Talk:Development/@comment-5395153-20121008140003

Spell Balancing

These are some ideas to help balance the spells out and encourage multiple spell spheres (maybe use in 1.03.26 patch?)

Alchemy

Charm - +4 merchant skill, +2 per level

Stone Golem - summons multiple stone golems at a higher level. Maybe +1 golem per 2 levels

Bronze Golem - +1 golem per 3 levels

Spellforge - Mana cost 60

Arcane Magic

Corruption - 40% base chance of joining your side instead of 30

Dispel - Mana cost 15/16

Empower - Mana cost 50

Destruction - Mana cost 80

Chaos Magic

All Morph Spells (Combat, Speed, Health, Damage, Tower) - chance of being positive increases by +10% per level?

Drain Mana - Mana cost 16

Morph Resources - Mana cost 20

Increase Casting - Mana cost 35 or +1 casting per level instead of per 2 levels

Wildfire - Deals 70 base fire damage

Divination Magic

Elemental Lore - gives an extra +5 resistance per level

Defence Lore - gives an extra +5 armour per level

See Invisible - base duration 5 mins instead of 2

Comprehension - Researches discounted by an extra +3% per level

Call Sage - +1 of the selected mage per 3 levels

Mind Leech - either 2 min base duration or Mana cost 40

Psychic Blast - 8 secs base duration

Healing Magic

Blessing - 3 mins base duration +1 min per level, base morale bonus +3 instead of +2

Invigorate - +4 base speed instead of +2

Purify - deal 70 magic damage + 30 per level

Ice Magic

Hand of Ice - 30 base damage

Storm - 5 Mana cost or delete this spell, shuffle Ice Armour down here and put in a new spell

Ice Armour - mana cost 8, base +20 cold resistance, +10 cold resistance per level, 1 min 45 secs duration. If possible maybe change sprite set to the Frozen one. Either that or maybe make Ice Armour an AOE buff which gives only armour or put in a new Resist Cold spell

Calm - Mana cost 4 if we're keeping it. Otherwise, delete this spell, move Wall of Ice down here and put in a new spell - something like Summon Water/Air Elemental which Ice Magic desperately needs

Ring of Ice - Mana cost 20, 50 base damage, + 30 per level

Freeze - Mana cost 14

Wall of Ice - Mana cost 5 (see Calm above)

Ice Floe - 1 min 30 secs base duration. Cold damage type should override any held weapon damage type

Freeze Magic - new ability of the spell: instead of stopping mana regen, the spell stops any further spells from being cast by anyone for the duration of this spell

Ice Storm - Mana cost 60, 150 base damage (possibly +90 damage per level)

Illusion Magic

Shadowform - 2 min base duration

Spectral Horde - get full stats but always miss

Dragonfear - get full stats but always miss/hidden 1 damage so the enemy thinks you have a dragon in the same way the enemy would think you're sending a large force of soldiers your way with the Spectral Horde spell

Invisibility - 18 mana cost

Mutate - base levels effected 1-3 instead of 1-2 (because of Training research)

Transform - 65 mana cost

Nature Magic

Summon Sprite - +1 Sprite per level (compare with Summon Imp), 11 mana cost

Gemberry - Mana cost 7

Shillelagh - +10 base combat instead of +5

Summon Unicorn - +1 Unicorn per 2 levels, mana cost 25

Wall of Thorns - Mana cost 5

Call Lightning - Mana cost 30, 80 base electric damage, +40 per level

Summon Treant - +1 Treant per 3 levels

Change Weather - Mana cost 15

Elementalism - Mana cost 47

Necromancy

Darkstorm - 13 Mana cost

Strip Flesh - base levels effected 1-3

Ring of Ice - Mana cost 25, 50 base damage, + 30 per level

Poison Magic

Immunity - make into a group enchantment and increase the mana cost

Summon Wasp - Mana cost 8 (in reflection to their newfound power boost)

Antidote - Mana cost 8

Venom Touch - 3 min base duration or mana cost 10

Poison Gate - 2 min base duration

Spray Poison - Mana cost 16, +12 damage per level

Guardian Naga - +1 Naga per 3 levels

Rot - Mana cost 40, base levels effected 1-3

Call of Kargoth - +1 Spider per level, +1 Spider Queen per 2 levels

Pyromancy

Hand of Flame - 30 base damage

Ring of Fire - Mana cost 22, + 30 damage per level

Firebreath - 1 min 30 secs base duration

Armageddon - Mana cost 65, 150 base damage (possibly +90 damage per level)

Rune Magic

Stoneskin - +10 armour per level, base duration 1 min 30 secs

Gem of Wisdom - Mana cost 3 or initial spellcasting bonus 40% instead of 20% and possibly mana cost 5

Dig - possibly 3 min base duration

Resist Magic - Mana cost 8, Magic Resistance +30, +30 per level

Doomstones - 55 base damage

Summon Guardian - Mana cost 20? (to empower the Rune Magic Summon Guardian spell over the Alchemy one since Rune Magic is all about buildings and the earth)

Resist Missile - Mana cost 25, base duration 1 min 30 secs

Rune Item - Mana cost 23

Stonecall - Mana cost 40

Time Magic

Vigor - Base speed increase +6, base duration 1 min

Age - Mana cost 12, speed decrease per level 2 instead of 1, base duration 1 min

Life - 1 min base duration

Foresight - Base combat increase 4 instead of 2, base duration 1 min

Springtime - Change base damage to +5 and +5 per level, 1 min base duration

Decrepify - mana cost 18, change both damage and damage per level to -5

Wisdom of Age - 25% base unit production time decrease instead of 10%, 1 min 30 secs base duration +1 min per level

Whispers of Time - 40 mana cost, +20XP per level, timer change to 1 min 30 secs, + 1 min per level

Overwork - 1 min base duration, +1 min per level

Skill Balancing

All Seeing Eye - +3XP per point

Arcane Rune - +5 hits per level instead of +5%

Death Rune - +10 hits instead of +5% hits per level

Elemental Lore - Possibly +4XP per point

Fire Missile - possiby change to a pure fire fireball attack? (If so, maybe very slightly weaken its damage)

Forest Rune - +7 hits instead of +5% hits per level, effects Ancient Treants

Knight Protector - works for High Elf Dragon Knight and any other mounted knight I can't think of right now, +3XP per point to avoid being outpowered by Riding

Life Rune - +10 hits instead of +5% hits per level

Mage King - make it effect all spellcaster units

Magic Resistance - +7 per point

Manslayer - effects Barbarians

Riding - does it effect all cavalry? If not probably make it do so, would nicely enhance the mix with Leadership and multiple races with the Chieftain hero

Shadow Strength - +4 combat at night instead of +3

Slimemaster - +4 XP for Slimes per level

Thievery - allow up to 40% chance to gain resources instead of 20%, change the amount gained from 1-10 to 5-20, chance of stealing resources +2% per point

Virulence - each point also increases the speed at which disease degenerates the afflicted unit's stats (each point decreases time required for max degeneration by 1?). Either that or Disease lasts longer over the whole map by like +10 secs per point?

Race/Class Balancing

Race

Empire - Change Serpentslayer to Beast Slayer

Fey - Either change Gemcutting (I feel Fey Merchant is overpowered atm), to Running? or Fey nerf in the form of keep requirements for certain research and increase in keep upgrade cost

The Swarm - Change Manslayer to Thick Hide?

Class

Archmage - Change Divination to Ritual/Nature Magic, possibly change Illusion to Energy/Nature Magic and change Magic Resistance to Gate?

Bard - Change Elemental Resistance to the new Archery ability seen in the Ranger hero class notes and exchange it with Divination?

Daemonslayer - Change Daemonslayer to something like Pyromancy/All Seeing Eye and exchange it with Warding and rename class to Warlock/Battlemage?

Deathknight - Change Manslayer to Invulnerability and possibly exchange it with Necromancy. Possibly +3 points in Ferocity, 0 in the Necromancy

Defiler - If the Warlock/Battlemage gets All Seeing Eye, possibly replace All Seeing Eye with something like Virulence?

Elementalist - Move Rune Magic to Lore's place, move Pyromancy to Rune Magic's old place and put Elemental Lore in in the old Pyromancy slot? Possibly could do with Energy rather than Elemental Resistance

Illusionist - Exchange Leadership with (possibly new skill - Electrical Resistance?) Magic Resistance and change Leadership to Running/Energy/Lore

Lichelord - Exchange Necromancy with Shadow Strength, Change Elfslayer to Ignore Armour, Change Manslayer to Regeneration?

Paladin - Put Invulnerability over Knight Protector, move Knight Protector over Healing Magic and move Healing Magic over Deathslayer? Possibly +3 points in Ferocity, 0 in the Healing Magic

Ranger - definitely replace Orcslayer with a new ability (Archery?) which allows the hero to fire arrows much like Fire Missile except the arrows will have more damage but won't be on fire - the creation of an archer hero :D. Possibly start off with +3 points in Running and 0 points in Archery so the player can choose whether to be an archer Ranger or not

Shaman - Change Magic Resistance to Energy?

Summoner - Change Elfslayer to Lore and possibly exchange it with Gate?

Thief - Change Magic Resistance to a new ability that decreases conversion time for the hero, at max points decreases it by 30% (2/3% per point)?

Tinker - Minus 30 hits because he's a bit merchanty

All Heroes - Nerf the decrease in time to conversion that is gained on levelling up, currently it makes Dexterity investment too pointless (possibly either remove the ability or make it 1/4 as effective. Personally I'd probably prefer its removal)