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Trials of the Gods, Blog Post #3: Spells  (Read 5516 times)

Offline Umaro

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Re: Trials of the Gods, Blog Post #3: Spells
Reply #2 October 17, 2016, 09:04:14 AM
Sounds great, can't wait to read about that new type of quest  ;D

Online Zack

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Trials of the Gods, Blog Post #3: Spells
Reply #1 October 17, 2016, 09:01:46 AM
Our upcoming 'Trials of the Gods' expansion features a new upgrade called the Arcane Refinery which allows you to enchant and disenchant your Spell Gems.

The Arcane Refinery works much like the enchanter does for artifacts - simply select the Spell Gem you want to modify, then you'll be taken to a menu where you can either select a new property to add to the gem, or an existing property that you wish to remove.

Enchanting a Spell Gem costs a certain amount of resources, plus one of several new components. Each property requires a different component - for example, Topaz Dust allows you to add the 'Cast When Hit' property to a Spell Gem. These components are not obtained through normal means - instead, you'll have to complete a new type of quest which will be discussed in the next blog post.

One important thing to note is that you still can't add properties to Spell Gems if that gem couldn't have already rolled that property when you found it. The library lists all the possible properties a spell can have, so you'll probably want to refer to those books regularly to plan which properties you wish to add to your gems.



Below is a list of the new spell properties that will be included in the expansion:

Chance to Cast On Dodge
Chance to Cast When Dodged
Chance to Cast On Death
Chance to Cast On Kill
Chance to Cast On Crit
Chance to Cast When Crit
Chance to Cast On Defend
Chance to Cast On Provoke
Chance to Cast At Start of Battle
Chance to Refund Mana
X% of Spell's Potency Is Based On Defense
X% of Spell's Potency Is Based On Speed
X% of Spell's Potency Is Based On Attack

This means that there are now 23 different spell gem properties!

This is also probably a good time to announce that, after the expansion is released, spells that are cast automatically (such as from the 'cast on hit' property') will no longer be as potent as if they were cast manually. They'll deal less damage, heal for less health, and manipulate stats less effectively if your creatures don't manually cast them.



Lastly, let's take a look at some of the new spells coming in the expansion. Keep in mind that these are only 15 out of 100 new spells!

Chaos Spells
Mutilate - Target's Health is set to 1. This spell cannot be cast manually, but has a 10% chance to cast on hit.
Kick - Target takes a moderate amount of damage, plus 30% more damage for each debuff it has. Then, all the target's debuffs are removed.
Demonic Strike - Target takes a moderate amount of damage, plus 35% more damage for each enemy of the same class fighting on the target's side.

Death Spells
Bone Spear - Target takes a moderate amount of damage, plus 25% more damage for each temporary summoned creature fighting on your side.
Spirit Offering - Target loses a large amount of Intelligence, and all your temporary summoned creatures gain 200% of that Intelligence.
Call Famine - Summons Famine to periodically afflict enemies with random debuffs until the end of the battle. Only one Famine can be active at a time.

Life Spells
Chastise - Target takes a small amount of damage. This spell cannot be cast manually, but has a 100% chance to cast when hit.
Holy Fire - Enemies take damage equal to 30% of the caster's Barrier strength.
Star Pact - Enemies take a massive amount of damage. All your creatures (excluding the caster) lose mana equal to 50% of this spell's mana cost.

Nature Spells
Fire Arrow - Target takes a moderate amount of damage and is afflicted with Burn. 100% of the damage is based on the caster's Speed instead of Intelligence.
Lycanthropy - Caster transforms into a random Nature creature with 100% Health. Then, the caster loses access to this spell for the rest of the battle. This spell cannot be cast manually, but has a 100% chance to cast when this creature takes damage while it is below 25% Health.
Wind Shear - Enemies take a small amount of damage, plus 25% more damage for each Nature creature fighting on your side.

Sorcery Spells
Drain Life - Target takes a moderate amount of damage, and all your creatures recover Health equal to 100% of the damage dealt.
Verdant Spheres - The casters casts 1 to 3 of the target's spells in your favor.
Black Hole - Enemies lose their additional, temporary traits gained during battle, and the caster gains a copy of them.
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