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[edit]

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 Decreases damage dealt by enemy black ops by 15 %, decreases duration of enemy non-war black ops and Nox Miasma by 2 hours The 15 % decreased damage is multiplicative with sources of damage reduction from e.g. WPA.
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

Surreal Perception[edit]

Each Op comes with its own notification in the Recent News. For information ops, these notifications are as follows:

Op Text
Clear Sight A magical presence was detected within our advisor's quarters. Our wizards have determined that DOMINION (#X) was responsible!
Disclosure A magical presence was detected within our hero's quarters. Our wizards have determined that DOMINION (#X) was responsible!
Revelation A magical presence was detected within our towers. Our wizards have determined that DOMINION (#X) was responsible!
Vision A magical presence was detected within our schools. Our wizards have determined that DOMINION (#X) was responsible!
Barracks Spy A hostile presence was detected within our barracks. Our wizards have determined that spies from DOMINION (#X) were responsible!
Castle Spy A hostile presence was detected within our castle. Our wizards have determined that spies from DOMINION (#X) were responsible!
Land Spy A hostile presence was detected amongst our lands. Our wizards have determined that spies from DOMINION (#X) were responsible!
Survey Dominion A hostile presence was detected amongst our buildings. Our wizards have determined that spies from DOMINION (#X) were responsible!

Friendly Spells[edit]

All friendly spells cost 3 % Wizard Strength to cast, and can only be cast by Court Mages or Grand Magisters, as well as between Shadow League members in the same realm.

Spell Cost Multiplier Effect Notes
Arcane Ward 1.5x +10 % WPA on target Lasts 6 hours, has a 3 hour cooldown. The modifier stacks additively with other ones from e.g. Great Oracle.
Illumination 1.5x +10 % SPA on target Lasts 6 hours, has a 3 hour cooldown. The modifier stacks additively with other ones from e.g. Guild of Shadows.
Spell Reflect 2x Reflects the next War or Black Op spell Lasts 3 hours, has a 3 hour cooldown. If activated, target will know who tried to Black/War Op them, even without Surreal Perception active.

Offensive Info Spells[edit]

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, if any.
Disclosure 0.5x Reveals the target's hero.

Offensive Duration Spells[edit]

Plague 3x Slows population growth rate by 50% (inverse of Harmony). This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.
Insect Swarm 3x Slows food production by 15%. This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.
Great Flood 3x Slows boat production by 25%. This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.
Earthquake 3x Slows ore and gem production by 5%. This is a non-war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.
Miasma 3x Increases mana drain by 50 % and decreases WPA by 5 % This is a Nox-only war black op. Lasts 8 hours baseline, increased by 2 hours if at war with the target, and by 4 hours if in a mutual war.

Offensive Damage Spells[edit]

Fireball 3x Kills 5% of unprotected peasants and destroys food. This is a war-only black op. See Vulnerability below.
Lightning Bolt 3.25x Damages castle by destroying 1% of unprotected resources invested in keep, forges, and walls. This is a war-only black op. See Vulnerability below.
Disband Spies 3.5x Turns 2% 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 wonder prestige, 25-75 based on damage dealt

Vulnerability and Damage Scaling[edit]

As of Round 38, Fireball and Lightning Bolt now utilise a reworked system with two new effects:

  • Burning: new status effect (spell) with 24 hour duration, unmodded population growth is fixed at 3% of your vulnerable peasant population + 0.5 % of maximum peasant population, applies Rejuvenation upon expiration, extended by 6 hours in mutual war.
  • Rejuvenation: new status effect (spell) with 48 hour duration, increases population growth by 200%, reduces spell damage by 75%, immune to Burning, cancelled if target's realm declares war.

Burning will trigger once 10 Fireballs or Lightning Bolts are cast on a target within 24 ticks, while War is active. The time within the tick does not matter: a spell at 10:01 server is counted the same as a spell at 10:57 server.

Additionally, only a certain percentage of peasants, as well as Castle investments, are vulnerable to being attacked by Fireball and Lightning Bolt.

  • A maximum of 35 % of peasants are vulnerable on day 4, scaling up to 45 % by day 44.
  • A maximum of 30 % of investments are vulnerable on day 4, scaling down to 20 % by day 44. Spires and Harbour remain immune. This runs off total investments, e.g. if a Castle has 10 million invested in Science, Keep, Forges, and Walls during a round, and has 2 million points vulnerable, the castle will not drop below 8 million points invested in those four categories, barring a reduction in protection.

The vulnerable percentage is then further adjusted by the victim's Spires, multiplicative. Energy Mirror does not reduce vulnerability, but does reduce damage, e.g. turning Lightning Bolt's 1 % damage into 0.85 % damage. This effectively means it takes more spells for the casters to drop someone to their minimum amount of peasants or investments. Rejuvenation, the Wizard Academy Wonder, and the Weather Manipulation tech (Lightning Bolt only) also only reduce damage. This effect can stack up to 80 % reduced damage.

Disband Spies does not use the vulnerability mechanics and always does the same base amount (2 % of target's spies) of damage, adjusted by damage reduction. (I.e. Energy Mirror, Rejuvenation, etc.)

Racial Spells[edit]

Each race has access to one racial self 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
Bloodrage Orc +10 % offensive power, +10 % offensive casualties
Crusade Human and Nomad (Legacy) +10% offensive power
Cull the Weak Undead Sacrifice Skeletons and Ghouls to summon Necromancers and Death Knights (2 plus 1 per 750 acres, hourly), Cancels and cancelled by Midas Touch
Delve Into Shadow Dark Elf Exploring platinum cost reduced by 1% per 100 Wizard Mastery, Failed spells refund 50% of their mana cost
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 +20 % Spy Power, -10 % Spy losses on failed operations
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 Spirit (Legacy) +50 % conversion rate Used to be on Undead as well, before a rework.
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[edit]

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[edit]

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%.

Formula[edit]

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

See Also[edit]