Magic

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Magic will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies.

All spells cost mana, which is produced by towers. The cost of each spell is based on a multiplier of your land size.

Self Spells

Self-spells last for 12 hours and can't be cast on other dominions. You can recast these once there are less than 12 hours remaining on the duration.

Spell Cost Multiplier Effect Notes
Ares' Call 2.5x +10% defensive power
Gaia's Watch 2x +10% food production
Harmony 2.5x +50% population growth rate Vital during protection
Midas Touch 2.5x +10% platinum production Should be always active
Mining Strength 2x +10% ore production
Fools Gold 1x Prevents platinum theft for 10 hours. Can only be cast once every 20 hours.
Surreal Perception 3x Reveals the name of dominions performing any ops on you.
Energy Mirror 4x All successful spells cast at your Dominion have a 30% chance of being reflected back to the caster.
Amplify Magic 0.5x Increases the mana cost of your next non-cooldown self spell by 200% and increases its duration by 150% (18 hours). Lasts 6 hours, removed when a qualifying spell is cast, and cannot be used during protection

Offensive Spells

Spell Cost Multiplier Effect Notes
Clear Sight 0.5x Gives you an overview of the target dominion in the form of their Status screen. As of Round 27, Clear Sight will display an Icekin's RAW wizards per acre.
Revelation 1x Shows spells currently affecting the target dominion.
Clairvoyance 1.2x Reveals the target's realm's Town Crier. Currently not enabled due to Town Crier.
Vision 0.5x Reveals the target dominion's techs and heroes, if any.
Plague 3x Slows population growth rate by 50% (inverse of Harmony). This is a non-war black op.
Insect Swarm 3x Slows food production by 15%. This is a non-war black op.
Great Flood 3x Slows boat production by 25%. This is a non-war black op.
Earthquake 3x Slows ore and gem production by 5%. This is a non-war black op.
Fireball 3.3x Kills 2.75% of peasants and destroys food. This is a war-only black op.
Lightning Bolt 3.5x Damages castle by destroying 0.40% of resources invested in keep, forges, and walls. This is a war-only black op.
Disband Spies 4.3x Turns 1.5% of the target's spies into draftees. This is a war-only black op.
Cyclone 2x Damages Wonders Damage formula (1.5 * min(Wizards, Acres)) but capped at 0.75% of max wonder HP (can not fail this operation). Cyclone now awards wizard mastery when rebuilding a wonder at the same rate as prestige, 25-75 based on damage dealt

Racial Spells

Each race has access to one racial spell. All racial spells have a 5x cost multiplier, as well as a duration of 12 hours.

Spell Race Effect Notes
Alchemist's Flame Firewalker Increases alchemy production by 15 platinum
Alchemist's Frost Icekin +15% platinum production Not cumulative with Midas Touch
Ascendance Dark Elf 8% of surviving Swordsmen return from battle as Spellblades
Bloodrage Orc +10 % offensive power, +10 % offensive casualties
Crusade Human and Nomad (Legacy) +10% offensive power
Erosion Lizardfolk and Merfolk 20% of captured land automatically re-zoned into water
Favorable Terrain Nomad +1% offensive power for every 1% barren land (max +10%)
Feral Hunger Lycanthrope Werewolves convert enemy peasants into Werewolves (up to one for every 15 sent on attack)
Frenzy Halfling Reduces combat losses by 35%
Gaia's Blessing Wood Elf +20 % food production and +10 % lumber production Not cumulative with Gaia's Watch
Howling Kobold +10 % offensive power and +10 % defensive power Not cumulative with Ares' Call
Killing Rage Goblin +10% offensive power
Miner's Sight Dwarf and Gnome +20% ore production Not cumulative with Mining Strength
Nightfall Nox +5 % offensive power
Parasitic Hunger Undead and Spirit (Legacy) +50 % conversion rate
Regeneration Troll Reduces combat losses by 25%
Unholy Ghost Spirit and Dark Elf (Legacy) Enemy draftees do not participate in battle
Verdant Bloom Sylvan 35% of captured land re-zoned into forest (in addition to initial forest captured)

WPA

The wizard ratio or Wizards Per Acre (WPA) is an important factor in the success of offensive spells. If your WPA is higher than that of your target, you are more likely to successfully cast spells on them. Each archmage counts as 2 wizards.

WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land

Wizard races (Sylvan and Dark Elf) naturally have higher wizard ratios because their defensive elite units count as partial wizards.

Because their elite offensive units rely on a high WPA, Icekin attackers must have a very high WPA.

For other races, a WPA of 0.3 to 0.6 is normally sufficient for info-ops, but results will vary depending on targets.

Wizard Strength

Wizard strength starts at 100% and decreases with every spell cast (including self-spells). Information ops decrease your wizard strength by 2% while self spells and offensive spells decrease your strength by 5%. Wizard strength refreshes by 4% every hour but this can be increased with Guilds, spy resilience, and techs. No spells may be cast if your wizard strength is below 30%.

Damage Scaling

Lightning Bolt, Disband Spies, and Assassinate Wizards damage scales linearly based on day of the round. The spell does 100% of the base damage on Day 25. Damage is increased by 2.5% each day prior (max of 137.5% at Day 10 or before) and decreased by 2.5% each day after (min 62.5% at Day 40 or after).

Formula

The chance of success is determined through one of three formulas. See Formula page for details.

See Also