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#481818 10/02/14 06:52 PM
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Alix Offline OP
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Whats the diffrence between "Minor heal" and "Regenerate"?
I think there are to many equal spells in the game. It is difficult to see what spell you buy bevor learnig the spell. So you have many "as equal" spells.

Last edited by Alix; 10/02/14 06:52 PM.

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Alix #481822 10/02/14 07:08 PM
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I'm not sure if this is the case with those two spells, but some of the class choices begin the game with weaker versions of spells (probably because you wouldn't have the skill requirements for those spells at the start).

For example, Warriors start with a knockdown spell which is identical to another knockdown spell available to Warriors, save that the latter causes damage and has a higher skill requirement.

Alix #481834 10/02/14 08:07 PM
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I think the spells heal differently per turn if I remember, like Minor Heal does like 28 health per turn, and Regenerate was doing like 56 health per turn (hovering my mouse over the little icon next to the portrait showed PER-TURN healing). This was done with my cleric, just FYI, same character for both spells.

I am trying to remember from playing it a few days ago, thinking the same thing, but I bought it anyways to test.

Last edited by Xerolith; 10/02/14 08:07 PM.
Alix #481847 10/02/14 08:39 PM
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Originally Posted by Alix
Whats the diffrence between "Minor heal" and "Regenerate"?
I think there are to many equal spells in the game. It is difficult to see what spell you buy bevor learnig the spell. So you have many "as equal" spells.


The difference is how much you can heal and how many AP that is going to cost you.
From my play through regenerate heals for bigger amount (when playing as wizard):
Regenerate: AP = 3, Healing per turn = 9
Minor Heal: AP = 2, Healing per turn = 6

mechati #481852 10/02/14 08:57 PM
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The minor heal and the Regenerate are both 4AP and 6/24 seams the same spell. I see no diffrence.

Minor Flare 5AP and 30-37 Dam and Initiates Flare 3AP 23-28 Dam
are somwhat diffrent, but not enouth to make it useful to use minor spell... so one of them also is enough.

Maybe there are some corrections in the final game.

Last edited by Alix; 10/02/14 08:59 PM.

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Alix #482274 11/02/14 05:20 PM
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I'm also not a fan of having a multitude of spells, all of which are basically the same as the next one. For example: The fire spell needs clear line of fire. The lighting spell shoots straight and hits everyone along its path (the path can also extend a certain distance and not simply end at the target). The earth spell has a chance to knock the opponent off his feet. The wind spell has AoE, low damage but reduces opponent's AP. Or some such. But that's probably moddable as well.

Singbird #482278 11/02/14 07:32 PM
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Hmm. Minor Flare does more damage per cast but Initiate's Flare actually does more damage per AP, which means that they do each have situational uses, especially once cooldowns are factored in.


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