A few things after playing the new patch here:
Exorcism does terrible damage. There is absolutely no reason to ever use this spell over any other, ESPECIALLY disenchant.
My suggestion, give the spell a cooldown of ~3 turns, and increase the damage to about 40. It's a lengthy ritual meant to purge an individual of posession/purge a foul demon/spirit, etc. Currently, it does a whopping 3-5 damage.
Templar: the AI can build them, but I cant. Why?
Double Swordsmen: The AI can build them, but I cant. Why?
Church: Can't heal friendlies (or perform exorcism). Why?
Templar, Exorcism, Double Swo... and Church IMPLEMENTED
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- DoomCarrot
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Re: Templar, Exorcism, Double Swordsmen (Human) and Church
I agree 100% about exorcism. I have never used it beyond my first experiment with it.
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Stratego (dev)
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Re: Templar, Exorcism, Double Swordsmen (Human) and Church
ok, it willbe
2 cooldown
-80% hp
is it ok?
2 cooldown
-80% hp
is it ok?
- The Pendulum
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Re: Templar, Exorcism, Double Swordsmen (Human) and Church
Sounds good on paper, but i still think it sgould be able to kill lesser things outright, hence the suggestion for 40 damage.Daniel (the dev) wrote:ok, it willbe
2 cooldown
-80% hp
is it ok?
Also, ive noticed there are actually very few enemies in the undeads roster than can be targeted by this spell. May wamt to look into that also.
I would also suggest adding a healing aura and/or excorcism aura tp the church as well.
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Stratego (dev)
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Re: Templar, Exorcism, Double Swo... and Church IMPLEMENTED
ok. please use separate topics for the other ideas