no bonuses for the "Heal"

no bonuses for the "Heal" (refer to enhance the effect. way when choosing a magician - strengthening medical effect)

that is, we can enhance the offensive spells. it meets the increasing difficulty. but we can not improve the "Heal". as a result of its use in the later stages of the game unnecessarily. balance is not quite right - who can more magic, more must be treated. because the more there is a development, the better to use attack magic (especially given sentences).

gain at the expense of the fragments of life - is not enough. to balance profitable - equate gain healing and combat magic

10,624 views 12 replies
Reply #1 Top

Good point, CyanPile. Healing doesn't scale and was even nerfed recently. Certainly Life Magic has some good spells further on in the progression, but healing should be upgradeable (let's say I want a priest-type character).

Reply #2 Top

We need a Heal, Greater Heal and Mass Heal for Life Magic.

Death should get the same, but take health away from the enemy, like a vampire.

Reply #3 Top

Quoting seanw3, reply 2
Death should get the same, but take health away from the enemy, like a vampire.
End of seanw3's quote

* remember the spell vampirism of Vagrant Story *

Yes. Ranged spell. And then the visual effects - from a magician flies line piercing the enemy, and returning with captured health.

Reply #4 Top


I thought there was a mass heal.  Something Well.  I look tonight.  But I thought there was a better heal spell.  Don't the heal spells get better with more life shards.

Reply #5 Top

Quoting KingHobbit, reply 5

I thought there was a mass heal.  Something Well.  I look tonight.  But I thought there was a better heal spell.  Don't the heal spells get better with more life shards.
End of KingHobbit's quote

Wellspring. It's a Life IV spell. Heal does get better with more life shards, but they seem to be more rare than the others.

Reply #6 Top

if one chose the "path" the magician - he should have the bonus "heal" (for example for a player that has only one magic - life). it's just a balancing offensive and defensive spells. normal "heal" in the later stages of the game is missing (it is easier to drink a bottle of 40 hp).

Reply #7 Top

I dislike ranged life-drain type spells.  They taste cheesy.  Wellspring is brutally effective on high difficulties (x2 and x3 monster hps)

I wish there was a melee life drain buff, though.  (death shards + 1)% of damage given to attacker, with 1 as the minimum. Actually, that may be too powerful, scratch the minimum, if the engine can do fractional hit points.

Oh, and I agree 100% with the original poster.  Heal should scale with mage power.   All X% to magic damage should be X% to magic effects.

Reply #8 Top

Quoting seanw3, reply 2
Greater Heal
End of seanw3's quote

Strong Heal on 1 target? The spell level 5 magic of life - the ideal solution. At level 5 in the magic of life of little value -> one good spell would correct the situation.

Reply #9 Top

I find that the tactical spells I use the most are at the disciple level. I've noticed that the spells (including heal) get more powerful as my heroes level up and selecting level up traits like evoker make a big difference but I haven't noticed a correlation between the power of a spell and my level within a school of magic so there isn't much incentive to advance beyond disciple. To me, it would make more sense to determine spell strength using the heroes level within a school of magic rather than introducing a separate trait like evoker - additional modifiers like path, overall level and available shards make sense and having a "center of expertise" structure that can be built in conclaves to boost spell mastery would add some interest if the effect was enough to be noticeable.

Reply #10 Top

Quoting Tuidjy, reply 8
I dislike ranged life-drain type spells.  They taste cheesy.  Wellspring is brutally effective on high difficulties (x2 and x3 monster hps).
End of Tuidjy's quote


Agreed, but I would really like to see a relatively low level Death spell that lets a sovereign/champion transfer health between their own units.  Working from the principle that the spell can only succeed if the subjects are willing to undergo its effects.

Reply #11 Top

In order to get healing traits we would need more healing spells, especially for Death, as Empire have no real healing spells.

Some examples are:

-Gift of Blood: Caster loses 10% of health and heals target unit for 3+1 per Death Shard times the amount of health lost.

-Vampiric Mark: For their next attack the target unit gains 2+1 attack per Death Shard, and health equal to damage done.

-Frenzied Resilience: Target Unit gains 12+3 per Death shard health, at end of combat the health gained from this spell is lost.

Reply #12 Top

Heal should just get increase from the same stat as every damage spell does. Seems like a no-brainer.