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Mages allow you to cast spells to produce resources or harm your opponent, and they're created by building Mage Towers
Mages allow you to cast spells to produce resources or harm your opponent, and they're created by building Mage Towers


* Modern:    - You must build at least one Mage Tower to start making mages.  After that all structures produce mages, while Mage Towers create mages twice as fast.  - You may turn off Mage production on the 'Magic Center' page, you may also dismiss mages from this page to lighten your food consumption.     
* Modern:    <br>- You must build at least one Mage Tower to start making mages.  After that all structures produce mages, while Mage Towers create mages twice as fast.  <br>- You may turn off Mage production on the 'Magic Center' page, you may also dismiss mages from this page to lighten your food consumption.     
* Classic:  - Only Mage Towers create mages. - Mage Towers can hold a max 170 mages per, if you are attacked and your total mage tower structures are less than your (total mages / 170) you will lose mages every turn until you are below that threshold.
* Classic:  <br>- Only Mage Towers create mages. <br>- Mage Towers can hold a max 170 mages per, if you are attacked and your total mage tower structures are less than your (total mages / 170) you will lose mages every turn until you are below that threshold.


Spells cost Mana to cast, which is created by building Mage Towers on both Modern and Classic.   
Spells cost Mana to cast, which is created by building Mage Towers on both Modern and Classic.   
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* Crystal Ball (1.00x): Allows you to see the vital statistics of your target's empire.
* Crystal Ball (1.00x): Allows you to see the vital statistics of your target's empire.
* Fireball (Classic only (1.15x)): Eliminate 3% of your enemy's military and magical forces. If your target has an active shield, only 1% will be destroyed.  Modern splits FB into lane-specific attacks:
* Fireball (Classic only (1.15x)): Eliminate 3% of your enemy's military and magical forces. If your target has an active shield, only 1% will be destroyed.  <br>Modern splits FB into lane-specific attacks:
** Blizzard (Modern only (1.15x)): Eliminate 6% of your enemy's infantry line. If your target has an active shield, only 2% will be destroyed.
** Blizzard (Modern only (1.15x)): Eliminate 6% of your enemy's infantry line. If your target has an active shield, only 2% will be destroyed.
** Hellfire (Modern only (1.15x)): Eliminate 6% of your enemy's siege line. If your target has an active shield, only 2% will be destroyed.
** Hellfire (Modern only (1.15x)): Eliminate 6% of your enemy's siege line. If your target has an active shield, only 2% will be destroyed.
** Tornado (Modern only (1.15x)): Eliminate 6% of your enemy's air line. If your target has an active shield, only 2% will be destroyed.
** Tornado (Modern only (1.15x)): Eliminate 6% of your enemy's air line. If your target has an active shield, only 2% will be destroyed.
** Whirlpool (Modern only (1.15x)): Eliminate 6% of your enemy's sea line. If your target has an active shield, only 2% will be destroyed.
** Whirlpool (Modern only (1.15x)): Eliminate 6% of your enemy's sea line. If your target has an active shield, only 2% will be destroyed.
* Storms (1.21x): Destroys a percentage of your target's Money and Food. If shielded, it will only be 33% as effective.
* Storms (1.21x): Destroys a percentage of your target's Money and Food. If shielded, it will only be 33% as effective.
* Lightning Strike (1.10x): Destroys a percentage of your target's Mana, limiting the ability of their mages to cast spells. If shielded, it will only be 33% as effective. The effects of this spell will also overload the targets mage towers, temporarily hindering Energy production.
* Lightning Strike (1.10x): Destroys a percentage of your target's Mana, limiting the ability of their mages to cast spells. If shielded, it will only be 33% as effective. The effects of this spell will also overload the targets mage towers, temporarily hindering Energy production.
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If you cast ToG or Corn above or below 100 power your spells will still work (as long as you're above 15 power), however at 100 power you're getting the best possible use out of your mana.   
If you cast ToG or Corn above or below 100 power your spells will still work (as long as you're above 15 power), however at 100 power you're getting the best possible use out of your mana.   


* Modern:  - No difference in spell production with lower health, which means you can Tog or Corn to heal from attacking if you'd like.
* Modern:  <br>- No difference in spell production with lower health, which means you can Tog or Corn to heal from attacking if you'd like.
* Classic:    - You'll want to cast above 98% health or you'll produce less for each percent of health below that.  Can cast at low health if you're desperate for resources, however your gains will be significantly higher above 98% health.
* Classic:    <br>- You'll want to cast above 98% health or you'll produce less for each percent of health below that.  Can cast at low health if you're desperate for resources, however your gains will be significantly higher above 98% health.


=== Offensive Magic: ===
=== Offensive Magic: ===
To Be Continued
To Be Continued

Latest revision as of 00:28, 16 April 2023

Mages

Mages allow you to cast spells to produce resources or harm your opponent, and they're created by building Mage Towers

  • Modern:
    - You must build at least one Mage Tower to start making mages. After that all structures produce mages, while Mage Towers create mages twice as fast.
    - You may turn off Mage production on the 'Magic Center' page, you may also dismiss mages from this page to lighten your food consumption.
  • Classic:
    - Only Mage Towers create mages.
    - Mage Towers can hold a max 170 mages per, if you are attacked and your total mage tower structures are less than your (total mages / 170) you will lose mages every turn until you are below that threshold.

Spells cost Mana to cast, which is created by building Mage Towers on both Modern and Classic.

Spells cannot be cast if your empire's health is below 20%. Casting an offensive spell reduces health by 4%.

Production Spells

Production spells allow you to create resources, apply shields, and facilitates movement between time eras.

  • Spell Shield: Partially protects your empire from magical attacks from other empires. Casting once will protect your empire for 24 hours, and each additional cast will extend it by up to 3 hours, with additional extensions becoming gradually less effective. If your empire has less than 21 hours of protection remaining, it will automatically be renewed to 24 hours. Spell shield duration cannot exceed 72 hours.
  • Super Spell Shield (Modern only): Completely protects your empire from any attack from other empires for up to 15 minutes; ends immediately if you have 36 turns remaining. This spell has no effect on the final day of the round.
  • Cornucopia: Creates Food to feed your citizens and army.
  • Tree of Gold: Creates Money to fund your empire.
  • Open Time Gate: Opens a Time Gate, allowing your empire to attack others in any time period. Casting once will open the gate for 24 hours, and each additional cast will extend it by up to 3 hours, with additional extensions becoming gradually less effective. If your empire's gate has less than 9 hours remaining, it will automatically be renewed to 24 hours. Time gate duration cannot exceed 72 hours.
  • Close Time Gate: If your empire currently has an open Time Gate, this spell will close it, protecting your empire from attacks by other empires in different time periods (unless they themselves have open time gates).
  • Advance to Future: Advances your empire from its current era to the next one (if it exists). At least 500 turns must be spent in your current era before you may cast this spell.
  • Regress to Past: This spell regresses your empire from its current era to the previous one (if it exists). At least 500 turns must be spent in your current era before you may cast this spell.


Utility Magic Power = Your_wizards * Your_Racial_Magic_Bonus / Your_PSI Centers

Offensive Spells

Offensive magic spells allow you to spy on and do damage to your opponents.

For them to succeed you must have a greater Offensive Magic Power than your opponent's Defensive Magic Power, with each spell requiring a different degree of difference.

  • Crystal Ball (1.00x): Allows you to see the vital statistics of your target's empire.
  • Fireball (Classic only (1.15x)): Eliminate 3% of your enemy's military and magical forces. If your target has an active shield, only 1% will be destroyed.
    Modern splits FB into lane-specific attacks:
    • Blizzard (Modern only (1.15x)): Eliminate 6% of your enemy's infantry line. If your target has an active shield, only 2% will be destroyed.
    • Hellfire (Modern only (1.15x)): Eliminate 6% of your enemy's siege line. If your target has an active shield, only 2% will be destroyed.
    • Tornado (Modern only (1.15x)): Eliminate 6% of your enemy's air line. If your target has an active shield, only 2% will be destroyed.
    • Whirlpool (Modern only (1.15x)): Eliminate 6% of your enemy's sea line. If your target has an active shield, only 2% will be destroyed.
  • Storms (1.21x): Destroys a percentage of your target's Money and Food. If shielded, it will only be 33% as effective.
  • Lightning Strike (1.10x): Destroys a percentage of your target's Mana, limiting the ability of their mages to cast spells. If shielded, it will only be 33% as effective. The effects of this spell will also overload the targets mage towers, temporarily hindering Energy production.
  • Wrath of Demons (1.70x): Destroys 3% of your enemy's structures. If your target has an active shield, only 1% will be destroyed. The effects of this spell will instill fear in the enemy's population, temporarily hindering their ability to rebuild.
  • Magic User Fight (2.20x): Sends your mages to do battle with your target's mages. Successful attacks will steal approximately 50% as much land as a standard military attack.
  • Embezzlement (1.75x): Allows you to steal Money from your target empire's treasury. If shielded, it will only be 33% as effective.


Offensive Magic Power = Your_wizards * Your_Racial_Magic_Bonus / ((Your_land + Target's_land) / 2)

Defensive Magic Power = Target's_wizards * Target's_Racial_Magic_Bonus * 1.05 / Target's_land

Mage Math Explained

Production Magic:

Tree of Gold (ToG) or Cornucopia (Corn) are your two resource production spells.

Note! The game processes your Money upkeep and Food consumption prior to the spell being cast, so you must have at least two turns worth of food and cash when casting spells or it will fail.

Max ToG / Corn production is achieved once you have 100 mages per Mage Tower (100 Power); ie, 10,000 Mage Towers will create 1,000,000 mages.

If you cast ToG or Corn above or below 100 power your spells will still work (as long as you're above 15 power), however at 100 power you're getting the best possible use out of your mana.

  • Modern:
    - No difference in spell production with lower health, which means you can Tog or Corn to heal from attacking if you'd like.
  • Classic:
    - You'll want to cast above 98% health or you'll produce less for each percent of health below that. Can cast at low health if you're desperate for resources, however your gains will be significantly higher above 98% health.

Offensive Magic:

To Be Continued