Reborn Magic Guild

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Contents

Guild Overview

The Magic Guild is where you can put your caster units to good use. You can prepare, and eventually cast, a variety of damaging or helpful spells on targets of your choosing. Be careful though, because preparing or not casting a ready spell keeps your guild tied up. This reduces the effectiveness of your guild, and effectiveness determines how hard it is for an enemy to cast a spell on you! The higher your guild effectiveness the better!

Preparing Spells

This is where you choose which spell you'd like your guild to begin preparing for casting, different spells will take different amounts of effort to prepare so the more caster units you own the quicker you will be able to prepare them. You are only able to queue up a certain number of spells, this number is usually based on the race you have chosen. You can see how many spells slots you have left by looking at the Overview page.

Casting Spells

When your spells are ready, you can then cast them. When casting you get to choose how many casters to use. The more you send the better your chances of success. Success is determined in 3 levels, they are Minimal, Huge, Epic. Failure comes in those levels as well. Whichever level your result comes back as determines your unit losses, as well as little bonuses/penalties based on whatever spell you failed/succeeded at. For example, with a Fireball spell if you get a Epic Success you will kill up to 15% of their standing army at home and they will have no clue who cast it. Whereas if you get a Minimal Success then you will be noticed and you will lose a huge number of your casters!

Most often the best policy is to use ALL units when casting a spell, since most Epic Successes will not cause any damage to units who are helping cast the spell.

How Success is Determined

Success is determined by a roll, the logic is as follows:

  1. max_roll = (Total Production of casters used + Effectiveness of target guild[or of operation])
  2. random_roll = random number between 0 and max_roll
  3. if random_roll <= Total Production of casters used then SUCCESS

The deviation the roll gets from the Total Production of casters determines levels of success or failure.

Friendly Spells

On a friendly spell it will specify an 'Effectiveness Check'. The total production of all the caster units you use on the spell is compared to this effectiveness number. It is important to note that the target's guild effectiveness means nothing to these spells. You may have levels of success or failure depending on the spell.

Damaging Spells

The total production of all the caster units you use is compared to the effectiveness of the target guild (keep in mind, if the target is preparing spells or has some ready he/she hasn't used this will hurt their effectiveness). Some spells will also have a difficulty modifier which it will specify, that number will be multiplied by the effectiveness of the target's guild effectiveness so make sure you pay attention to it! You may have levels of success or failure depending on the spell.

List of Spells

NOTE: This list may change at any time.

* = indicates that spell has multiple levels of power (Depending on the level of the guild casting it). For example, "Time Jump" cast by a level 5 guild is more powerful than "Time Jump" cast by a level 1 guild.

Time Magic

*Time Jump

 (Advanced Spell)
 By bending space and time, your magic guild is able to gain a target county more time than the rest of Warshire. 
 This basically means that while the rest of Warshire sits moving slowly through time, the target county is not. 
 In fact, at more powerful levels this spell can provide a massive time jump of several ticks.

*Time Stop

 (Master Spell)
 Targeted county is locked in time, although they don't notice it right away the rest of Warshire moves on without them. 
 At powerful levels this spell has been known to cost targeted counties several ticks of progress.

Mind Magic

*Worthy Tribute

 (Basic Spell)
 Causes the targeted ruler to recognize your superiority and send you a gift of resources in tribute

Gain the Crown

 (Advanced Spell)
 A successful casting of this high level spell will attempt to give the target kingship of his/her kingdom. 
 This is short lasting though, and the respective county rulers break out of the spell after kingship is awarded to the new target.
 They also will obviously find out they were spelled, although they may not know by whom unless they have powerful magic of their own.

Extreme Paranoia

 (Advanced Spell)
 Using this high level spell causes the targeted ruler to send out an army attack randomly, but be careful as this spell does NOT protect the target from randomly attacking you! 
 Given the rather terrifying nature of this spell, magic guilds are very well versed at countering it. 
 It is hard to pull this spell off, and even if you manage to succeed the targeted ruler's magic guild will know the magic came from you.

Death Magic

*Curse Heroes

 (Basic Spell)
 Targetted county gets a 10% reduction to all hero stats, lasts 48 ticks.
 Effect DOES NOT stack.

*Curse Armies

 (Basic Spell)
 Targetted county gets a 10% reduction to all unit stats, lasts 48 ticks.
 Effect DOES NOT stack.

*Torment Heroes

 (Basic Spell)
 Harms targeted county heroes, 50 HP per level of the magic guild (per hero).
 This spell CANNOT kill heroes.

*Dark Plague

 (Advanced Spell)
 Requirements:
 - Cannot be performed on Undead targets
 
 Tales of the dark plague has haunted most of Warshire going back to times of old.
 Whoever is the victim of this terrifying affliction can expect to lose a vast portion of their military and county units before it is contained. 
 The only race that is not harmed by this affliction is the race that originally spawned it, the Undead Horde.

*Deaths Touch

 (Advanced Spell)
 One of the most difficult spells to cast successfully, but also one of the most terrifying in Warshire. 
 The victim of Death's Touch will have a hero at home be smitten with incredible damage, should no hero be at home it will kill a number of the foolish spell casters that wasted it's time.
 This spell CAN kill heroes.

*Death's Wrath

 (Master Spell)
 One of the most difficult spells to cast successfully, but also one of the most terrifying in Warshire. 
 The victim of Death's Wrath will be ravaged by death and destruction. Horrific damage is done to buildings, all units, and heroes.
 This spell CAN kill heroes.

Life Magic

*Bless Heroes

 (Basic Spell)
 Targetted county gets a 10% boost to all hero stats, lasts 48 ticks.
 Effect DOES NOT stack.

*Bless Armies

 (Basic Spell)
 Targetted county gets a 10% boost to all unit stats, lasts 48 ticks.
 Effect DOES NOT stack.

*Heal Heroes

 (Basic Spell)
 Heals targeted county heroes, 100 HP per level of the magic guild (per hero).

Resurrect Hero

 (Advanced Spell)
 If successful, one of the target's dead heroes will come to life! This spell will only work if the target has a hero slot available.

*Blessings of Life

 (Master Spell)
 Requirements:
 - Cannot be performed on Undead targets
 
 One of the most difficult spells to cast successfully, but also one of the most beneficial in Warshire. 
 The target of Blessings of Life experiences massive bonuses to all units health for a limited duration, as well as healing fully all heroes in the county.

Elemental Magic

*Blessings of the Elements

 (Basic Spell)
 Through masterful control of the elements you are able to improve incomes in the target county by 10% for 96 ticks.

*Fireball

 (Basic Spell)
 Blasts target county with a massive fireball, exploding and killing the home guard

*Summon Elementals

 (Basic Spell)
 Summons a host of Elementals under the command of the target (can be self-cast).

*Ice Storm

 (Advanced Spell)
 Blasts target county with a immense ice storm, causing death of county units

*Summon Master Elementals

 (Advanced Spell)
 Summons a host of Master Elementals under the command of the target (can be self-cast). 
 These elementals encompass all the various powers of the elements.

*Summon Godly Elementals

 (Master Spell)
 Summons a host of Godly Elementals under the command of the target (can be self-cast). 
 These elementals are terrifying harbingers of destruction.
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