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'''Magic''' will let your wizards cast a variety of spells, giving temporary bonuses, information or damaging your enemies. | '''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 [[Buildings| | All spells cost [[mana]], which is produced by [[Buildings|Towers]] and [[Buildings|Wizard Guilds]]. The cost of each spell is based on a multiplier of your [[land size]]. | ||
== Self Spells == | == Self Spells == | ||
Self-spells | Self-spells can't be cast on other dominions. They can normally be refreshed when their remaining duration is below the full duration of the new cast, subject to any cooldown. Amplify Magic cannot be recast while active. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Spell !! Cost Multiplier !! Effect !! Notes | ! Spell !! Cost Multiplier !! Duration !! Effect !! Notes | ||
|- | |||
| Gaia's Watch || 2x || 12 hours || +10% food production. || | |||
|- | |||
| Ares' Call || 2.5x || 12 hours || +10% defensive power. || | |||
|- | |||
| Midas Touch || 2.5x || 12 hours || +10% platinum production. || Cancels Cull the Weak | |||
|- | |||
| Mining Strength || 2x || 12 hours || +10% ore production. || | |||
|- | |||
| Harmony || 2.5x || 12 hours || +50% population growth. || | |||
|- | |||
| Fool's Gold || 1x || 10 hours || Prevents platinum theft. || 20 hour cooldown; Cannot be cast during protection | |||
|- | |||
| Surreal Perception || 3x || 12 hours || Reveals the name of dominions performing ops on you. || | |||
|- | |||
| Energy Mirror || 4x || 12 hours || Reduces enemy spell damage by 15% and enemy spell duration by 1 hour. || | |||
|- | |||
| Amplify Magic || 0.5x || 6 hours || Your next non-cooldown self spell costs +100% mana and lasts +50% longer. || Cannot be cast during protection; Removed when a qualifying spell is cast | |||
|} | |||
=== Surreal Perception === | |||
Each Op comes with its own notification in the Recent News. For information ops, these notifications are as follows: | |||
{| class="wikitable" | |||
|- | |||
! 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 == | |||
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|Chaos League]] members in the same realm. | |||
{| class="wikitable" | |||
|- | |- | ||
! Spell !! Cost Multiplier !! Duration !! Effect !! Notes | |||
|- | |- | ||
| | | Spell Reflect || 2x || 3 hours || Reflects the next war or black-op spell. || 3 hour cooldown; Target will know who tried to cast the reflected spell | ||
|- | |- | ||
| | | Arcane Ward || 1.5x || 6 hours || +5% chance for hostile spells against the target to fail. || 3 hour cooldown | ||
|- | |- | ||
| | | Illumination || 1.5x || 6 hours || +5% chance for hostile spy operations against the target to fail. || 3 hour cooldown | ||
|} | |} | ||
== Offensive Spells == | == Offensive Info Spells == | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 35: | Line 75: | ||
! Spell !! Cost Multiplier !! Effect !! Notes | ! Spell !! Cost Multiplier !! Effect !! Notes | ||
|- | |- | ||
| Clear Sight || 0.5x || | | Clear Sight || 0.5x || Shows the target dominion's status/advisor screen. || | ||
|- | |||
| Vision || 0.5x || Shows the target dominion's researched techs. || | |||
|- | |- | ||
| Revelation || 1x || Shows spells currently affecting the target dominion. || | | Revelation || 1x || Shows spells currently affecting the target dominion. || | ||
|- | |- | ||
| | | Disclosure || 0.5x || Shows the target dominion's hero. || | ||
|} | |||
== Offensive Duration Spells == | |||
{| class="wikitable" | |||
|- | |||
! Spell !! Cost Multiplier !! Duration !! Effect !! Notes | |||
|- | |- | ||
| | | Plague || 3x || 8 hours || -50% population growth. || Non-war black op; war can extend duration | ||
|- | |- | ||
| | | Insect Swarm || 3x || 8 hours || -15% food production. || Non-war black op; war can extend duration | ||
|- | |- | ||
| | | Great Flood || 3x || 8 hours || -25% boat production. || Non-war black op; war can extend duration | ||
|- | |- | ||
| | | Earthquake || 3x || 8 hours || -5% gem production and -5% ore production. || Non-war black op; war can extend duration | ||
|} | |||
== Offensive Damage Spells== | |||
{| class="wikitable" | |||
|- | |- | ||
! Spell !! Cost Multiplier !! Effect !! Notes | |||
|- | |- | ||
| | | Disband Spies || 3.5x || Turns 2% of the target's spies into draftees. || War-only black op | ||
|- | |- | ||
| | | Fireball || 3x || Deals base damage equal to 5% of the maximum vulnerable peasant pool, capped by the peasants currently above the protected floor; also destroys food and contributes to Burning. || War-only black op | ||
|- | |- | ||
| | | Lightning Bolt || 3.25x || Damages Science, Keep, Forges, and Walls by 0.2% each and contributes to Lightning Storm. || War-only black op | ||
|- | |- | ||
| | | Cyclone || 2x || Deals wonder damage. || Wonder spell | ||
|} | |} | ||
=== Vulnerability and Damage Scaling === | |||
As of Round 40, Fireball and Lightning Bolt now utilize the following effects: | |||
* Burning: status effect (spell). Increases Fireball damage by 100 %, applies Rejuvenation upon expiration. Grants immunity to Lightning Storm. Lasts for 20 hours, plus one hour per four full days after day 4, up to 10 extra hours, before other duration modifiers. Extended by 12 hours in mutual war and when declaring war. | |||
* Lightning Storm: status effect (spell). Increases Lightning Bolt damage by 50 %, applies Rejuvenation upon expiration. Grants immunity to Burning. Lasts for 20 hours, plus one hour per four full days after day 4, up to 10 extra hours, before other duration modifiers. Extended by 12 hours in mutual war and when declaring 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. | |||
Fireball protects a floor based on '''maximum''' peasant population. Spires reduce the initially vulnerable half of maximum peasants. Wizards then protect 5 peasants each, with 15 extra protected peasants for up to 6 wizard equivalents per Wizard Guild. Archmages count as two wizard equivalents. Damage is capped by the number of current peasants above the protected floor. | |||
Lightning Bolt can destroy Science, Keep, Forges, and Walls only while their current combined total exceeds the protected baseline: 80% of total historic investment excluding current Spires and Harbor. Wizard Guilds and Spires reduce Lightning Bolt damage, rather than lowering this investment floor. Wizard Guilds contribute up to 50% damage reduction, and total spell damage reduction is capped at 80%. | |||
For example, with a maximum peasant population of 20,000, 500 wizard equivalents, no Wizard Guilds, and a 10% Spires bonus, the protected floor is <code>20000 * (1 - 0.5 * 0.9) + 500 * 5 = 13500</code>. At full population, 6,500 peasants are vulnerable. | |||
Total peasant protection cannot exceed 80% of maximum peasants, so at least 20% of maximum peasants remains vulnerable. This protection limit is separate from the 80% cap on spell damage reduction. | |||
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.) | |||
== Racial Spells == | == Racial Spells == | ||
Some races have access to one or more racial self-spells. | |||
{| class="wikitable" | {| class="wikitable sortable" | ||
|- | |||
! Spell !! Race !! Cost Multiplier !! Duration !! Effect !! Notes | |||
|- | |||
| Crusade || [[Human]] || 5x || 12 hours || +10% offensive power. || | |||
|- | |- | ||
| Favorable Terrain || [[Nomad]] || 5x || 12 hours || +1% offensive power for every 1% barren land, maximum +10%. || | |||
|- | |- | ||
| | | Miner's Sight || [[Dwarf]], [[Gnome]] || 5x || 12 hours || +20% ore production and prevents ore-production damage. || | ||
|- | |- | ||
| | | Killing Rage || [[Goblin]] || 5x || 12 hours || +10% offensive power. || | ||
|- | |- | ||
| | | Alchemist Flame || [[Firewalker]] || 5x || 12 hours || +12 platinum production per Alchemy and +25 Forges points per Alchemy each hour. || | ||
|- | |- | ||
| | | Erosion || [[Lizardfolk]], [[Merfolk]] || 2.5x || 12 hours || 25% of captured land is automatically rezoned into water. || | ||
|- | |- | ||
| | | Arcane Infusion || [[Icekin]] || 5x || 12 hours || Allows training Archmages directly from draftees at a base cost of 1,400 platinum each. || | ||
|- | |- | ||
| | | Bloodrage || [[Orc]] || 5x || 12 hours || +10% offensive power and +10% offensive casualties. || | ||
|- | |- | ||
| | | Unholy Ghost || [[Spirit]] || 5x || 12 hours || Enemy draftees do not participate in battle. || | ||
|- | |- | ||
| | | Finders Keepers || [[Halfling]] || 2.5x || 12 hours || +10% theft gains, +10% theft chance, and theft costs 1% less strength. || | ||
|- | |- | ||
| | | Howling || [[Kobold]] || 5x || 12 hours || +10% offensive power and +10% defensive power. || | ||
|- | |- | ||
| | | Verdant Bloom || [[Sylvan]] || 5x || 12 hours || 35% of captured land is automatically rezoned into forest. || | ||
|- | |- | ||
| | | Regeneration || [[Troll]] || 5x || 12 hours || -25% combat casualties. || | ||
|- | |- | ||
| | | Feral Hunger || [[Lycanthrope]] || 5x || 12 hours || Werewolves convert enemy peasants into Werewolves, up to 1 per 16 sent. || | ||
|- | |- | ||
| | | Spellwright's Calling || [[Dark Elf]] || 5x || 12 hours || Wizard Guilds produce Spellblades and +5 raw mana per hour. || Cannot be cast during protection | ||
|- | |- | ||
| | | Gaia's Light || [[Wood Elf]] || 2.5x || 12 hours || +30% wizard power and -10% spy power; cancels Gaia's Shadow. || | ||
|- | |- | ||
| | | Gaia's Shadow || [[Wood Elf]] || 2.5x || 12 hours || +30% spy power and -10% wizard power; cancels Gaia's Light. || | ||
|- | |- | ||
| | | Death and Decay || [[Undead]] || 5x || 6 hours || Doubles food and lumber decay and converts 0.5% peasants into Skeletons each hour. || 24 hour cooldown; Cannot be cast during protection | ||
|- | |- | ||
| | | Feast of Blood || [[Vampire]] || 5x || 12 hours || Increases unit conversions by 25% and applies Satiated Thirst after attacking: -10% offensive power for 48 hours. Neither effect applies against targets below 75% of your size. || | ||
|- | |- | ||
| | | Infernal Command || [[Demon]] || 5x || 12 hours || Infernal Imps receive -0.5 offense and Archdemons need no boats. || | ||
|} | |} | ||
| Line 119: | Line 196: | ||
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 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 | Wizard strength recovers by 4 percentage points per hour, plus racial and tech bonuses and up to 2 points from Wizard Mastery at 1,000 mastery. While strength is below 30%, each 100 [[Resilience]] adds another recovery point. No spells may be cast below 30% wizard strength. | ||
== Formula == | == Formula == | ||
The chance of success is determined through one of | The chance of success is determined through one of two formulas. See [[Ops#Formula|Formula]] page for details. | ||
== See Also == | == See Also == | ||
Latest revision as of 00:12, 18 October 2026
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 and Wizard Guilds. The cost of each spell is based on a multiplier of your land size.
Self Spells[edit]
Self-spells can't be cast on other dominions. They can normally be refreshed when their remaining duration is below the full duration of the new cast, subject to any cooldown. Amplify Magic cannot be recast while active.
| Spell | Cost Multiplier | Duration | Effect | Notes |
|---|---|---|---|---|
| Gaia's Watch | 2x | 12 hours | +10% food production. | |
| Ares' Call | 2.5x | 12 hours | +10% defensive power. | |
| Midas Touch | 2.5x | 12 hours | +10% platinum production. | Cancels Cull the Weak |
| Mining Strength | 2x | 12 hours | +10% ore production. | |
| Harmony | 2.5x | 12 hours | +50% population growth. | |
| Fool's Gold | 1x | 10 hours | Prevents platinum theft. | 20 hour cooldown; Cannot be cast during protection |
| Surreal Perception | 3x | 12 hours | Reveals the name of dominions performing ops on you. | |
| Energy Mirror | 4x | 12 hours | Reduces enemy spell damage by 15% and enemy spell duration by 1 hour. | |
| Amplify Magic | 0.5x | 6 hours | Your next non-cooldown self spell costs +100% mana and lasts +50% longer. | Cannot be cast during protection; Removed when a qualifying spell is cast |
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 Chaos League members in the same realm.
| Spell | Cost Multiplier | Duration | Effect | Notes |
|---|---|---|---|---|
| Spell Reflect | 2x | 3 hours | Reflects the next war or black-op spell. | 3 hour cooldown; Target will know who tried to cast the reflected spell |
| Arcane Ward | 1.5x | 6 hours | +5% chance for hostile spells against the target to fail. | 3 hour cooldown |
| Illumination | 1.5x | 6 hours | +5% chance for hostile spy operations against the target to fail. | 3 hour cooldown |
Offensive Info Spells[edit]
| Spell | Cost Multiplier | Effect | Notes |
|---|---|---|---|
| Clear Sight | 0.5x | Shows the target dominion's status/advisor screen. | |
| Vision | 0.5x | Shows the target dominion's researched techs. | |
| Revelation | 1x | Shows spells currently affecting the target dominion. | |
| Disclosure | 0.5x | Shows the target dominion's hero. |
Offensive Duration Spells[edit]
| Spell | Cost Multiplier | Duration | Effect | Notes |
|---|---|---|---|---|
| Plague | 3x | 8 hours | -50% population growth. | Non-war black op; war can extend duration |
| Insect Swarm | 3x | 8 hours | -15% food production. | Non-war black op; war can extend duration |
| Great Flood | 3x | 8 hours | -25% boat production. | Non-war black op; war can extend duration |
| Earthquake | 3x | 8 hours | -5% gem production and -5% ore production. | Non-war black op; war can extend duration |
Offensive Damage Spells[edit]
| Spell | Cost Multiplier | Effect | Notes |
|---|---|---|---|
| Disband Spies | 3.5x | Turns 2% of the target's spies into draftees. | War-only black op |
| Fireball | 3x | Deals base damage equal to 5% of the maximum vulnerable peasant pool, capped by the peasants currently above the protected floor; also destroys food and contributes to Burning. | War-only black op |
| Lightning Bolt | 3.25x | Damages Science, Keep, Forges, and Walls by 0.2% each and contributes to Lightning Storm. | War-only black op |
| Cyclone | 2x | Deals wonder damage. | Wonder spell |
Vulnerability and Damage Scaling[edit]
As of Round 40, Fireball and Lightning Bolt now utilize the following effects:
- Burning: status effect (spell). Increases Fireball damage by 100 %, applies Rejuvenation upon expiration. Grants immunity to Lightning Storm. Lasts for 20 hours, plus one hour per four full days after day 4, up to 10 extra hours, before other duration modifiers. Extended by 12 hours in mutual war and when declaring war.
- Lightning Storm: status effect (spell). Increases Lightning Bolt damage by 50 %, applies Rejuvenation upon expiration. Grants immunity to Burning. Lasts for 20 hours, plus one hour per four full days after day 4, up to 10 extra hours, before other duration modifiers. Extended by 12 hours in mutual war and when declaring 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.
Fireball protects a floor based on maximum peasant population. Spires reduce the initially vulnerable half of maximum peasants. Wizards then protect 5 peasants each, with 15 extra protected peasants for up to 6 wizard equivalents per Wizard Guild. Archmages count as two wizard equivalents. Damage is capped by the number of current peasants above the protected floor.
Lightning Bolt can destroy Science, Keep, Forges, and Walls only while their current combined total exceeds the protected baseline: 80% of total historic investment excluding current Spires and Harbor. Wizard Guilds and Spires reduce Lightning Bolt damage, rather than lowering this investment floor. Wizard Guilds contribute up to 50% damage reduction, and total spell damage reduction is capped at 80%.
For example, with a maximum peasant population of 20,000, 500 wizard equivalents, no Wizard Guilds, and a 10% Spires bonus, the protected floor is 20000 * (1 - 0.5 * 0.9) + 500 * 5 = 13500. At full population, 6,500 peasants are vulnerable.
Total peasant protection cannot exceed 80% of maximum peasants, so at least 20% of maximum peasants remains vulnerable. This protection limit is separate from the 80% cap on spell damage reduction.
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.)
Racial Spells[edit]
Some races have access to one or more racial self-spells.
| Spell | Race | Cost Multiplier | Duration | Effect | Notes |
|---|---|---|---|---|---|
| Crusade | Human | 5x | 12 hours | +10% offensive power. | |
| Favorable Terrain | Nomad | 5x | 12 hours | +1% offensive power for every 1% barren land, maximum +10%. | |
| Miner's Sight | Dwarf, Gnome | 5x | 12 hours | +20% ore production and prevents ore-production damage. | |
| Killing Rage | Goblin | 5x | 12 hours | +10% offensive power. | |
| Alchemist Flame | Firewalker | 5x | 12 hours | +12 platinum production per Alchemy and +25 Forges points per Alchemy each hour. | |
| Erosion | Lizardfolk, Merfolk | 2.5x | 12 hours | 25% of captured land is automatically rezoned into water. | |
| Arcane Infusion | Icekin | 5x | 12 hours | Allows training Archmages directly from draftees at a base cost of 1,400 platinum each. | |
| Bloodrage | Orc | 5x | 12 hours | +10% offensive power and +10% offensive casualties. | |
| Unholy Ghost | Spirit | 5x | 12 hours | Enemy draftees do not participate in battle. | |
| Finders Keepers | Halfling | 2.5x | 12 hours | +10% theft gains, +10% theft chance, and theft costs 1% less strength. | |
| Howling | Kobold | 5x | 12 hours | +10% offensive power and +10% defensive power. | |
| Verdant Bloom | Sylvan | 5x | 12 hours | 35% of captured land is automatically rezoned into forest. | |
| Regeneration | Troll | 5x | 12 hours | -25% combat casualties. | |
| Feral Hunger | Lycanthrope | 5x | 12 hours | Werewolves convert enemy peasants into Werewolves, up to 1 per 16 sent. | |
| Spellwright's Calling | Dark Elf | 5x | 12 hours | Wizard Guilds produce Spellblades and +5 raw mana per hour. | Cannot be cast during protection |
| Gaia's Light | Wood Elf | 2.5x | 12 hours | +30% wizard power and -10% spy power; cancels Gaia's Shadow. | |
| Gaia's Shadow | Wood Elf | 2.5x | 12 hours | +30% spy power and -10% wizard power; cancels Gaia's Light. | |
| Death and Decay | Undead | 5x | 6 hours | Doubles food and lumber decay and converts 0.5% peasants into Skeletons each hour. | 24 hour cooldown; Cannot be cast during protection |
| Feast of Blood | Vampire | 5x | 12 hours | Increases unit conversions by 25% and applies Satiated Thirst after attacking: -10% offensive power for 48 hours. Neither effect applies against targets below 75% of your size. | |
| Infernal Command | Demon | 5x | 12 hours | Infernal Imps receive -0.5 offense and Archdemons need no boats. |
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 recovers by 4 percentage points per hour, plus racial and tech bonuses and up to 2 points from Wizard Mastery at 1,000 mastery. While strength is below 30%, each 100 Resilience adds another recovery point. No spells may be cast below 30% wizard strength.
Formula[edit]
The chance of success is determined through one of two formulas. See Formula page for details.