Dark Spell Factory w/ Spells
Dark Spell Factory
The spell factory already has 5 spells, and many people are asking for dark spells. Therefore, without further ado, the Dark Spell Factory!
Level 1:
Hitpoints: 500
Spell Capacity: 1
Build Cost: 32k Dark Elixir
Build Time: 4 Days
Spell Unlocked: Fire Spell
Level 2:
Hit points: 600
Spell Capacity: 2
Upgrade Cost: 48k
Upgrade Time: 6 Days
Spell Unlocked: Psychic Spell
Level 3:
Hit points: 700
Spell Capacity: 3
Upgrade Cost: 64k
Upgrade Time: 8 Days
Spell Unlocked:
Level 4:
Hit points: 800
Spell Capacity: 4
Upgrade Cost: 80k
Upgrade Time: 10 Days
Spell Unlocked:
Level 5:
Hit points: 1000
Spell Capacity: 5
Upgrade Cost: 100k
Upgrade Time: 12 Days
Spell Unlocked:
The Fire Spell
As an accompaniment to the Dark Spell Factory is it's first spell. The fire spell would be a spell that starts in a very small area (1 x 1 tile), but increases in area and damage the longer it burns. With each upgrade, the spell burns longer and starts with a larger area, thus increasing the overall damage and area of the spell.
Dark Spell Factory Lvl Required: 1
Level 1:
Starting area: 1 x 1
Damage Increase rate: 30%
Area Increase Rate: 30%
Time: 30 seconds (1/2 minute)
Brewing Cost: 450 Dark Elixir
Brewing Time: 60 minutes (1 hr)
Upgrade Cost: N/A
Upgrade Time: N/A
Level 2:
Starting area: 2 x 2
Damage Increase rate: 35%
Area Increase Rate: 40%
Time: 40 seconds (4/6 minute)
Brewing Cost: 500 Dark Elixir
Brewing Time: 60 minutes (1 hr)
Upgrade Cost: 25k Dark Elixir
Upgrade Time: 6 Days
Level 3:
Starting area: 3 x 3
Damage Increase rate: 45%
Area Increase Rate: 50%
Time: 45 seconds (3/4 minute)
Brewing Cost: 550 Dark Elixir
Brewing Time: 60 minutes (1 hr)
Upgrade Cost: 35k Dark Elixir
Upgrade Time: 8 Days
Level 4:
Starting area: 4 x 4
Damage Increase rate: 50%
Area Increase Rate: 55%
Time: 50 seconds (5/6 minute)
Brewing Cost: 600 Dark Elixir
Brewing Time: 60 minutes (1 hr)
Upgrade Cost: 45k Dark Elixir
Upgrade Time: 10 Days
Level 5:
Starting area: 5 x 5
Damage Increase rate: 60%
Area Increase Rate: 70%
Time: 60 seconds (1 minute)
Brewing Cost: 750 Dark Elixir
Brewing Time: 60 minutes (1 hr)
Upgrade Cost: 60k Dark Elixir
Upgrade Time: 14 Days
The Psychic Spell
The Psychic Spell would cause defenses in the radius of the spell to attack other defenses. The spells with humans running them (Archer Tower, Wizard Tower) would be affected for longer. The human-run defenses under attack by the affected defenses will return fire, as they have the human desire for revenge.
Dark Spell Factory Level Required: 2
Level 1:
Affected Area: 5 x 5 tiles
Maximum Defenses Affected: 2
Duration/Time: 5 seconds (1/12 minute)
Brewing Cost: 450 Dark Elixir
Brewing Time: 60 minutes (1 hr)
Upgrade Cost: N/A
Upgrade Time: N/A
Level 2:
Affected Area: 7 x 7 tiles
Maximum Defenses Affected: 4
Duration/Time: 10 seconds (1/6 minute)
Brewing Cost: 550 Dark Elixir
Brewing Time: 60 minutes (1 hr)
Upgrade Cost: 40k Dark Elixir
Upgrade Time: 7 days
Affected Area: 9 x 9 tiles
Maximum Defenses Affected: 6
Duration/Time: 15 seconds (1/4 minute)
Brewing Cost: 600 Dark Elixir
Brewing Time: 60 (1 hr)
Upgrade Cost: 60k Dark Elixir
Upgrade Time: 10 Days
As you can clearly see, I have not finished coming up with all 5 spells. This is where I need ideas. Just a brief description of how a spell would work is enough! I am still pathetic with dark elixir prices (town hall Lvl 7), and need help with all prices. Please reply to this thread and help with ideas! Thank you very much!
i love the idea of Dark LAB it is a MUST DO!!! but....
i think that it should be different from the other labs, it should give your troops/buildings, ABILITIES!!! Elixer lab upgrades the stats but the DARK LAB would for example
Give your healer the ability: when she dies, she transforms in to a female devil/scubas (reddish glow) and walks on the ground, and heals both ground and AIR TROOPS!!!
Using the dark lab to give (things that are already bought) abilities, or the option to SWITCH, ie like the xbox from air/ground and inferno from single/multi. following that game direction, you could give your spells, troops, and buildings a switch abilities. or a permeant buff ie. instead of down the road having lvl 15 archer tower you would spend DE. to give it the ability to every 5 shot it shoots a ice arrow and slows, or a fire arrow and burns. etc
DARK LAB IS A MUST, BUT NEEDS TO BE AN ABILITY CENETER: :D
I like your idea, but....
As always ideas on making new features need to be a little less OP. I can't say that your first spell is too op cause you haven't told us the damage per second, but i think the second spell idea is too op. Ik it's only lasts for 15 seconds in lvl 5 but still, it affects 6 defenses at once and and the radius of it is a little too big.
Ideas for more spells would be something that isn't damage spells. With the lightning spell and your spells we have 3 damaging spells in total. I think that is fine as long as there won't be more than three.