Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also remember they're active while "casting" a spell, not while a spell is active.
But I can guarantee life bloom was working last time I played.
No, I think they last for the duration of the spell "while it is being cast" i.e. during the cast time, Life Bloom activates. I have to test this because I normally eyeball the cast timer and not look at the screen. I'll have to pause battle to see this...
But the tooltip does say "5 seconds duration" under Life Bloom. It might be maximum 5 seconds. I know for Curse of Undeath, it's 7 seconds, although I don't know what spell takes 7 seconds to cast...
Granted, I tested in campaign with Alarielle. No mods.
As for where people get the stats, some root around in the files, otherwise twwstats.com tends to have numbers for spells, though i forget if it has exacthealing numbers
Note that life blood does not resurect models, if a unit doesn't have any models that lack health it wont heal at all.
https://steamcommunity.com/sharedfiles/filedetails/?id=1726152903
It was activated as soon as I casted a buff on one skeleton. Both skeletons and caster got the curse of undeath buff.
https://steamcommunity.com/sharedfiles/filedetails/?id=1726159101
If you have a spell that is casted for a long time, you spend required amount of wind at the very beginning of the cast and the curse of undeath triggers at the same moment.
It does not matter how long the actual spell that you casted lasts. The curse of undeath lasts for 7 seconds after you spent winds on any spell.
You can check how much it heals by activating a spell on a damaged unit and then waiting until it is over, but it depends on number of models in a unit. Units with a single model are healed by much less than units with multiple models as far as I remember.
casting a spell while a passive is still ongoing will not refresh it.
So when you play Vampires and you want every drop of value from The Curse of Undeath, you have to cast a spell at least seven seconds after the last one.
It becomes a nightmare when you play Teclis, because he has so many passives and some of them last more than twenty seconds. I always hesitate between milking them dry or casting spells earlier but losing some effeciency.
Also of note, this is almost useless as there is never a practical situation to do this, but it seems like these effects in general trigger when you start a spell. Not when its actually cast. So for example playing Cylostra, you can sit there switching between 2 spells (so that neither actually gets cast). After like 15 minutes the enemy army will die. Lore of deeps damage is the same damage per second as life bloom is healing per second, so that should give you an idea that its a small amount of health that is being healed. But you can get a ton of winds in this game, so you might have a minute or 2 of uptime, which means you might get a 10 percent health increase on all your units. So its still pretty nice.