|“||The shield is best used when attacking with a huge army and gives you an enormous benefit in pitched battle.||„|
When cast, the Shield spell instantly puts up a protective shield around the hero and all friendly units within range. This protection works like additional health points that have to be depleted before a unit receives any more actual damage. These hit points have the resistances and the weaknesses of the Unit wearing them.
Shield does not interfere with the hero's regeneration. If the hero is attacked, even when he's shielded, regeneration stops.
The effect of this spell is not cumulative: Repeatedly casting Shield will only refresh existing protection to the current maximum.
Protection in advance: With Shield, there's no need to wait for damage. It can be used right at the start, to give units an advantage.
Fixed protection: The protection added by Shield is independent of a unit's hit points. This is especially helpful for units with few hit points, like Frosters, which can become multiple times as tough.
Big armies: Regardless of the army's size, Shield can protect huge numbers of units – as long as they are in range when the spell is cast.
Instant effect: Shield is applied instantly, making it easy to time the spell.
Poison: Shield can be used to stop the lingering effect of poison. This can be very helpful when dealing with Snake Towers.
Full is full: Once a unit is fully protected, repeatedly casting Shield has no further effect.
Range: To have units benefit from Shield, the hero has to be close to them. This is no problem if the hero moves with his army, but can be a disadvantage if a player wants to run ahead or stay behind.
|Forgings Levels||Pearls Cost||Cooldown||Success Chance||Max Fails|
|+3||263||1d 3h 54m||44.4%||1|
|+4||350||1d 13h 12m||33.3%||1|
|+5||350||2d 7h 48m||33.3%||1|
|+6||350||3d 11h 42m||33.3%||1|
|+∞||350||6d 23h 24m||33.3%||1|