Arcane Conservation Coven, SELF
Eliminates 90% of magic dust decay.

same as sylvan spell.

Paralysis Coven, OFFENSIVE, INSTANT, WAR ONLY
Injure enemy kingdom's ruler hero for 2 hours.

A good spell also! Perhaps give it another one and make this spell global?

Goddess Choice Amazon, SELF
While active, troops train from Witches and rezoning and exploring require Witches.

good one.

Kiss of Death Vampire, SELF, ONE-TIME
When attacking and Kiss of Death is active Vampire Lords "kiss" some enemy peasants and turn them into "The Kissed". The spell only works if your target is at least 67% of your land size. The spell won't be used if you fail the attack.

works.

Brutish Hunger Troll, SELF, ONE-TIME
Converts dead trolls in battles to food.

works.

Ritual of Shadows Dark Elf, SELF, INSTANT
20% of your Sentries are executed and retrained as Shadow Rangers with a 25% conversion rate.

works.

Ritual of Spirits Dark Elf, SELF, INSTANT
20% of your Warriors are executed and retrained as Ghost Sentinel with a 25% conversion rate.

works.

Frost Breath Frostzorb, SELF, ONE-TIME
Increases offensive powers with 10%

Anyone EVER not cast this when they attack? make it a racial bonus and give it some other kind of spell.

Battlefield Scavengers Animator, SELF, ONE-TIME
Gathers 15% of price of units lost in battle while this spell is active.

Exactly the same as the zorb spell.

Ore is Power Animator, SELF, INSTANT
Converts some magic dust to Iron Ore.

Good one, but perhaps add one that converts dust to diamonds also.



Summary:

Night Strike Shinobi, SELF, ONE-TIME
Frost Breath Frostzorb, SELF, ONE-TIME
Battlefield Scavengers Animator, SELF, ONE-TIME

Should simple be racial bonuses. And give those races another spell.

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PostPosted: Mon Feb 09, 2009 06:16 
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Why not give the resource decay ones it as a bonus and then give them another spell as well? As a general rule those have to be on 24/7 so they might as well have them autoon all the time

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PostPosted: Mon Feb 09, 2009 06:22 
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Sacramento Tzar wrote:
Why not give the resource decay ones it as a bonus and then give them another spell as well? As a general rule those have to be on 24/7 so they might as well have them autoon all the time

So should fertility these days. The difference here being the "one-time" vs "duration" spells.

But yes I do get what you mean, as there are other options like the vamp one that could be racial as well.


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PostPosted: Mon Feb 09, 2009 06:35 
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Shinobi: How about give them a spell that will charge their spy rate the same way that Energy Charge increases their mage power? Call it Shadow Charge. Perhaps have it decrease their spy casualty rates on failed black ops.

Frostzorb: Perhaps a new rezoning spell that turns mountains into tundra. That way they can rezone from one to the other without needing to cast two spells and a rezoning. Not only that, but it would allow them to rezone from Highlands to Tundra via two spells instead of a spell and a rezone if they wanted to save their workers. Perhaps call it Winter's Grip or something.

Animators: Give them a Diamonds are power spell (like a few people are suggesting) instead of the current one and they should be fine (at least in the spell department).

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PostPosted: Mon Feb 09, 2009 16:02 
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It might not be a good idea to give zorb +10%ish oop acreage. Most zorbs don't use this spell oop or for late ooping.

and zorbs are so good, just remove the darn spell lol

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PostPosted: Sun Sep 18, 2011 12:12 
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I would like to revive this topic. I remembered about it and well, it makes sense.

I like Racial Spells that are actually choices, instead of default use.

The Gryphon spell is an example of a good choice spell: there are situation where you want to use it and there are situations where you do not want to used it.

The Shin/Zorb/(maybe Human) spell are spells that you will always use anyway. It's not a choice, it's a default. So how about making the these spells a race feature (bonus) and give them a spell that is a choice?

I think though that for example giving Zorb a standard +10% OP + a new spell (that makes the race better) might be too much. So then we can make the race feature something like +8% OP and give them a kick-ass spell CHOICE spell :)


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PostPosted: Sun Sep 18, 2011 13:31 
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I really like the idea of paralysis becoming a global war spell +1


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PostPosted: Sun Sep 18, 2011 14:53 
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Yeah, we actually had a discussion in our pack on this this round.

The only cool spells are the gryph one, the elemental one and the minotaur one. The rest (+x%offense, 15% less cas, halved slave deaths are the worst examples) are spells that you should always always always use when attacking, or in the case of dd, always. Very boring. :(


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PostPosted: Sun Sep 18, 2011 16:22 
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I agree, the DD & Halfer spells are extremely annoying. I would love it if we removed all necessary racial hourly spells.

I am okay with racial one-time use spells, if the one-time serves a purpose. Like zorb, a 10% one time spells makes OOP harder for them, but increases their power after OOP.

Races that I would like to have new spells (in order of importance):

Slavers Whip Dark Dwarf, SELF
Slave deaths reduced to 0.5% per hour (down from 1% per hour) when spell is active.

Extra Hops Halfling, SELF (race is being removed, so no change needed)
While the spell is active, each Brewer produces 5 an additional food/hour

Night Strike Shinobi, SELF, ONE-TIME
Increases offense by 5% during the night.


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PostPosted: Thu Sep 22, 2011 16:51 
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Another good suggestion. Probably ought to wait a round so that we can come up with replacement spells that are balanced and actually make some sense.


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PostPosted: Thu Sep 22, 2011 17:36 
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Yes, we can actually start discussing this like after OOP or so ;)


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