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Thread: Spell Stand Defensive Building. NOT A LIGHTNING ROD TYPE THING!!! Plus corrupter.

  1. #1
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    Spell Stand Defensive Building. NOT A LIGHTNING ROD TYPE THING!!! Plus corrupter.

    The spell corrupter makes the effects of a spell change. Putting a lightning spell in makes it a concentrated bolt stream that deals more to only one small area than the original.
    The heal spell becomes a corrosion spell doing constant damage slowly to everything in the area, troops and buildings.
    The rage spell becomes a weakening spell, that is pretty self explanatory. This is more useful for the stand coming up, but also slows buildings if used in a raid, while also decreasing power.
    The jump spell becomes a enlightening spell, not a lightning, enlightening. It is also more useful for the stand, but can also be used make defenses using people to deal damage ineffective and take more damage.
    The freeze becomes a frostflame spell. First it freezes defenses or troops for a very short time, then sets them alight dealing more dps with upgrades, which spreads doing less damage the further it goes, though it also has a small radius.

    The spell stand has no effect without the defender loading it. First you use your spell factory to create a spell, then click the "Select Spell" button after clicking the stand, select a spell for it to hold, and your done.

    What the stand does is it can be set to activate at a specific range, so you can activate a spell only if a troop is in a certain range of it. It also has the effect of the spell normally but on positive to defenses and negative to troops. Each spell can have one of two effects. If you put a jump spell in it it disables jumping and flying over walls to keep pesky hog riders out, or it can enlighten troops for a few seconds to slow their hit rate considerably. Perfect for defending that town hall with only a baby Carl.

    Basically apply spells to incoming troops at a set radius, though the radius of the spell itself cannot be changed, only the radius of which it is triggered. Say archers are attacking your town hall which is now unguarded. If you make the spell activate 20 tiles away when it has a 10 tiles radius, it won't effect them, while triggering it 8 tiles away while they are in a 10 tile radius will get them.

    Thank you for your time today. Please leave suggestions, this took a good 20 minutes to type. I am on an idea spree. It isn't good at 2 am though.

  2. #2
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    that sounds way too op

  3. #3
    Pro Member 0jij0's Avatar
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    Quote Originally Posted by ChiefJCS801 View Post
    that sounds way too op
    Very very OP

  4. #4
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    Things I didn't mention

    I forgot to say that the corrupter takes twice the time to corrupt the spell as it takes to make it, so to use one corrupted lightning spell would take 1h 30m total without boosting. Still takes 22.5 minutes minimum if boosting.

    Also you can only have 2 spell stands which can only hold 1 spell each. Achieving the second at th9. The stand also takes 1000 DE to reset after use. (Making stuff up to balance it more!)

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