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I did test it myself and I think we still lack spells !
I miss the spells you could learn with skill points, I thought they would stay.
Thank you! I didn't play the game before the revamp so I don't have an opinion on the changes as I don't know fully what they were lol.
As a first time player though I'm enjoying it, I can see the benefits of having spells you learn as skills though and (I'm assuming) put into slots rather than 'enchanting' your weapons with them. It can be a bit frazzling to be attacking an enemy and have your spell suddenly break and sudden button spamming confusion lmao!
It will be nice, if we can add base damage of these spells and amount of charges.
Question : "Concentrated Storm : Stationary persistant damage, short casting range (damages buildings)" : You mean you can damage buildings without any spell modifier ?!
Edit : For the "Bonus Attributes when Crafting Spells", it's missing the building damage.
You need nature element, they are the green orbs found in the middle of acid pools.
You can collect them by striking them a couple times with your fist.
Then create a weapon like a staff and create an utility spell.
All the siege spells which had more "oompf" were removed !
You can see them in the screenshots on the store page.
Then they also removed the telekinesis spell which allowed you to move structures.
It wasn't really well done but it was fun.
Main problem was to throw something, you had to swing your mouse and release the button and hope to succeed the throw which was never going to far away instead of clicking on a button to throw it.
The classic fireball spell was also removed, it was practically the only spell used before the update as loads of spells had ballancing problems and most were doing almost no damage at all.
I can only access it on a previous weapon because of some bug it seems.
There was a cool "mist" spell, which was removed.
Mana shield, shadow blast (was really OP), Firestorm, Terrene Smash which was awesome.
Well, here you can see how it used to be:
https://citadelforgedwithfire.gamepedia.com/Spells
You only had a few spells which were unlocked by spending points into them and were linked to a certain weapon (except for "utility spells")
I certainly had hope they would keep those adding the crafted ones.
They were kept all the time like a spell book which we desperately needs right now.
TBH, I hope this game is going to add a lot of complex stuff with magic just like the mod for Minecraft called "Thaumcraft".
Check it out, you can research magic, do amazing stuff like build golems gathering for you and moving stuff from a chest to another, ward your home, craft enchanted weapons and armors at your own risk because magic can become unstable and create bad effects. Craft many cool stuff by throwing items in your cauldron... And well, this is basically how a mage game should be, you're a wizard, you're researching magic in your home, gathering elements here and there and when you're ready, unleashing the apocalypse in a fun and impressive PvP fight.
Now I don't think this game is going to be as complete as Thaumcraft but it made a step in the right direction with farming.
Yeah I was wondering about all those spells that I saw on the screenshots - since obviously they arent on any of the weapons..
It seems pretty limited in the variety of different spells there is, which honostly is kind of a bummer - especially considering some of the really awesome and otherwise very powerful looking spells as that seemed like something worth working towards as well, both for feeling and sieging I guess.
- I really hope they manage to make a return in one way or another, as 4 different attack possibilities tied to different elements seems very limited in one way or another - and if this system sticks, then im not sure how they can improve upon it with the elements that is already in the game without having to add new ones :/
Well, this update got my wife and I to pick up a copy, so not sure if I agree with this sentiment.
Since we're new, we have no idea what's missing from the game previously, and even though it's been a lot of fun for us so far, I really do think this game needs more spells. Some of the spells they have may need to be looked at as well, because my wife and I almost always go with dark magic in games, yet neither of us feel the dark spells seem worth it. The cost of health is too much for how bad the spells seem.
We've only been playing for 9 hours, though, so we're still just scratching the surface. :)
Thank you for the bonus attribute tip, I haven't run into any of the building damage ingredients yet so I'll add that on! :D As for "concentrated storm", it tried its damndest to damage a friends building without a modifier, but it could be a glitch as I haven't explored PvP based modifying lol
Once I finish up with dinner I plan to expand the guide with a 'how to' and what each slot means section that will hopefully help. I basically just drug and dropped all the essences I could find to figure out the combinations.