Difference between revisions of "Magic"
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| Alchemist's Flame || [[Firewalker]] || Increases alchemy production by 15 platinum || | | Alchemist's Flame || [[Firewalker]] || Increases alchemy production by 15 platinum || | ||
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+ | | Alchemist's Frost || [[Icekin]] || +15% platinum production || Not cumulative with Midas Touch | ||
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| Ascendance || [[Dark Elf]] || 8% of surviving Swordsmen return from battle as Spellblades || | | Ascendance || [[Dark Elf]] || 8% of surviving Swordsmen return from battle as Spellblades || | ||
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| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties || | | Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties || | ||
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| Crusade || [[Human]] and [[Nomad (Legacy)]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units || | | Crusade || [[Human]] and [[Nomad (Legacy)]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units || | ||
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| Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water || | | Erosion || [[Lizardfolk]] and [[Merfolk]] || 20% of captured land automatically re-zoned into water || | ||
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| Feral Hunger || [[Lycanthrope]] || Werewolves convert enemy peasants into Werewolves (up to one for every 15 sent on attack) || | | Feral Hunger || [[Lycanthrope]] || Werewolves convert enemy peasants into Werewolves (up to one for every 15 sent on attack) || | ||
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+ | | Frenzy || [[Halfling]] || Reduces combat losses by 30% || | ||
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| Gaia's Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia's Watch | | Gaia's Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia's Watch |
Revision as of 17:43, 11 January 2023
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 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) |
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) | +5% offensive power, allows you to kill Spirit and Undead units | |
Erosion | Lizardfolk and Merfolk | 20% of captured land automatically re-zoned into water | |
Favorable Terrain | Nomad | +1% offensive power for every 1.5% 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 30% | |
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.