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Dark Mage

93 bytes added, 13:42, 24 November 2022
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* '''Healing spell (Yellow Book) -''' Whenever a Dark Mage or any nearby enemies are damaged, they will occasionally casts a heal spell that'll restore health to any nearby enemies in a small radius. The amount of health restored is not much.
* '''Cursing spell (Purple Book) -''' Whenever a Dark Mage targets a tower or blockade, alongside firing magic bolts, they will also periodically cast a curse bolt that will damage and debuff any tower/blockade the projectile hit as well, making the defense take 100% more damage for a short duration. (Any tower/blockade affected emits a very subtle dark smoke effect.) Curse Bolts ''will'' pass through Reflect Beamsand is single-target.
* '''Summoning Spell (Brown Book) -''' Summoning [[Skeletons|skeletons]] from fallen allies: if there is any nearby spots where enemies has been defeated, a Dark Mage will be able to summon Goblin and Orc Skeletons from those very spots.
=== M.O.D.S. related with Dark Mages ===
If one happens to struggle to deal with Dark Mages, they can take more damage from defenses equipped with [[Mods|M.O.D.S.]] such as Anti-Ranged Servo or Anti-Support Servo. Heroes can have an easier time deal dealing with them if their weapons are equipped with M.O.D.S. such as Ranged Chip or Support Chip. The extra damages from each mods are additive with each other.
Furthermore, there are also M.O.D.S. such as Range-Boom/Support-Boom Servos and Rangesplosion/Suppslosion Chips that have Dark Mages detonate on death, damaging other enemies. However, while they might be a little useful early game, they are completely useless in late-game.
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