Spells

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RobB
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Spells

Unread postby RobB » 05 Nov 2007, 03:07

If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/375
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RobB
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Spells

Unread postby RobB » 05 Nov 2007, 03:07

Does anyone know the precise limitations of the Town Gate spell? I was afraid people could access a "closed" area on my map just by using TG, but it seems that, even with the gates open, they can't, so the manual's "to the nearest town" is certainly not true.



Also, because I can't find anywhere else suitable to put it: what are the effects of the "special" terrains if any? If I recall correctly, in H3 you couldn't cast spells on cursed ground and got extra effects on its opposite - I don't think that happens in H4.
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Muszka
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Unread postby Muszka » 05 Nov 2007, 12:21

What do you mean exactly on "closed area"?



The Terrain will only influence, the walkers and the walking, both on adv. map, and combat.

(BTW in H3 SoD you can cast lvl 1 spells in cursed ground.)
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RobB
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Spells

Unread postby RobB » 19 Nov 2007, 01:01

By "closed", I meant sealed off by a Quest Gate or similar. I note caravans also don't work into such areas.
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Muszka
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Unread postby Muszka » 19 Nov 2007, 07:02

Although I haven't checked, I think it should work. The Caravan uses a different logic.
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Kalah
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Spells

Unread postby Kalah » 19 Oct 2012, 21:06

This is the kind of spell system I want for future Heroes games; simple to learn, also with penalties for using magic incompatible with your hero's faction.
In War: Resolution, In Defeat: Defiance, In Victory: Magnanimity, In Peace: Goodwill.


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