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Thread: Dark Lab & Dark Spell Factory

  1. #1
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    Dark Lab & Dark Spell Factory

    Dark Lab

    well its for all the dark elixir upgrades because it takes forever to max the labs.

    Dark Spell Factory

    Unlocks only at th9. it uses Dark Elixir to make spells.
    these spells are very powerful.

    Lvl 1(th9): Capacity 1 spell(Cost: 3,500,000 Elixir, Time: 6 Days)


    Mana:
    Increases strength and duration of elixir spells.
    Release on top of a dying spell or release it together mana will boost that spell.
    Cant be used with a dark spell
    Lvl 1: 25% increase(training: 2000 DE 20 Min, Upgrade: 10,000 DE 5 Days)
    Lvl 2: 50% increase(training: 2500 DE 25 Min, Upgrade: 20,000 DE 7 Days)
    Lvl 3: 100% increase(training: 3000 DE 30 Min, Upgrade: 30,000 DE 10 Days)

    lvl 2(th9): Capacity +1 (Cost: 4,500,000 Time: 8 Days)
    Resurrect:
    all dead soldiers' souls join in to fight, even heroes and tombstones release archer and barbarian souls. The raised dead have 10% health of their living versions. But be careful it also resurrects enemy soldiers.
    Lvl 1: 10% health of living version(training: 3000 DE 30 Min, Upgrade: 20,000 DE 7 Days)
    Lvl 2: 15% health of living version(training: 3500 DE 35 Min, Upgrade: 40,000 DE 10 Days)
    Lvl 3(th 10): 25% health of living version(training: 5000 DE 45 Min, Upgrade: 60,000 DE 14 Days)



    lvl 3 (th 10): Capacity +2(total 5 normal + 4 Dark Spells) (Cost: 8,000,000 Time: 12 Days)

    Confound:
    Turns all enemy defenses, troops, soldiers and heroes against each other
    Lvl 1: 20 seconds 10 tiles(training: 5000 DE 45 Min, Upgrade: 60,000 DE 14 Days)
    Lvl 2: 25 seconds 12 tiles(training: 6000 DE 50 Min, Upgrade: 80,000 DE 16 Days)
    Lvl 3: 35 seconds 16 tiles(training: 8000 DE 60 Min, Upgrade: 100,000 DE 20 Days)


    Raw Chords, TH9, Lvl 97, Co-Leader, Proud Indians, #2JCVV90

  2. #2
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    Good idea but...

    Don't get me wrong, this is a good idea; however this to me seems to overpowered for the offense. We would need some sort of defensive upgrade (which I don't want) to counter this.
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  3. #3
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    All of those costs seem a bit...extreme
    Thousands of DE for a single spell?
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  4. #4
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    haven't gotten to DE use yet but how about dark spells while more powerfull have a negive side that affects your troops like:

    cripple
    cost: 10,000 DE
    time: 1 d
    range: 5x5
    duration: 10s
    effect: everything within range (including your units) takes double damage
    Last edited by Ukoval; November 21st, 2014 at 01:32 AM.

  5. #5
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    Quote Originally Posted by ZCCZe View Post
    Don't get me wrong, this is a good idea; however this to me seems to overpowered for the offense. We would need some sort of defensive upgrade (which I don't want) to counter this.
    That's why the cost is so high. It wont be easy for everyone to use these. Only crystal and above would be able to abuse these spells. High level players don't have any extra advantage as such and after a point DE becomes useless, so now there's use for DE and high level players have new toys.

  6. #6
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    Quote Originally Posted by hesto25 View Post
    All of those costs seem a bit...extreme
    Thousands of DE for a single spell?
    This is to give an extra advantage to high level players and after a point DE becomes useless, so now there's use for DE and high level players have new toys.

  7. #7
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    Quote Originally Posted by Ukoval View Post
    haven't gotten to DE use yet but how about dark spells while more powerfull have a negive side that affects your troops like:

    cripple
    cost: 10,000 DE
    time: 1 d
    range: 5x5
    duration: 10s
    effect: everything within range (including your units) takes double damage
    Sounds fun.

  8. #8
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    Quote Originally Posted by RawChords View Post
    Dark Lab

    well its for all the dark elixir upgrades because it takes forever to max the labs.

    Dark Spell Factory

    Unlocks only at th9. it uses Dark Elixir to make spells.
    these spells are very powerful.

    Lvl 1(th9): Capacity 1 spell(Cost: 3,500,000 Elixir, Time: 6 Days)


    Mana:
    Increases strength and duration of elixir spells.
    Release on top of a dying spell or release it together mana will boost that spell.
    Cant be used with a dark spell
    Lvl 1: 25% increase(training: 2000 DE 20 Min, Upgrade: 10,000 DE 5 Days)
    Lvl 2: 50% increase(training: 2500 DE 25 Min, Upgrade: 20,000 DE 7 Days)
    Lvl 3: 100% increase(training: 3000 DE 30 Min, Upgrade: 30,000 DE 10 Days)

    lvl 2(th9): Capacity +1 (Cost: 4,500,000 Time: 8 Days)
    Resurrect:
    all dead soldiers' souls join in to fight, even heroes and tombstones release archer and barbarian souls. The raised dead have 10% health of their living versions. But be careful it also resurrects enemy soldiers.
    Lvl 1: 10% health of living version(training: 3000 DE 30 Min, Upgrade: 20,000 DE 7 Days)
    Lvl 2: 15% health of living version(training: 3500 DE 35 Min, Upgrade: 40,000 DE 10 Days)
    Lvl 3(th 10): 25% health of living version(training: 5000 DE 45 Min, Upgrade: 60,000 DE 14 Days)



    lvl 3 (th 10): Capacity +2(total 5 normal + 4 Dark Spells) (Cost: 8,000,000 Time: 12 Days)

    Confound:
    Turns all enemy defenses, troops, soldiers and heroes against each other
    Lvl 1: 20 seconds 10 tiles(training: 5000 DE 45 Min, Upgrade: 60,000 DE 14 Days)
    Lvl 2: 25 seconds 12 tiles(training: 6000 DE 50 Min, Upgrade: 80,000 DE 16 Days)
    Lvl 3: 35 seconds 16 tiles(training: 8000 DE 60 Min, Upgrade: 100,000 DE 20 Days)


    Raw Chords, TH9, Lvl 97, Co-Leader, Proud Indians, #2JCVV90
    How about something that only affect Dark Troops (ie minions, witches, etc.)

    Maybe a rage or healing spell which only affects them but is boosted 2 or 3 times for the troops? Of course at a huge price. Also can be based on the level of the normal rage or healing spells so that there will not be a need for dark laboratory and place more emphasis on the normal spells too.

  9. #9
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    Quote Originally Posted by RawChords View Post
    That's why the cost is so high. It wont be easy for everyone to use these. Only crystal and above would be able to abuse these spells. High level players don't have any extra advantage as such and after a point DE becomes useless, so now there's use for DE and high level players have new toys.

    High level players do not need another way to overpower lesser villages.

  10. #10
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    Quote Originally Posted by bloongamer View Post
    High level players do not need another way to overpower lesser villages.
    Who said anything about over powering lesser villages.

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