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Old April 22nd, 2007, 10:23 AM
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DrPraetorious DrPraetorious is offline
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Default Re: Dud nations

Obviously it requires a certain amount of thought, but here's a first draft. I'm going to wait until the next patch before I do any more actual coding and testing. Let me know what you think.

Construction 3, Sparks. The master smith shatters an earth gem in his mailed fist, sending the fragments hurtling into the enemy.
EF, 100 fatigue. 15 effects + 5 per level of earth magic. 15 points of fire damage (not armor piercing), precision -3. Very long range.

Construction 5, Purified Lance. A lance of purified steel is sent hurtling towards the enemy at tremendous speed, striking unerringly, inflicting massive damage, especially to demons and undead.
EE, 100 fatigue. Pre 100. 50 points of physical holy damage.

Construction 7, Shrapmetal. A rain of shattered metal fragments falls on the entire battlefield.
EEE, 200 fatigue. AoE entire battlefield. 15 points of physical damage.

Thaumaturgy 3, Word of Steel. The magic-draining properties of iron are deadly to beings of the spheres. Words endowed with their power are a weapon against which these unnatural beings have no defense.
EE, 50 fatigue. Does 25 points of untyped damage to a single magical being. 100 Pre. Do not pass go. Do not collect $200.

Thaumaturgy 4, Bane Metal. Hammers and manacles are used in a sympathetic rite to symbolize the dominance of iron over false Gods and their idols, which are shattered and bound. Holy warriors who see their icons treated such, if theylack the will to resist the magic, will find themselves bound and their bones shattered.
EEEE, 200 fatigue. Strikes all hostile sacred units. Magic resistance negates easily. Cripples and also inflicts false fetters. If I can add side effects in the new patch, this will be two effects so targets can suffer one or both conditions.
Thaumaturgy 6, Iron Rage. (Buff, all friendly units, MR+).
Thaumaturgy 7, Purity of Iron. (Buff, all friendly units, MR+)

I have to decide what the buffs do. Problem - Berserk and Haste are two different effect #s, so I can't combine them unless I can give spells side effects.
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