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Chapter 9 - Magic

The Level 1 Magic Guild was successfully constructed, and a gray-white building appeared in the city list. Rhodes clicked directly into it.

A Level 1 Magic Guild has a total of 5 random spells. As long as one possesses a spellbook and enters the Magic Guild, these 5 spells will be automatically learned without any prerequisites.

The Magic Tower in Necropolis generally does not feature healing spells or human castle spells like Shield of Protection, but it has a high probability of featuring Earth Magic.

The five spells that appeared this time were Shield of Protection, Fire Enchant, Slow, Stoneskin, and Curse.

Three of these 5 spells are Earth Magic, and two are Fire Magic. All are quite practical, with not a single useless spell among them. Very good!

First is Shield of Protection. Without Earth Magic bonuses, it consumes five mana points. The selected friendly unit takes 15% less damage when engaged in melee combat.

At the beginner level of Earth Magic, it consumes 4 mana points, and the damage reduction remains 15%. At the intermediate level, it consumes 4 mana points.

Melee damage taken is reduced by 30%, while at the advanced level of Earth Magic, it applies Shield of Protection to all friendly units, reducing damage by 30%.

It's important to know that most spells in heroes of might and magic are for legions, not individuals. Even if you cast it on one troop, that troop still has hundreds or even thousands of people.

According to the spellbook's description, if used in Azeroth World, it will select a unit within a specific area, with a number of people between 1 and 9999.

1 is the minimum troop count in heroes of might and magic, and 9999 is the maximum number of troops a single hero can command in one stack.

This means that as long as the number of people does not exceed ten thousand and they are standing close together, Rhodes can cast one spell and directly allow ten thousand people to enjoy the benefits of Shield of Protection.

If he obtains advanced Earth Magic, then all troops within Rhodes' line of sight can receive the Shield of Protection buff.

And the duration has also changed from turn-based to a specific time.

One point of Power can last for 3 minutes. Currently, Rhodes can cast Shield of Protection on one troop for 6 minutes. (All other spells last for this duration, one point of Power for three minutes.)

The second Earth Magic spell is Stoneskin. This directly increases defense. The mana cost and duration are the same as Shield of Protection.

Defense increases by three points. Beginner Earth Magic reduces mana cost by one point. Intermediate increases defense by 6 points, and the highest level increases defense for all units by 6 points.

Shield of Protection can only reduce melee damage, but Stoneskin can directly add defense, protecting against magic, melee, and ranged damage.

Generally, if Stoneskin is available, casting this spell is actually superior to Shield of Protection.

During decisive battles, ranged magic usually flies everywhere, so this spell is more effective.

The third spell is Slow, which can reduce enemy movement speed by 25%. Beginner reduces mana cost by one point. Intermediate reduces movement speed by 50%. Advanced reduces movement speed for all enemy units by 50%.

This spell is also very effective when used. If all enemies are affected, it will be very advantageous in a decisive battle. Even if the enemy uses dispel magic, it can buy one round of spell casting from the enemy.

Next are two Fire Magic spells. The first is Curse. This spell's effect is similar to Great Haste Slow, also a spell that inflicts a negative status on enemies.

It consumes 6 mana points. The selected unit's maximum damage value is reduced to its minimum damage value. Beginner Fire Magic reduces mana cost by one point. Intermediate Fire Magic reduces the selected unit's damage value to its minimum damage value minus 1.

Advanced Fire Magic applies this buff to all enemy units. In future battles, with one Slow and one Curse, the enemies will be absolutely miserable.

The last spell is Fire Enchant!

It consumes 5 mana points. The selected unit's Fire Magic damage taken is reduced by 30%. Each point of Power lasts for one minute.

Beginner reduces mana cost by one point. Intermediate increases resistance to 50%. Advanced applies the buff to all units.

Aren't all these 5 spells incredibly powerful?

They are all legion-level defensive spells. Very useful.

Adding the Magic Divine Arrow that comes with his spellbook, Rhodes' spellbook now contains 8 spells, 6 of which are from the heroes of might and magic III world, and two are newly learned spells.

However, the legion-level spells from the heroes of might and magic III world are indeed very powerful, but the frustrating thing is that each hero only recovers 1 mana point per day.

He has a total of 20 mana points. He consumed 7 mana points yesterday, plus what he recovered last night, he now has a total of 14 mana points.

This mana is only enough to cast two Magic Divine Arrows, or auxiliary spells, or to cast Holy Light Flash and Frostbolt.

Currently, Frostbolt is actually his most suitable output spell, as ten Frostbolts only consume one mana point.

What a pity! He can only recover one mana point per day. There are no magical wells or similar things here.

Wait, fast mana recovery!

A flash of inspiration suddenly struck Rhodes' mind, and his gaze immediately fell upon Jaina who had just woken up.

In Warcraft 3, the Archmage has a very practical aura skill called Brilliance Aura, which can continuously restore mana to all surrounding units.

And in the World of Warcraft game, mages can create Conjured Mana Buns and Conjured Mana Spring Water to restore mana and health for their teammates.

It's quite powerful when doing 5-man dungeons. Before fighting the Boss in a raid dungeon, everyone basically has to sit around and have a big meal.

Azeroth World also has various potions that can restore mana, all of which can help him quickly recover magic.

In addition to that, there are skills. mages also have Arcane Intellect, which can increase the target's Intelligence attribute, meaning it can increase his Knowledge and thus increase his mana points.

In that case, his mana cap can break through 20! There are also various blessing skills of the Paladin. Blessing of Wisdom can also help him continuously restore mana.

If his conjecture is successful, these two skills from the mage and the paladin...

One can increase his mana cap, and the other can help him restore mana. If he also adds mana-restoring potions...

That would be incredibly powerful!

If he can quickly restore mana, then even if Rhodes stands at a distance casting Magic Divine Arrow, he would be a super artillery platform, and his output firepower would be terrifying.

"What's wrong, Lord Rhodes? Is something amiss?" Jaina asked curiously, seeing Rhodes staring intently at her.

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