Long time since I did this ;)
~Force wizard~
- special raical ability -
Lord doesn't have access Magic guild. He gets its own spells on level lvl 5, 10, 15.
-special talent-
Lord can cast "lode coated" and "fullmetal" on its own troop. Lasts one turn. Costs 5 mana.
- special raical spells -
Lvl 5:
- Raise stone - raises a stone from the ground for 1 turn that covers 1 empty title. It has 100+30*CL= HP.
- Mass wasp swarm - does 20+20*(CL-5)+SP*8 damage on a 3x3 field and backs them up by 0.2 atb scale.
Lvl 10:
- stone spike - does 15+18*SP damage on an 2x2 field.
- blooming ground - creates a 2x2 bush that makes ally units invisible and get 50% range resistance.
Lvl 15:
- raise wall - creates a 1x3 free title wall on map. The wall has 50+50*CL= HP. (press shift to make it horizontall)
- raise roots - creates a field of roots on a 4x4 area that lowers everyones speed to 0. Troops take 15% more elemental damage.
- Units -
-Gremlin builders - (shooter, builder)
(builder- unit can heal 4*N hp of an other unit, and can overheal)
-Statue gargoyle- (elemental, flyer, immune to air, magic shield 50%)
-Mountain golems- (elemenal, immune to earth, attracts air, magic shield 60%, immune to poison)
(attracts air- this unit steals all damage from air elemental spell casted around him)
-Forrest wizards- (shooter, caster, no range penalty, piercing shoot)
(spells- magic punch (10+12*N damage), earth spike (10+6*N damage))
-Dune genies- (flyer, large creature, earth strike, ignore defense 30%, range awoidance 40%)
(earth strike- deals bonus 5 damage for each unit in this stack)
(range awoidance 40%- takes 40% less range damage)
-Cave guardians- (large creature, whirllwind, magic shield 40%)
-Ancestors- (large creature, ignore defence 40%, immune to magic) |