Difference between revisions of "Guildwar:Plant Growth"
m (BOT: Changing page text) |
(No difference)
|
Latest revision as of 10:53, 2 February 2014
Eradication | Verdant | Ascendant | Phantasm | Nether | Plain
Spell Attributes | Lists of Simple, Average, Complex, Ultimate & Ancient Spells
This powerful spell is able to affect only treefolk creatures. It uses the energy of nature to make them grow to a considerable size, and maintain that size for as long as the spell is still in effect.
Spell Statistics | |
Name | Plant Growth |
Magic Speciality | Verdant |
Rank | Complex |
Attributes | Enchantment, Selfonly |
Cast Turn | 3 |
Cast M.P. | 30,000 |
Research Cost | 3,000 |
Upkeep Cost | 500 m.p. |
Servers |
Blitz |
Guildwar |
Lightning |
Arch |
Solo |
Beta |
Related Unit |
Effects
- Increases the HP, counter and Primary AP of all treefolk units: Treant, Mandrake, and Creeping Vines [1].
- Boosts AP/Counter/HP by 0.9524*(Current SL/Base Green SL) %
- Increases treefolk upkeep by 20%
- Reinforcements are not Plant Growth-boosted (not on attack, not on defense).
- Increases are calculated from base unit stats
*doesn't work anymore for off-colour. -masupilamu
Usage Tip
- (re)cast this when you have magic favor (extra spell level, the effect stays as long as you upkeep the enchantment) or increase Grand Enchanter skill by an additional rank
- Nature's most-favoured status gives extreme Plant Growth enchantment.
- Since all boosts are applied to the base stats of a unit, PGed tree units are improved less relative to other units by simple AP/HP boosts. For example, a 10% AP boost from a hero is effectively only 3.3% to a PGed tree.