Magic
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. You can recast these once there are less than 12 hours remaining on the duration.
| 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 Shadow 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 | Kills 5% of unprotected peasants, 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 1 hour for every four days from day 4 onwards. Extended by 18 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 1 hour for every four days from day 4 onwards. Extended by 18 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.
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 5 peasants from being burnt through Fireball. This increases to 20 peasants per Wizard per Wizard Guild, at a maximum of 6 Wizards per Wizard Guild.
- 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 %.
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: (20000 * 0.5 - (500 * 6)) * 0.9 = 6300 vulnerable peasants. Similarly, a castle with 10 million investment points in Science, Keep, and Walls, and 1 % Wizard Guilds and 5 % Spires, would have 10000000 * 0.2 * 0.9 * 0.95 = 1710000 investment points vulnerable, down from 2 million baseline.
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.)
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. | |
| Blizzard | Icekin | 5x | 12 hours | +15% defensive power. | |
| Alchemist Frost | Icekin | 5x | 12 hours | +15% platinum production. | |
| Mechanical Genius | Gnome | 5x | 12 hours | -30% rezoning cost. | |
| 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. | |
| Defensive Frenzy | Halfling | 5x | 12 hours | +20% defensive power. | |
| Frenzy | Halfling | 2.5x | 12 hours | +20% spy power and -10% spy losses on failed operations. | |
| 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. | |
| Warsong | Sylvan | 5x | 12 hours | +10% offensive power. | |
| Regeneration | Troll | 5x | 12 hours | -30% combat casualties. | |
| Feral Hunger | Lycanthrope | 5x | 12 hours | Werewolves convert enemy peasants into Werewolves, up to 1 per 16 sent. | |
| Ascendance | Dark Elf | 5x | 12 hours | Surviving Swordsmen can upgrade into Spellblades at 8%. | |
| 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 | Cancels Vampire immortality and lets Vampires convert enemy peasants, up to 1 per 10 sent. | |
| Infernal Command | Demon | 5x | 12 hours | Infernal Imps gain +0.5 offense, Archdemons need no boats, and invasions apply Corruption. |
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.