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Several units and Heroes in Warcraft III possess the ability to cast spells. Some spells improve friendly units or weaken enemy troops. Other spells do direct damage to enemies or heal allies. All spells cost a certain amount of Mana to cast. Physical Abilities/Spells do not require mana. Many people use "spells" to cover both spells and abilities. Most high-cost spells must be manually cast. This means you must first select the spellcaster, click on the spell icon, and then left-click on a target.
Spell Categories
Spells come in three varieties: Physical, Magical, and Universal.
Dispel cannot remove every spell or get rid of area effect spells such as Blizzards. Typically Dispel will simply remove buffs or de-buffs on units. Spells that can be removed are buffs and curses such as Bloodlust, Curse, Cripple, Faerie Fire, Slow, Inner Fire, and so on. Some effects cannot be dispelled, such as Poison and the slowed movement from Purge.
Most Dispel abilities can also damage hostile summoned units, illusions, and wards. Dispel does not instantly kill or remove summoned units as some might expect. Each Dispel ability has specific amount of damage it does to summoned units. Summoned Units will only be killed instantly if you do enough damage to them to reduce their hit points to 0. Unlike other Dispel abilities, Anti-Magic Shell does not damage summoned units. Only enemy or hostile Summoned Units are damaged by Dispel. Summoned units that have Spell Immunity (like Infernals) can not be damaged by dispel effects.
Abolish magic automatically removes positive buffs from enemy units, and negative buffs from friendly units when in autocast mode. If you use the spell manually it will remove all buffs. Spell Breaker's Spell Steal removes positive buffs from enemy and negative buffs from friendly units. All other Dispels remove all buffs from their targets.
Autocast Spells
Some spells and abilities do not need to be manually activated by the player. They are called Autocast spells, and you can set them to be automatically cast by the unit when needed. To toggle a spell or ability on or off, simply right-click on the spell icon and the borders of the spell will highlight, indicating that it will now be Autocast by the computer. When the unit encounters a situation that would call for the casting of the Autocast spell, that unit will automatically cast it. For example, a Human Priest that sees a wounded friendly unit will Autocast Heal to cure the damaged unit, while an Orc Shaman will automatically cast Bloodlust on a friendly unit once that unit begins attacking an enemy target.
Autocast Spells or Switch Spells are spells that have toggles. The Human Priest for example has Healing as an Autocast Spell. When it is toggled on, the Priest will heal any damaged friendly unit in range as long as he has Mana. If toggled off, the Priest will not heal damaged units in range. Casters with Autocast Spells have at least two different spells you can switch between. The Priest also casts Inner Fire. A group of Priests could be casting a mix of Healing or Inner Fire.
All positive buff auto-cast spells prefer the closest friendly unit. If there is no friendly unit near the caster, they will cast it on themselves, but only if the normal Autocast rules apply. For instance, a solitary Shaman will not Autocast Bloodlust on himself until he attacks someone. The same is the case for Priests and Inner Fire.
How do you decide which spells are Autocast?
1) The spell must have an easy and consistent rule that we can apply for the casting AI, so the player can easily predict how his casters will act.
2) High Mana cost spells are not made Autocast since they require a higher level of decision making to cast. It is easy to say all enemy units should be slowed, but we do not want to decide which unit should be polymorphed.
3) Spells that would be menial to cast are generally made Autocast. For example, in Warcraft II the player had to manually cast heal and bloodlust, despite the fact that the player would want to cast these spells in every battle if they had the click reflexes to do so.
Auras
Some Heroes and units have Auras. These Auras will affect friendly units around the Hero. You can find out if an Aura is active on nearby units by selecting them and viewing the information screen which will show the spells affecting them. Not every Hero has an Aura.
If you use the same Aura from two Heroes they do not stack, but since the Auras pulse on and off, the units affected will be covered by the Aura more often.
Heroes with Auras benefit from their own Aura.
Auras are Universal spells. Universal spells, unlike Magical spells, can work against anything. Magic-immune units like Dryads, are affected by Auras from friendly units only. Dryads will receive the Trueshot Aura from a friendly Priestess of the Moon and be unaffected by Thorns Aura from an enemy Keeper of the Grove.
You Cannot Dispel Summoned Units
If this were allowed, summoned units would be too easily killed and would lose their purpose. Players would not use summoned units for fear of their being dispelled. It would be much easier to get rid of them than to create them.
Most Dispel will damage summoned units and illusions.
Passive Spells and Abilities
Some units possess abilities that do not need to be cast or even turned on. These abilities are called passive abilities, and operate as soon as the upgrade is researched. The Wind Rider's Envenomed Spears are one example. Once you research this upgrade at the Beastiary, the attacks of all your Wind Riders will automatically gain the poison ability from the Envenomed Spears. Once you research a passive ability, you will see it noted by a button in the unit's command card, even though you do not need to press it to activate the ability. It is always on.
Poison Spells
Poison will not kill units, instead will leave them with two hit points.
The Undead's Disease Cloud also does not kill units and cannot be dispelled.
Poison stacks, though only from differing units. Example: If 1 unit is attacking a target with poison that does 5 damage a second, the unit takes 5 damage a second from poison as long as it is poisoned. Multiple attacks from the same unit do not increase this. If 2 units of different types attack a target, and they each possess a poison attack that gives 5 damage per second, the target takes 10 damage per second.
Area of Effect Spells (AOE)
Damage-capped AOE spells have a seperate cap for friendly, enemy, and neutral units.
Reincarnation Ability
You do not get any experience if you kill a unit that triggers the Reincarnation ability. If you kill one of these units "for good" you do get experience, however.
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