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Legendary Wars Wiki

  • Jens Ingels

    It's easyer than it look:

    The game start with the following variable "scaleHp".

    On default this variable is globaly set to 1 and in most levels this value is modified.

    Some examples:


    Wave 1:

    • scaleHp[Global] = 1

    Wave 2:

    • scaleHp = 0.5

    Wave 3:

    • scaleHp[Global] = 1
    • last skully: (unknown action that set his hp to 120, scaling hp should 1.5)

    Wave 1:

    • scaleHp[Global] = 1

    Wave 2:

    • scaleHp[Global] = 0.7

    Wave 3:

    • scaleHp[Global] = 0.7
    • last skully // scaleHp = 2
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  • Jens Ingels

    An fell days ago I finaly bought an new smartphone. Offcourse this gave me the opportunity to install the game again. I'm not sure this game still is played actively but I probaly will give it an try to update some of the content over here. I want to start slow since I just don't want to rush my experience. That's why I decide to start an feedback blog. On some part that might need some reballancing.


    This is something you probaly already noticed before but their is an hugh function differents between an tier 1-3 Knight & an tier 4-5 Knight. Something that should be addressed patches ago.

    Somersault is designed for 1 vs 1 combat but does his job way to effective when the defensive part falls off relative easy in the later stages of the game. …


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  • Jens Ingels

    Advanced unit stats

    September 21, 2012 by Jens Ingels
    • Attack speed (calculated on 1 hit)
    • Combo
    • Attack booting
    • Attack cooldown
    • Attack discharge (only if combo is 2 or higher and the discharge remains equal)
    • Attack discharge-3 (only if combo is 3 and discharge from combo is different)
    • Attack discharge-... (if more combos and discharge is different
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  • Jens Ingels
    Translate project, since NL is my main language I first want to finish my guide to NL and later retranslate it when it's finished.

    Vandaag ga ik proberen jullie wat wiki codes te leren. Het is blijkbaar erg hard voor sommige spelers om deze te verstaan; terwijl ze in feite erg makkelijk zijn van zodra je de code kent. Wiki coding is in feite een vereenvoudigde vorm van html. Sommige html codes zijn vervangen door symbolen of afkortingen zodat zelf het kleinste kind ermee kan werken. Ondanks wiki codes zo makkelijk lijken is het erg beperkt in mogelijkheden. Wiki codes zijn stabieler wanneer je van visueel naar bron modes verwisseld en omgekeerd en zijn erg aangeraden om deze te kennen. Terwijl html vooral in de bron modes ondersteund wordt.…

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  • Jens Ingels

    Wiki coding and HTML

    March 26, 2012 by Jens Ingels

    Note: My main languages is not english so sorry for any mistakes

    Today I go to try to learn you some wiki coding. I mention it's really hard for some player to understand it when it's in fact really easy when you known the code. There's in fact some difference between wikicode and html. Wiki code are codes that are an great support when it comes to visual. This codes almost never fails when you switch between source and visual and is recommanded for all wiki players to known about them. When html is an support for source only give it the options that are for wiki coding are almost impossible. The problem with html is that I can bug when you switch between source and visual. That's why html is only recommand for small adds and templates. Som…

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