I changed the entire spell, but it didn't affect the heroes
what does the spell look like? like thisWeakness
<?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 whatWeakness 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? )