Vampire Wars
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Spells

Players can brew and cast spells on territories and vampires. The spells can alter the properties of the territory or the vampires.

Heal

The Heal spell can be set in a hunt setup and is exclusive to players who have joined a clan.
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When the spell is activated, on the Healer's round, the closest 10 allied vampires in the battle will receive healing, restoring 50% of the damage they last received. Additionally, there is a chance that the spell will restore 100% of the damage received.
It's important to note that there can only be one healer for every 10 allied vampires in the battle. If more than one healer is present, the most powerful healers will be the ones to use the spell.
If a player is not eligible to have a healer in the combat, they will receive a reimbursement of 90% of the resources paid for the spell when setting up the hunt.
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Curse

Similar to the Heal Spell, the Curse Spell is set when sending a Vampire to hunt.
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When the spell is activated, on the Curser round, the Vampire has a high chance of dealing damage to all enemies and skip the round. If the Spell misses the chance, the Vampire will attack the nearest vampire and perform their usual attack round.
It's important to note that there can only be one healer for every clan in the battle. The positioning of the Curser must be thought carefully.
If more than one curser is present, the most powerful will be the ones to use the spell.
If a player is not eligible to have a curser in the combat, they will receive a reimbursement of 90% of the resources paid for the spell when setting up the hunt.
More to be revealed soon..