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MOD: Armageddon's Blade

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#671
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I changed the entire spell, but it didn't affect the heroes
what does the spell look like? like this
Weakness<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="114">
    <NameFileRef href="/Text/Game/Spells/Combat/Weakness/Name.txt"/>
    <LongDescriptionFileRef href="/Text/Game/Spells/Combat/Weakness/Long_Description.txt"/>
    <Texture href="/Textures/SpellBook______2618/Spells/Spell_Weakness.xdb#xpointer(/Texture)"/>
    <EffectTexture href="/UI/Common/Icons/Spell_Buff_Icons/Weakness.(Texture).xdb#xpointer(/Texture)"/>
    <SpellBookPredictions>
        <Item href="/Text/Game/Spells/Combat/Weakness/SpellBookPrediction.txt"/>
    </SpellBookPredictions>
    <CombatLogTexts/>
    <Level>3</Level>
    <MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
    <RequiredHeroLevel>0</RequiredHeroLevel>
    <IsAimed>true</IsAimed>
    <TrainedCost>5</TrainedCost>
    <damage>
        <Item>
            <Base>3</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>6</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>9</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>12</Base>
            <PerPower>0</PerPower>
        </Item>
    </damage>
    <duration>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
    </duration>
    <sSpellCost>
        <Wood>0</Wood>
        <Ore>0</Ore>
        <Mercury>0</Mercury>
        <Crystal>0</Crystal>
        <Sulfur>0</Sulfur>
        <Gem>0</Gem>
        <Gold>0</Gold>
    </sSpellCost>
    <IsAreaAttack>false</IsAreaAttack>
    <CanSelectDead>false</CanSelectDead>
    <Target>TARGET_HOSTILE</Target>
    <Element>ELEMENT_NONE</Element>
    <visuals>
        <Item href="Weakness.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
    </visuals>
</Spell>


and now the question - what's special about my spell? here's what
Weakness with an addition<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="114">
    <NameFileRef href="/Text/Game/Spells/Combat/Weakness/Name.txt"/>
    <LongDescriptionFileRef href="/Text/Game/Spells/Combat/Weakness/Long_Description.txt"/>
    <Texture href="/Textures/SpellBook______2618/Spells/Spell_Weakness.xdb#xpointer(/Texture)"/>
    <EffectTexture href="/UI/Common/Icons/Spell_Buff_Icons/Weakness.(Texture).xdb#xpointer(/Texture)"/>
    <SpellBookPredictions>
        <Item href="/Text/Game/Spells/Combat/Weakness/SpellBookPrediction.txt"/>
    </SpellBookPredictions>
    <CombatLogTexts/>
    <Level>3</Level>
    <MagicSchool>MAGIC_SCHOOL_DARK</MagicSchool>
    <RequiredHeroLevel>0</RequiredHeroLevel>
    <IsAimed>true</IsAimed>
    <TrainedCost>5</TrainedCost>
    <damage>
        <Item>
            <Base>3</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>6</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>9</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>12</Base>
            <PerPower>0</PerPower>
        </Item>
        <Item>
            <Base>50</Base>
            <PerPower>0</PerPower>
        </Item>
    </damage>
    <duration>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
        <Item>
            <Base>0</Base>
            <PerPower>1</PerPower>
        </Item>
    </duration>
    <sSpellCost>
        <Wood>0</Wood>
        <Ore>0</Ore>
        <Mercury>0</Mercury>
        <Crystal>0</Crystal>
        <Sulfur>0</Sulfur>
        <Gem>0</Gem>
        <Gold>0</Gold>
    </sSpellCost>
    <IsAreaAttack>false</IsAreaAttack>
    <CanSelectDead>false</CanSelectDead>
    <Target>TARGET_HOSTILE</Target>
    <Element>ELEMENT_NONE</Element>
    <visuals>
        <Item href="Weakness.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
    </visuals>
</Spell>


in the original spell there are 4 items with numbers - these are the amounts of attack deducted by the magic at mastery levels NONE, BASIC, ADVANCED, EXPERT, I added a fifth item for deducting 50 attack points, that's MASTERY_EXTRA_EXPERT, a hero will never reach extra expert, because the Pendant of Mastery gives it, but you can give such a spell to creatures

Ohhh I didn't know there was a 5th tier of magic, amazing news, thanks for the info.
I mean, I generally understand spells pretty well, but I didn't know about this =)
I always thought the pendant buffs the skills themselves, so I didn't think something like that could apply to magic.

Interesting room for experiments.
Maybe there's some other interesting info or little tricks that nobody's really talked about but you know about? )
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