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== Friendly Spells ==
 
== Friendly Spells ==
  
All friendly spells cost 3 % Wizard Strength to cast, and can only be cast by [[Monarchy#Court|Court Mages or Grand Magisters]], as well as between [[Guard|Shadow League]] members in the same realm.
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All friendly spells cost 4 % Wizard Strength to cast, and can only be cast by [[Monarchy#Court|Court Mages or Grand Magisters]], as well as between [[Guard|Shadow League]] members in the same realm.
  
 
{| class="wikitable"
 
{| class="wikitable"
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! Spell !! Cost Multiplier !! Effect !! Notes
 
! Spell !! Cost Multiplier !! Effect !! Notes
 
|-
 
|-
| Arcane Ward || 1.5x || +5% chance of causing hostile spells to fail,  || Lasts 6 hours, has a 3 hour cooldown.  
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| 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 || +5% chance of causing hostile spy operations to fail,  || Lasts 6 hours, has a 3 hour cooldown.  
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| 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.
 
| 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.
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| Fireball || 3x || Kills 5% of unprotected peasants and destroys food. || This is a war-only black op. || See Vulnerability below.  
 
| 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 0.25% science, 0.25% keep, 0.25% forges, 0.25% walls. || This is a war-only black op. || See Vulnerability below.  
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| 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.
 
| Disband Spies || 3.5x || Turns 2% of the target's spies into draftees. || This is a war-only black op.
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=== Vulnerability and Damage Scaling ===
 
=== Vulnerability and Damage Scaling ===
  
As of Round 40, Fireball and Lightning Bolt now utilise the following effects:
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As of Round 38, Fireball and Lightning Bolt now utilise a reworked system with two new effects:
* Burning: status effect (spell). Increases Fireball damage by 100 %, applies Rejuvenation upon expiration. Grants immunity to Lightning Storm. Lasts for 20 hours, plus 1 hour for every four days from day 4 onwards. Extended by 6 hours in mutual war.
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* 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.
* Lightning Bolt: status effect (spell). Increases Lightning Bolt damage by 50 %, applies Rejuvenation upon expiration. Grants immunity to Burning. Lasts for 20 hours, plus 1 hour for every four days from day 4 onwards. Extended by 6 hours in mutual war.
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* 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.
* Rejuvenation: status effect (spell) with 48 hour duration, increases population growth by 200%, reduces spell damage by 75%, immune to Burning and Lightning Storm, cancelled if target's realm declares war.
 
  
Burning or Lightning Storm will trigger once 20 Fireballs or Lightning Bolts respectively are cast on a target within a single tick, or up to 30 of the same spell 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.
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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.  
 
Additionally, only a certain percentage of peasants, as well as Castle investments, are vulnerable to being attacked by Fireball and Lightning Bolt.  
* 50 % of a Dominion's Peasants are vulnerable to Fireball. Every Wizard - or 0.5 Archmage - protects 6 peasants from being burnt through Fireball. This increases to 24 peasants per Wizard per Wizard Guild, at a maximum of 5 Wizards per Wizard Guild.
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* A maximum of 35 % of peasants are vulnerable on day 4, scaling up to 45 % by day 44.  
* 20 % of total Castle investments in Science, Keep, Forges, and Walls are vulnerable to Lightning Bolt. This amount (in numbers) is reduced by 10 % per 1 % Wizard Guilds, to a maximum of -50 %.
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* 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.
  
This is then further adjusted by the victim's Spires, multiplicative. For example: at 20000 peasants, 500 Wizards, no Wizard Guilds, and 10 % Spires, the amount of vulnerable peasants comes out to: <code> (20000 * 0.5 - (500 * 6)) * 0.9 = 6300</code> vulnerable peasants. Similarly, a castle with 10 million investment points in Science, Keep, and Walls, and 1 % Wizard Guilds and 5 % Spires, would have <code> 10000000 * 0.2 * 0.9 * 0.95 = 1710000</code> investment points vulnerable, down from 2 million baseline.
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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.
 
 
Both vulnerabilities can be reduced down by 80 % in total, meaning a maximally protected Dominion will have 10 % of their peasants still vulnerable (20 % of 50 % is 10 %) and 4 % of their relevant Castle investments (20 % of 20 %).
 
 
 
Energy Mirror does not reduce vulnerability, but does reduce 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.)
 
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.)
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| Crusade || [[Human]] and [[Nomad (Legacy)]] || +10% offensive power||
 
| 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 ||
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| Cull the Weak || [[Undead]] || Sacrifice Skeletons and Ghouls to summon Necromancers and Death Knights (2 plus 1 per 1000 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 ||  
 
| Delve Into Shadow || [[Dark Elf]] || Exploring platinum cost reduced by 1% per 100 Wizard Mastery, Failed spells refund 50% of their mana cost ||  

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