- Joined
- Jul 20, 2004
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Hello,
Revival of the High Elves needs more help from spells creators. Since this is the Spells Request thread I decided to ask here. Maybe you can help with these complicated spells.
Holy Judgment: Creates spirits around the crusader which damage enemy units and heal friendly units.
Level 1 - Creates 1 spirit, heals/damages 20 points per target, 500 radius.
Level 2 - Creates 2 spirits, heal/damage 30 points per target, 550 radius.
Level 3 - Creates 3 spirits, heal/daamge 40 points per target, 600 radius.
Duration: 15 seconds.
Cooldown: 30 seconds (for casting the entire spell).
Ok, now there are quite some conditions I should mention for the spell.
1. Spirits should always change their target. I am talking about INDIVIDUAL Spirits. Of course, if there is only ONE target left then the spirits will heal/damage only it. If there is one target and more spirits, the spirits will change between them who heals/damages it.
2. Spirits heal/damage every second. Also, targets have 1 second cooldown before they can be healed/damaged.
3. Spirits stay VERY CLOSE to the target. That means that unlike Locust Swarm they do not move very far from the caster.
4. Spirits attack/heal animation is the healing wave one. It doesn't mean that they will only heal with it, but also attack with the healing wave animation.
5. The radius is for the caster and not for the spirits.
6. If an unit enters the radius while a spirit didn't attack and doesn't have the 1 second cooldown enabled, then the spirit will immediately damage/heal the unit.
Spell Lock: Locks the positive buffs of an enemy unit or the negative buffs of a friendly unit, making them undispellable. It's auto-castable. Has 60 seconds duration. Can be dispelled. It's for non-hero unit.
One condition. IF a friendly unit is being dispelled, it loses negative buffs along with the Spell Lock Buff. So watch out when you cast SPell Lock!!!
Divine Intervention: Ultimate spell for hero, when cast it reduces all damage taken by hero (From both magiks and attacks) by 50%. Works like Immolation, draining mana from the caster. Drains 5 mana per second.
If anyone can please help, post here so I know that I have some aid and tell me what spell you could do. You will appear in credits for my campaign, which I'm pretty sure that we'll be able to finish. For more info, check this link. Thank you!
Revival of the High Elves needs more help from spells creators. Since this is the Spells Request thread I decided to ask here. Maybe you can help with these complicated spells.
Holy Judgment: Creates spirits around the crusader which damage enemy units and heal friendly units.
Level 1 - Creates 1 spirit, heals/damages 20 points per target, 500 radius.
Level 2 - Creates 2 spirits, heal/damage 30 points per target, 550 radius.
Level 3 - Creates 3 spirits, heal/daamge 40 points per target, 600 radius.
Duration: 15 seconds.
Cooldown: 30 seconds (for casting the entire spell).
Ok, now there are quite some conditions I should mention for the spell.
1. Spirits should always change their target. I am talking about INDIVIDUAL Spirits. Of course, if there is only ONE target left then the spirits will heal/damage only it. If there is one target and more spirits, the spirits will change between them who heals/damages it.
2. Spirits heal/damage every second. Also, targets have 1 second cooldown before they can be healed/damaged.
3. Spirits stay VERY CLOSE to the target. That means that unlike Locust Swarm they do not move very far from the caster.
4. Spirits attack/heal animation is the healing wave one. It doesn't mean that they will only heal with it, but also attack with the healing wave animation.
5. The radius is for the caster and not for the spirits.
6. If an unit enters the radius while a spirit didn't attack and doesn't have the 1 second cooldown enabled, then the spirit will immediately damage/heal the unit.
Spell Lock: Locks the positive buffs of an enemy unit or the negative buffs of a friendly unit, making them undispellable. It's auto-castable. Has 60 seconds duration. Can be dispelled. It's for non-hero unit.
One condition. IF a friendly unit is being dispelled, it loses negative buffs along with the Spell Lock Buff. So watch out when you cast SPell Lock!!!
Divine Intervention: Ultimate spell for hero, when cast it reduces all damage taken by hero (From both magiks and attacks) by 50%. Works like Immolation, draining mana from the caster. Drains 5 mana per second.
If anyone can please help, post here so I know that I have some aid and tell me what spell you could do. You will appear in credits for my campaign, which I'm pretty sure that we'll be able to finish. For more info, check this link. Thank you!