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| Mining Strength || 2x || +10% ore production ||
 
| Mining Strength || 2x || +10% ore production ||
 
|-
 
|-
| Fools Gold || 1x || Prevents platinum [[theft]] for 10 hours. Can only be cast once every 20 hours. ||
+
| Fools Gold || 5x || 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. ||
 
| 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.
+
| Energy Mirror || 4x || All successful spells cast at your Dominion have a 20% 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
 
|}
 
 
 
=== 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|Shadow League]] members in the same realm.
 
 
 
{| class="wikitable"
 
|-
 
! 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 ==
+
== Offensive Spells ==
  
 
{| class="wikitable"
 
{| class="wikitable"
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! Spell !! Cost Multiplier !! Effect !! Notes
 
! 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|Icekin's]] RAW wizards per acre.
+
| Clear Sight || 0.5x || Gives you an overview of the target dominion in the form of their Status screen. ||  
 
|-
 
|-
| Revelation || 1x || Shows spells currently affecting the target dominion. ||  
+
| Revelation || 1.2x || Shows spells currently affecting the target dominion. ||  
 
|-
 
|-
| Clairvoyance || 1.2x || Reveals the target's realm's Town Crier.  || Currently not enabled due to [[Global town crier|Town Crier]].
+
| Clairvoyance || 1.2x || Reveals the target's realm's Town Crier.  || Currently not in-game.
 
|-
 
|-
| Vision || 0.5x || Reveals the target dominion's techs, if any. ||
+
| Vision || 0.5x || Reveals the target dominion's techs and heroes, if any. ||
 
|-
 
|-
| Disclosure || 0.5x || Reveals the target's hero. ||
+
| Disclosure || 1.2x || If the target dominion's realm owns a wonder, its HP will be disclosed. || Not yet implemented.
|}
 
 
 
== Offensive Duration Spells ==
 
{| class="wikitable"
 
 
|-
 
|-
| 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.
+
| 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. 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.
 
|-
 
|-
| 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.
+
| 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. 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.
 
|-
 
|-
| 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.
+
| Fireball || 3.3x || Kills peasants and destroys food. || This is a war-only black op.
|}
 
 
 
== Offensive Damage Spells==
 
{| class="wikitable"
 
 
|-
 
|-
| Fireball || 3x || Kills 5% of unprotected peasants and destroys food. || This is a war-only black op. || See Vulnerability below.  
+
| Lightning Bolt || 4x || Damages [[castle]] by destroying resources invested. || This is a war-only black op.
 
|-
 
|-
| 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 || 4.3x || Turns 1.5% 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.
+
| Cyclone || 3.5x || Damages Wonders || Damage formula (5 * Acres * min(WPA, 1)) but capped at 2.5% of max wonder HP
|-
 
|  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#Wonder_Prestige|wonder prestige]], 25-75 based on damage dealt
 
 
|}
 
|}
 
=== Vulnerability and Damage Scaling ===
 
 
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 ==
 
== Racial Spells ==
  
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.
+
Each race has access to one racial spell. All spells have a 5x cost multiplier.
  
 
{| class="wikitable"
 
{| class="wikitable"
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| Alchemist's Flame || [[Firewalker]] ||  Increases alchemy production by 15 platinum ||
 
| Alchemist's Flame || [[Firewalker]] ||  Increases alchemy production by 15 platinum ||
 
|-
 
|-
| Alchemist's Frost || [[Icekin]] || +15% platinum production || Not cumulative with Midas Touch
+
| Blizzard || [[Icekin]] || +15% defensive power || Not cumulative with Ares' Call
 
|-
 
|-
 
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||
 
| Bloodrage || [[Orc]] || +10 % offensive power, +10 % offensive casualties ||
 
|-
 
|-
| Crusade || [[Human]] and [[Nomad (Legacy)]] || +10% offensive power||
+
| Crusade || [[Human]] and [[Human|Nomad]] || +5% offensive power, allows you to kill [[Spirit]] and [[Undead]] units ||
|-
 
| 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 ||  
+
| Defensive Frenzy || [[Halfling]] || +20% defensive power || Not cumulative with Ares' Call
 
|-
 
|-
 
| 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 ||
|-
 
| 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  
 
| Gaia's Blessing || [[Wood Elf]] || +20 % food production and +10 % lumber production || Not cumulative with Gaia's Watch  
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| Killing Rage || [[Goblin]] || +10% offensive power ||
 
| Killing Rage || [[Goblin]] || +10% offensive power ||
 
|-
 
|-
| Miner's Sight || [[Dwarf]] and [[Gnome]] || +20% ore production || Not cumulative with Mining Strength
+
| Mechanical Genius || [[Gnome]] || -30% re-zoning costs ||
 +
|-
 +
| Miner's Sight || [[Dwarf]] || +20% ore production || Not cumulative with Mining Strength
 
|-
 
|-
 
| Nightfall || [[Nox]] || +5 % offensive power ||
 
| Nightfall || [[Nox]] || +5 % offensive power ||
 
|-
 
|-
| Parasitic Hunger || [[Spirit (Legacy)]] || +50 % conversion rate || Used to be on Undead as well, before a rework.
+
| Parasitic Hunger || [[Lycanthrope]], [[Spirit]] and [[Undead]] || +50 % conversion rate ||
 
|-
 
|-
 
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||
 
| Regeneration || [[Troll]] || Reduces combat losses by 25% ||
 
|-
 
|-
| Unholy Ghost || [[Spirit]] and [[Dark Elf (Legacy)]] || Enemy draftees do not participate in battle ||
+
| Unholy Ghost || [[Dark Elf]] || Enemy draftees do not participate in battle ||
 
|-
 
|-
| Verdant Bloom || [[Sylvan]] || 35% of captured land re-zoned into forest (in addition to initial forest captured) ||
+
| Warsong || [[Sylvan]] || +10% offensive power ||
 
|}
 
|}
  
 
== WPA ==
 
== 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.
+
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.
 
 
<code> WPA = ((Wizards + (2 * Archmages))*(1 + [Wizard Power Bonus])) / Land </code>
 
  
Wizard races ([[Sylvan]] and [[Dark Elf]]) naturally have higher wizard ratios because their defensive elite units count as partial wizards.
+
Wizard races ([[Sylvan]] and [[Dark Elf]]) have very high WPAs because their elite units count as partial wizards.
  
 
Because their elite offensive units rely on a high WPA, [[Icekin]] attackers must have a very high WPA.
 
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.
+
For other races, a WPA of 0.3 to 0.6 is usually sufficient for info-ops.
  
 
== Wizard Strength ==
 
== 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 is also an important part of successfully casting offensive spells. It starts at 100% and decreases with every spell cast (including self-spells).
Wizard strength refreshes by 4% every hour but this can be increased with [[Buildings|Guilds]], [[Resilience|spy resilience]], and [[Teching|techs]]. No spells may be cast if your wizard strength is below 30%.
+
Information ops decrease your wizard strength by 2% while self spells and offensive spells decrease by 5%.
 +
Wizard strength refreshes by 4% every hour but this can be increased with Wizard Guilds and techs. No spells may be cast if your wizard strength is below 30%, however strength will recover an additional 1% each hour when below 30%.
  
 
== Formula ==
 
== Formula ==
  
The chance of success is determined through one of two formulas. See [[Ops#Formula|Formula]] page for details.
+
The chance of success is determined through one of two formulas. See [[Ops#Formula|Ops Formula]].
  
 
== See Also ==
 
== See Also ==

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