Classic Magic Tower
Magic Tower
Here you are able to create magic weapons and armour for your heroes (similar to the Blacksmith), and also to use your spellcasters to cast either good or bad spells on other players.
To create a piece of magic equipment, you will need to have the amount of resources need for the equipment and then click on create. Once you have selected to create the equipment, than the amount of time it will take to be made is dependant on the amount of Spellcasters you have trained and the amount of Spell Points the piece of equipment requires.
Spellcasters are a county unit that can be trained in the Barracks and become available after you have constructed the third tier structure Magi Guild. Each Spellcaster provides 5 Spell Points per tick.
Spell List
Evil Spells ----------- 1) Black Death - kills 0-5% of county units and thieves 2) Invisible Hand - steals 0-5% of resources 3) Drought - reduces target's incomes by 10% for 96 ticks (2 days) 4) Withering Pain - reduce target's Home Guard defence and attack by 10% for 96 ticks (2 days) 5) Confusion - Cancels target's current Research, if none exists the spell backfires and kills your own. If neither exists spell diffuses
Good Spells ----------- 1) Nature's Blessing - Increase economic output by 10% for 48 ticks, if used on a county that has been hit with Drought it cancels the Drought 2) Spirit of Battle - Increase target Home Guard attack and defence by 10% for 48 ticks, if used on a county that has been hit with Withering Pain it cancels the Withering Pain 3) Gifts of the Gods - Gives target random amounts of resources and gold (max is 1 mil gold and 500k of each resource except Steel) 4) Fertility - Population growth doubled for 48 ticks (1 day) 5) Wisdom of the Ancients - Research doubled for 8 ticks (each tick reduces research ticks left by 2) 6) Blacksmith Frenzy - Blacksmith output increased by 50% for 24 ticks (stackable with Advanced Blacksmiths) 7) Spellcaster Frenzy - Spellcaster output increased by 50% for 24 ticks