Difference between revisions of "Enchantments"

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= basics =
 
Enchantments are magic spells that influence your country turn after turn. Most of them require upkeep as m.p., some also require population as upkeep.
 
  
There are benefitial enchantments to cast on a mage kingdom, and offensive enchantments that negatively influence a kingdom. There are enchantments that run for as long as you can upkeep them, and there are enchantments that cannot be stopped. There are enchantments that simply can be cancelled, others need to be dispelled, others are instopable. Epidemics are enchantments that spread from mage to mage through attacking.
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<center><font size=4><b>[[:Category:Enchantments|View Enchantments as a wiki category]]</b></font></center>
  
Benefitial enchantments can only be cast on your own kingdom.
 
You cannot have one enchantment more than once on your country (e.g. no casting PG twice, not being D&D'd by three mages at the same time)
 
  
Gods can cast benefitial or harming enchantments on your kingdom for a limited amount of turns. Gods enchantments work on-top-off your enchantments by mages.
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[[:Category:Enchantments|Enchantments]] are [[spells]] that influence your country turn after [[turns|turn]]. Most of them require a [[mana]] upkeep each turn, some also require [[population]]. If you cast a spell over another kingdom, you pay upkeep for each turn the targeted mage takes (until the spell runs out of turns or you out of [[mana]]). [[:Category:Epidemics|Epidemics]] are enchantments that can spread from mage to mage with every attack. Possessing some [[Unique Items]] is very comparable to having an enchantment running.
  
The effect of an enchantment increases with spell-level.
 
Off-color penalties in effectiveness apply.
 
  
= list of enchantments =
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= Enchanting yourself =
A LIST HERE OF ALL ENCHANTMENTS AND THERE TYPE
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* Any enchantment can be cast on your own mage kingdom and run for as long as you can upkeep them, and as long their turn limit is not passed.
(start from encyclopedia, link to their related spellbook entry)
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** You can cancel your own enchantment (at the dispell page, with 0 [[mana]]) for most spells, except [[:Category:Epidemics|Epidemics]], [[Contract of the Soul]] and other 'NODISPEL, NOCANCEL' spells.
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* Benefitial enchantments can only be cast on your own kingdom.
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* The effect of an enchantment increases with spell-level.
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* Off-color penalties in effectiveness apply.
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* The spell [[Serenity]] can remove any NODISPEL enchantment on any mage, including on yourself
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= Enchanting others =
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* [[:Category:Offensive Enchantments|Offensive enchantments]] negatively influence a kingdom, and usually are cast upon a target kingdom.
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** You can dispel an enemy enchantment (at the dispell page, with a suitable amount of [[mana]]).
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** [[:Category:Epidemics|Epidemics]] need more [[mana]] to be dispelled than normal enchantments
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** Dispelling at low [[spell level]] (research not yet completed) takes more [[mana]] than at full spell level.
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** After you spend enough turns, the enchantment will cancel itself (you take the damage each turn though).
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* The spell [[Serenity]] can remove any NODISPEL enchantment on any mage, including on yourself
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= Multiple Enchantments =
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* Mages cannot have any enchantment running more than once on the same country
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** e.g. casting [[Plant Growth]] twice on yourself is impossible;
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** e.g. casting [[Death and Decay]] by three different mages all on the same target is impossible;
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** e.g. casting [[Death and Decay]] three times, each on a different target, is possible.
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* However, [[GodFavour|Gods]] <i>can</i> cast benefitial and harming enchantments on your kingdom for a limited amount of turns and these do work on-top-off enchantments by mage(s).
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= [[:Category:Enchantments|List of all Enchantments]] =
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[[Category:Spells]]

Latest revision as of 19:37, 16 April 2008

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View Enchantments as a wiki category


Enchantments are spells that influence your country turn after turn. Most of them require a mana upkeep each turn, some also require population. If you cast a spell over another kingdom, you pay upkeep for each turn the targeted mage takes (until the spell runs out of turns or you out of mana). Epidemics are enchantments that can spread from mage to mage with every attack. Possessing some Unique Items is very comparable to having an enchantment running.


Enchanting yourself

  • Any enchantment can be cast on your own mage kingdom and run for as long as you can upkeep them, and as long their turn limit is not passed.
    • You can cancel your own enchantment (at the dispell page, with 0 mana) for most spells, except Epidemics, Contract of the Soul and other 'NODISPEL, NOCANCEL' spells.
  • Benefitial enchantments can only be cast on your own kingdom.
  • The effect of an enchantment increases with spell-level.
  • Off-color penalties in effectiveness apply.
  • The spell Serenity can remove any NODISPEL enchantment on any mage, including on yourself

Enchanting others

  • Offensive enchantments negatively influence a kingdom, and usually are cast upon a target kingdom.
    • You can dispel an enemy enchantment (at the dispell page, with a suitable amount of mana).
    • Epidemics need more mana to be dispelled than normal enchantments
    • Dispelling at low spell level (research not yet completed) takes more mana than at full spell level.
    • After you spend enough turns, the enchantment will cancel itself (you take the damage each turn though).
  • The spell Serenity can remove any NODISPEL enchantment on any mage, including on yourself

Multiple Enchantments

  • Mages cannot have any enchantment running more than once on the same country
    • e.g. casting Plant Growth twice on yourself is impossible;
    • e.g. casting Death and Decay by three different mages all on the same target is impossible;
    • e.g. casting Death and Decay three times, each on a different target, is possible.
  • However, Gods can cast benefitial and harming enchantments on your kingdom for a limited amount of turns and these do work on-top-off enchantments by mage(s).

List of all Enchantments