In Wizard Duel you take on the role of a wizard. Your goal is to defeat the opposing wizard.
Each wizard has unique stats and abilities (50+ wizards)
The game has turns of two phases. In phase 1 spells are played and in phase 2 new spells are learned from the library.
So you improve and shape your deck during the match.
You cast spells using mana and use knowledge to learn new spells (150+ spells).
You can also take advantage of various equipment such as 40 + different weapons, 40+ differnt armor and 70+ different potions.
The game is mainly designed for PvP, however the AI also poses a formidable challenge.
New Content
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1 new wizards (Pillarus the Unseen)
[/*]2 new weapon (Fog Rod, Spellsplitter)
[/*]2 new armor (Mantle of Invisibility, Poison Frog Skin)
[/*]1 new Potion (Potion of Invisibility)
[/*]2 new achievements
[/*]
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Changes
Poison Mechanic
poison additionally reduces Mana by 1
Center Mechanic
Changed the mechanic to play the spell again instead of doubling it\'s effect
(charged still applies to both casts)
(this gets rid of unexpected behavour and makes spells work with it, that require a new target)
Wizards
start with 1 less health
Library
knowledge cards no longer play when entering the library
this change will make the relation to knowledge cards and the library more understandable
instead they play when learning a spell
Spells
Pulses
dispell on shuffle -> dispell on taking damage
no longer crystalized
apply their effects on shuffle
Death Pulse
apply 1 poison to your opponent
Mana Pulse
obtain 1 Channel to hand
Pulse of Meaning
draw 1 card
Regenerative Pulse
heal 1
Poison Spell
Manacost 2 -> 3
Intoxication
now inflicts 2 poison to self and gives 5 charged
Magic Mushroom
Manacost 3 -> 1
Managain 3 -> 2
Planned Moves
changed to:
combo
gain \\[1] mana, draw \\[1]
Combo Technique
changed to:
gain 0~3 combo
Knowledge Cost Adjustments
reduced various knowledge costs to reflect the quality of spells better
Most notable changes:
Fire Ball
knowledge cost 4 -> 3
Lightning Strike
knowledge cost 7 -> 6
School Theme
refined the themes of magic schools and redistributed some spells
Chaos Gate
extra effect: suffer 1 misfortune
Pocket Mage
When obtaining a card +1 health -> invisible
Fire -> Manipulation
Aging Spell
Manipulation -> Dark Arts
Traumatize
Dark Arts -> Manipulation
Cardshot
Manipulation -> Fire
Persistance
on game start:
derive unlocked difficulty from achievemnts
derive unlocked cards from achievments (only works if all cards have been unlocked)
Fixes
fixed - Thirst Inciter not always playing all potions
[/*]fixed - two unlock levels have been unlocked at once after winning
[/*]fixed the Tutorial working again
[/*]
UI
improved zoom window behaviour
[/*]added keywords to several cards
[/*]improved logging
[/*]Added new hand symbol
[/*]added a symbol for cards that apply charged
[/*]
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