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Knights of Tezoth

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#9817
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Ple-Sen

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Ple-Sen

Is it just me, or did super-evolution used to last only one turn?

Does it also have full battlefield range?

Hmm...

In general, with super evolution in its current form, there is a very broken combo that allows a mage to keep one such ally in that state 24/7, via a simple script of cast -> olive -> cast. If immunity to everything includes damage, then it turns into a kind of immortal terminator. And so on until the enemy breaks through to the spellcaster and removes them somehow, which can be very difficult. Assuming, of course, that the spellcaster doesn't then put that immunity on themselves when the enemy gets close, and then sit under it themselves. I'm not sure if it was intended that way or not, but it's better to warn in advance so adjustments can be made before the Heroist assembles their units.

I mean that I can't remember whether I intended to use this skill on allies or not, and thinking not, I buffed the duration to 2, but the original description has no restrictive wording + this is Silian magic. I'll have to revert it and change the bow for Marinka.

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