📖Spellbooks

Spellbooks have six permanent stats: Maximum Health, Health Regeneration, Maximum Mana, Mana Regeneration, Maximum Stamina, and Stamina Regeneration.

If the Bishop is given (put in a special slot) the Book of Spells, then the class ability - "Spells" becomes available to him, which can be used during a mini-duel.

During each mini-duel, the Bishop can use one of the following Spells:

  • Healing - adds Health to the selected ally

  • Lightning - deals damage to the selected enemy

  • Strength - increases mana and stamina recovery to the selected ally

  • Weakness - Decreases Mana and Stamina Recovery of the selected enemy

The value of the Spells parameters is calculated by the formula:

  • Healing = SMH * SL / 3 * 2

  • Lightning = SMH * SL / 3 * 2

  • Strength = (SMR + SSR) / 2 * SL / 3

  • Weakness = (SMR + SSR) / 2 * SL / 3

Where:

SMH - the value of "Maximum Health" of the Spellbook.

SMR - the value of "Mana Regeneration" of the Spell Book.

SSR - the value of "Stamina Regeneration" of the Spellbook.

SL - Spelbook level.

The effect of the Strength and Weakness spells is limited in time and depends on the rarity of the Spellbook (see table below).

The spells "Heal" and "Lightning" act instantly (once in the current round).

After the end of the mini-duel, all spells stop automatically. The cooldown of the "Spell" class ability also depends on the rarity of the Spellbook (see the table below).

If the Bishop re-participates in the mini-duel before the cooldown of the "Spell" ability, then the Bishop will be able to re-use this ability only after completing the remaining number of rounds during the mini-duel.

Depending on the rarity of the Book of Spells, it can be used a certain number of times, after which "Spells" can no longer be used (see the table below). At the same time, all permanent and random characteristics of the Spellbook are preserved.

In order for the Bishop to be able to use Spells again, the Spellbook must be replaced with a new one.

Spellbook Parameter Table.

Rarity
Number of uses
Action, rounds
Cooldown, moves/rounds

Common

5

2

12

Rare

10

3

9

Super Rare

30

4

7

Unique

50

5

5

Epic

100

6

3

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