Azeroth: Eagle Eye Necropolis Start
Chapter 10

Legion Magic, Increased Hero Mana and Recovery

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The level-one Mage Guild had been built successfully. A grayish-white structure appeared in the city list, and Rod clicked into it directly.

A level-one Mage Guild had five random spells. As long as one possessed a spellbook and entered the Mage Guild, they would automatically learn all five spells without any requirements.

Necropolis City's Mage Guild normally would not have spells like Heal or Blessing from human castle towns, but there was a high chance of Earth Magic appearing.

The five spells that appeared this time were Shield of Protection, Fire Ward, Slow, Stone Skin, and Curse.

Three of these five spells belonged to Earth Magic, while two belonged to Fire Magic. They were all quite practical; not a single useless spell had appeared. Very nice!

First was Shield of Protection. Without the Earth Magic bonus, it consumed five mana points and reduced melee attack damage received by the selected allied unit by 15%.

With Basic Earth Magic, it consumed four mana points while the 15% damage reduction remained unchanged. At Intermediate level, it still consumed four mana points.

The melee damage received was reduced by 30%. At Advanced Earth Magic, Shield of Protection could be cast on all allied units, reducing their damage taken by 30%.

One had to know that the spells in Heroes of Might and Magic were basically legion spells rather than spells cast on individuals. Even if one cast a spell on a single unit, that unit would contain hundreds or even thousands of soldiers.

According to the spellbook's description, when used in Azeroth, it could target one unit within an area, with anywhere from 1 to 9,999 people.

One was the minimum unit size in Heroes of Might and Magic, while 9,999 was the maximum number of troops in a single hero's unit.

In other words, as long as there were fewer than ten thousand people and they stood close together, Rod could cast one spell and let all ten thousand benefit from Shield of Protection.

If he acquired Advanced Earth Magic, then every unit within Rod's field of vision could receive Shield of Protection.

Its duration had also changed from turn-based to a specific amount of time.

One point of Power lasted three minutes. Rod could now cast Shield of Protection on a unit for six minutes. All other spells lasted the same amount of time: three minutes per point of Power.

The second Earth Magic spell was Stone Skin, which directly increased defense. Its mana cost and duration were the same as Shield of Protection.

It increased defense by three points. Basic Earth Magic reduced the mana cost by one point, Intermediate Earth Magic increased defense by six points, and the highest level increased the defense of all units by six points.

Shield of Protection could only reduce melee damage, but Stone Skin directly increased defense, protecting against magic, melee, and ranged damage alike.

Under normal circumstances, if Stone Skin was available, casting it was actually better than Shield of Protection.

During decisive battles, ranged attacks and magic usually filled the skies. This spell was more effective.

The third spell was Slow. It reduced enemy movement speed by 25%. Basic Earth Magic reduced its mana cost by one point, Intermediate Earth Magic reduced movement speed by 50%, and Advanced Earth Magic reduced the movement speed of all enemy units by 50%.

This spell was also highly effective. If all enemies were afflicted during a decisive battle, it would be extremely advantageous. Even if the enemy used dispel magic, it could still force them to spend a turn casting a spell.

Next came the two Fire Magic spells. The first was Curse. Its effect was similar to Slow, also a spell that inflicted a negative status on enemies.

It consumed six mana points, reducing the selected unit's maximum damage to its minimum damage. Basic Fire Magic reduced the mana cost by one point. With Intermediate Fire Magic, the selected unit's damage was reduced to its minimum damage minus one.

Advanced Fire Magic applied the buff to all enemy units. In future battles, one Slow and one Curse would make the enemy feel absolutely wonderful.

The final spell was Fire Ward!

It consumed five mana points and reduced fire magic damage received by the selected unit by 30%, lasting one minute per point of Power.

Basic level reduced the mana cost by one point, Intermediate level increased resistance to 50%, and Advanced level granted the bonus to all units.

Weren't these five spells insanely powerful?

They were all legion-level defensive spells. Just tell me, were you scared or not?

Together with the Magic Arrow already contained in his spellbook, Rod's spellbook now recorded eight spells. Six came from the world of Heroes of Might and Magic III, while the other two were spells he had just secretly learned.

The legion spells from Heroes of Might and Magic III were indeed incredibly powerful, but the damned part was that each hero only recovered one mana point per day.

He had a total of twenty mana points. He had spent seven yesterday, and after recovering some overnight, he currently had fourteen mana points.

That mana was only enough for two Magic Arrows, some support spells, or perhaps a Flash of Light and Frostbolt.

Frostbolt had instead become his most suitable damage spell, since ten Frostbolts only consumed one mana point.

What a pity! He could only recover one mana point per day, and there was nothing like a mana well here.

Wait, rapid mana recovery!

A flash of inspiration suddenly struck Rod, and his gaze immediately turned toward the female mage who had just gotten up.

In Warcraft III, the Archmage had an extremely useful aura skill called Brilliance Aura, which continuously restored mana to all nearby units.

In World of Warcraft, mages could create magical bread and magical spring water to restore mana and health for their teammates.

They were extremely useful in five-man dungeons. Before fighting a boss in a raid, everyone would usually sit together and enjoy a feast.

Azeroth also had all kinds of potions that could restore mana, and they could help him quickly recover his mana.

There were also skills. Mages had Arcane Intellect, which increased the target's Intelligence attribute. In other words, it could increase his Knowledge and raise his mana.

That meant his mana cap could break past twenty! There were also the various blessing skills of paladins. Blessing of Wisdom could also help him continuously restore mana.

If his guess was right, these two skills from mages and paladins—

One could raise his mana cap, while the other could restore his mana. If he added mana-restoring potions on top of that—

That would be insanely powerful!

If he could recover mana quickly, then even standing at a distance and casting Magic Arrow, Rod would be a super artillery platform with terrifying firepower.

"What is it, Lord Rod? Is something wrong?" Jaina asked curiously when she saw Rod staring straight at her.

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