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Spells granted by chaos channels?

I see that chaos channel gives some of chaos spells, but not all of them. What determines the set of spells given? Is it just commons and uncommons?
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Chaos Channels should grant the enchanted unit all of Chaos' combat spells, limited only by their MP. The only exception is heroes, who gain the combat spells but also retain their original spells, iirc.
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Are chaos spells on heroes intentionally limited by the SP on hero without items and not full SP including items? Is it a feature or a bug? My 33 SP base 53SP with items sage did not have DOOM bolt in combat.
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Seravy replied in bugs thread that this intentional. Do everyone agree, that giving stuff like vortex or blazing march would really be that overpowered?

With this in mind how would you design a build around chaos channeled heroes? 8 chaos books, what else?

Fireball, lightning bolt, immolation are nice combat spells but not too overpowered.

Artificer to give your fireballing heroes extra SP and potentially P.box which is nice. Tactician for sturdier heroes is very attractive. Famous charismatic is good for better and cheaper hero offers. Sage master allows faster channels research. There are only 4 picks after the books so it is not clear what is best.
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I don't think Chaos is a very hero centric realm, though Insulation and either Armor Piercing or Doom are very nice for sure. Soul Linker buffing heroes is a nice interaction, but quite hard to actually plan around. If I were trying to play heroes with this realm, I would definitely pack in some Life or Sorcery books to help, preferably Life.
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This is not hero specific and was a result of the update that made it possible for undead chaos channelled normal units to have access to both Chaos and Death spells instead of one overriding the other.
Before that update, heroes didn't gain any spells from these enchantments at all as far as I remember.
The default rule is, a fantastic unit can cast all spells of that realm but cannot cast any spells the owning wizard knows. A normal unit can cast the wizard's spells but nothing else (or in case of heroes, the spells they inherently know in addition). Heroes were special cased to count as normal units even if they were fantastic as far as I remember.
Chaos Channels and Undead are made into exceptions to allow units to use their original spells but still gain spells (up to uncommon) from the added realm instead of being one of the default groups (all spells in 1 realm, or all spells you know)

An uncommon spell (Chaos Channels or Blood Lust) granting you access to cast every rare (or very rare) spell in a realm would be bad design in general.
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