Difference between revisions of "Spells"
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For SPL 600, on-color would multiply the success rate by 28%, adjacent color would multiply it by 46%, while opposite color would multiply it by 64%. | For SPL 600, on-color would multiply the success rate by 28%, adjacent color would multiply it by 46%, while opposite color would multiply it by 64%. | ||
− | | + | <span style="color:#2ecc71;">Chance to Destroy Hostile Enchantments</span> |
+ | |||
+ | <span style="color:#2ecc71;">There is a 50% chance to destroy hostile enchantments cast upon a Mage when the Mage has successfully attacked (Regular), sieged or pillaged the Caster</span> | ||
'''Encyclopedia Magika: Volume II: The Book of Spells''' | '''Encyclopedia Magika: Volume II: The Book of Spells''' | ||
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| [[Armageddon|Armageddon]] | | [[Armageddon|Armageddon]] | ||
| Enchantment associated with the final destruction at the end of the game round. | | Enchantment associated with the final destruction at the end of the game round. | ||
− | It is to be casted and upkept by 7 mages over 6 days, to start the one day final battle at the 7th day. If this doesn't happen within 3 months of game round, server triggered [[Armageddon|Armageddon]] comes at an announced time. | + | It is to be casted and upkept by 7 mages over 6 days, to start the one day final battle at the 7th day. If this doesn't happen within 3 months of game round, server triggered [[Armageddon|Armageddon]] comes at an announced time. Researching this mother of all spells will not boost your spell level. |
− | Researching this mother of all spells will not boost your spell level. | + | |
|- | |- | ||
| [[Frozen_Hell|Frozen Hell]] | | [[Frozen_Hell|Frozen Hell]] |
Revision as of 23:45, 26 February 2020
| Spell Attributes | Lists of Simple, Average, Complex, Ultimate & Ancient Spells |
Spells are the bread and butter of The Reincarnation. They are used for a variety of purposes: the summoning of units, the casting of offensive, defensive, and support enchantments both in and out of battle, and the allocation of resources, among other uses. The spells in a mage's spellbook are seen as one of the basic resources. The number of spells and their complexity determines a mage's spell level; once a spell is acquired, you'll never lose it, and spell level will permanently be raised, as long as you keep your mage alive.
Each color can learn their own Simple, Average, Complex, and Ultimate spells through research (note that Ultimate spells are disabled on Arch server). They can learn their own adjacent colors' Simple, Average, and Complex spells, and finally, can learn their opposite colors' Simple and Average spells. Phantasm is the exception: they can learn every color's Simple, Average, and Complex spells, so their spell level is naturally the highest of all the colors. Ancient spells are special rare spells (one for each color) that cannot be learned through research. Administrators have their own set of spells, and so have the Gods.
Each color has two adjacent and two opposite colors, which you can imagine as adjacent and opposite points of the pentegram diagram below, or as the diagrams to the side, looped. |
Gods, Skills, and the Black Market can add some extra spell level. Every color's Simple, Average, and Complex spells are available on the Black Market under Exotic Mageware. This is one of the two places that Ancient spells can be learned; the other method is using the specific Unique scroll that corresponds to each color. These Unique scrolls have a fixed percentage chance (50%) of allowing a mage to learn the corresponding Ancient spell; otherwise, the Unique scroll is destroyed, draining all of a mage's mana reserve in the process. Bidding on and winning the spell in the Exotic Mageware section of the Black Market is a guaranteed way to learn the spell without running the risk of losing all of your mana.
Mana cost for spell casting | ||||
Spell Type | On-Colour | Adjacent Colour | Opposite Colour | |
Simple | 100% | 125% | 200% | |
Average | 100% | 150% | 350% | |
Complex | 100% | 200% | 600% | |
Ultimate | 100% | not possible | ||
Ancient | 100% | 125% | 200% |
Casting adjacent and off-color spells is much more mana costly than casting on-color spells, increasing as spell complexity rises. Casting a spell off-color carries the further risk of failure, depending on the complexity of the spell. If spell casting fails, turns and mana are consumed with no benefit. Opposite color casting carries a greater risk of failure than adjacent color casting. The risk of failure also increases with the complexity of the spell. However, higher spell levels reduce the risk of casting failure. Failure rate can be further reduced by casting the Phantasm enchantment Concentration, which reduces research time for spells for all colors. For Phantasm mages, it also increases off-color summoning yields.
Success rate for on-color spells is computed using the following formula:
Simple = SPL x 0.10% + 140%
Average = SPL x 0.10% + 130%
Complex = SPL x 0.10% + 90%
Ultimate = SPL x 0.10% + 80%
Ancient = SPL x 0.10% + 85%
Concentration multiplies this success rate through the following formula: (100% + ( SPL of Concentration / 2900 ))
For adjacent color spells, the success rate is further multiplied by 53%. For opposite color spells, it is multiplied by 45%.
Example: SPL 500 with concentration of 500 casting an off color complex will be (500 x 0.10% + 90%) x (100% +500/2900) x 53% = 86.99%
Confuse, on the other hand, reduces the success rate of casting by multiplying it with the following formula:
on color: * (1 - (0.0012 * SL))
offcolor: * (1 - (0.0009 * SL))
opposite: * (1 - (0.0006 * SL))
For SPL 600, on-color would multiply the success rate by 28%, adjacent color would multiply it by 46%, while opposite color would multiply it by 64%.
Chance to Destroy Hostile Enchantments
There is a 50% chance to destroy hostile enchantments cast upon a Mage when the Mage has successfully attacked (Regular), sieged or pillaged the Caster
Encyclopedia Magika: Volume II: The Book of Spells
Contents
Ascendant
Spell | Effect |
---|---|
Armor of Light | Provides Racial Enemy% vs Undead units for ONE random friendly stack. (Based on spell level) |
Bless | Raises Accuracy of one random owned stack. (Based on spell level) |
Blinding Flash | Reduces accuracy of enemy units (Based on spell level) |
Consecration | Summon Fanatics into your army |
Descent of Holy Being | Summon Dominions into your army |
Destroy Artifacts | Destroys 1-9 random artifacts of targeted mage. (Based on spell level) |
Dispel Magic | Improves chance of dispelling enchantments |
Divine Inspiration | On Apprentice server only, enchantment to compensate for the absence of The Holy Light.
Increase your accuracy in battle. It has a hidden mana upkeep, and only works for white mages. |
Gate | Summon Archangels, Angels, Unicorns or Knights into your army |
Healing | Resurrects units at the end of the battle, except when whole stacks are wiped. |
Heavenly Protection | Gives a chance to reflect enemy spells. |
Holy Word | Deal's Holy damage to each undead enemy stack. (Based on spell level) |
Locate Artifact | Generates\Finds items for the caster. |
Love and Peace | Increase HP and decrease AP of own units in battles. Preachers join your army every turn.
Reduces the Geld upkeep of your units. Increases Population growth. |
Miracle | Resurrects 50% of slain units, except stacks that were totally wiped. |
Pacifism | Reduces Attack Power of the victim's armies by ~15%. (Based on spell level) |
Platinum Hand of Healing | Resurrects 20% of slain units, except stacks that were totally wiped. |
Protection from Evil | Grants your kingdom resistance against spells, both in battles as well as directly cast. |
Protection from Missile | Protects a random stack from any missile attacks. |
Resist Elements | Adds resistance to Eradication spells. (Based on spell level) |
Resurrection | Resurrects units slain during battle. |
Summon Angel | Summon Angels into your army. |
Summon Archangel | Summon Archangels into your army. |
Summon Astral Magician | Summon Astral Magicians into your army. |
Summon Pegasus | Summon Pegasus into your army. |
Summon Soul Speaker | Summon Soul Speakers into your army. |
Summon Spirit Warrior | Summon Spirit Warriors into your army. |
Summon Titan | Summon Titans into your army. |
Summon Unicorn | Summon Unicorns into your army. |
Sword of Light | Battle spell that adds holy attack and increased AP to units of MELEE Attack Type |
The Holy Light | Enchantment that boosts accuracy, AP, and counter of units, as well as adding holy attack to those with MELEE Attack Type |
Verdant
Spell | Effect |
---|---|
Animal Summoning | Summon Gorillas into your army. |
Call Creeping Vines | Summon Creeping Vines into your army. |
Call Griffon | Summon Griffons into your army. |
Call Hurricane | All flying units will be grounded and suffer -1 initiative. |
Call Mandrake | Summon Mandrakes into your army. |
Call Treants | Summon Treants into your army. |
Call Phoenix | Summon Phoenixes into your army. |
Cancellation | Removes all enchantments from the targetted mage, also cures global epidemics. |
Enlarge Animal | Increases AP and for all Animals you own. |
Eye of the Eagle | Elves get +10% accuracy. |
Nature's Cure | Restores HP. |
Nature's Favor | Summon Treants, Dryads and Nymphs every turn, gives bonus to population. |
Nature's Lore | Increase explore and gives a bonus to Elves. |
Plant Growth | Increases the HP, counter and AP of all treefolk units: Treant, Mandrake, and Creeping Vines. |
Regeneration | Resurrects 10% of all your slain units in battle. |
Rust Armor | Lowers melee resistance of all of opponent's units that fail to resist the spell by ~30%. |
Serenity | Dispells a number of enchantments on a target. Can be used offensively but also to save a friend. |
Stunning Beauty | Elves and Humans in your army gain Beauty ability. |
Summon Dryad | Summon Dryads into your army. |
Summon Earth Elemental | Summon Earth Elementals into your army. |
Summon Locust Swarm | Decreases food production of farms of the target mage. |
Summon Nymph | Summon Nymphs into your army. |
Summon Werebear | Summon Werebears into your army. |
Sunray | Increases protection from Nether and Phantasm magic. |
Weather Summoning | Increase food production of farms. |
Web of the Spider Woman | Reduces the initiative of one random enemy stack by 1. |
Wooden Soul | Increaes HP for one random stack in your army. |
Eradication
Spell | Effect |
---|---|
Battle Chant | Increases AP and decreases HP of own units in battle.
Takes home geld if attack is successful ( mages only). |
Blaze | Inflicts minor damage, twice as effective as Force Bolt. |
Call Dwarven Deathseeker | Summon Dwarven Deathseekers into your army. |
Call Lightning | Kills Mana and Population: between 5%-8%. |
Call Lizardmen | Summon Lizardmen into your army. |
Call Storm Giant | Summon Storm Giants into your army. |
Chain Lightning | Does strong Lightning damage to one enemy group and does weak Lightning damage to remaining enemies. Seems to do more damage to smaller units. |
Disintegrate | Kills units in 1 random stack. Red's version of Gaze of Death. |
Earthquake | It empties all mana of caster, and then from the target subtracts half that amount of mana. |
Fireball | Inflicts major fire damage to random group. Efficient if used against units with Weakness to fire. |
Flame Arrow | Adds Fire attack type to all Missile attacks. |
Flame Blade | Adds FIRE attack type to any MELEE stack. |
Flame Shield | Gives your units 100% FIRE Resistance, and gives them the ability Bursting Fire.
Bursting is triggered by each enemy melee and holy primary attack. |
Force Bolt | Inflicts minor lightning damage to a random enemy stack. |
Giant Strength | +20% AP to all stacks. |
Gravity Pull | Pulls those enemy flying units that fail to resist the spell to the ground.
Grounded stacks are dealt an amount of Melee damage because of the impact, and are paired to ground stacks. |
Inferno | Inflicts major amounts of fire damage to all enemy stacks.
Smaller units suffer far more damage than big ones. |
Lightning Strike | Moderate lightning damage to 1 random enemy stack. |
Meteor Storm | Destroys buildings and population each turn taken by the targeted mage.
Takes its upkeep mana from the casting mage, during every turn the targeted mage moves under the enchantment. |
Stun | Typically 30% reduction of both resistances and efficiency of enemy units that fail to resist Stun. |
Summon Chimera | Summon Chimera into your army. |
Summon Efreeti | Summon Efreeti into your army. |
Summon Fire Elemental | Summon Fire Elementals into your army. |
Summon Hellhound | Summon Hell Hounds into your army. |
Summon Hydra | Summon Hydra into your army. |
Summon Red Dragon | Summon Red Dragons into your army. |
Summon Salamander | Summon Salamanders into your army. |
Summon Wyvern | Summon Wyverns into your army. |
Volcano Eruption | Kills target's units and population and destroys buildings, including forts. |
Nether
Spell | Effect |
---|---|
Animate Ghouls | Summon Ghouls to your army. |
Animate Skeletons | Summon Skeletons to your army. |
Animate Zombie | Summon Zombies to your army. |
Battle Lust | +80% AP increase to all stacks, -40% HP penalty. |
Black Death | Kills units and population every turn. This epidemic spreads through battles. |
Black Sabbath | Randomizes but increases node output. Summon Zombies and Skeletons every turn. |
Blacken Soul | Kills units and paralyzes 1 random stack. |
Blood Curse | Prevents healing of enemy units. |
Blood Ritual | Summon Ghouls every turns. |
Conjure Dark Elemental | Summon Dark Elementals to your army. |
Contract of the Soul | Devils come to help in battles for 25 hours, particulary on defense and in counters.
Population allows upkeeping this enchantment a limited number of turns only. Regaining Population after Contract of the Soul is hindered by the Devil Prince hero. |
Corruption | Summon Fallen Units. |
Curse | Lowers accuracy of 1 stack. |
Death and Decay | Destroys targets land and population/ |
Dreams of Seduction | Summon Succubi into your army. |
Fear | Lowers AP and counter of 1 stack. |
Foul Water | Increase AP to all MELEE units and gives them POISON attack type. |
Gaze of Death | Kills units in 1 random stack. |
Kiss of the Vampire | All units gain the ability Steal Life. |
Night of the Living Dead | Sacrifices population and summon random undead units |
Shroud of Darkness | Add resistance against Ascendant Magic. |
Summon Demon Knight | Summon Demon Knights to your army. |
Summon Horned Demon | Summon Horned Demons to your army. |
Summon Lich | Summon Liches to your army. |
Summon Shadow | Summon Shadows to your army. |
Summon Unholy Reaver | Summon Unholy Reavers to your army. |
Summon Vampire | Summon Vampires to your army. |
Summon Wraith | Summon Wraith to your army. |
Touch of Necromancy | Raises 30% of slain units from opponents army as Undeads to join your army. |
Phantasm
Spell | Effect |
---|---|
Aureate Conversion | Decreases gold income, decreases unit mana upkeep. |
Call Sirenes | Summon Sirenes into your army. |
Concentration | Decreases the chance of failure in casting off-color spells.
Increases research speed. For mages also increases off-color summoning yields. |
Confuse | Decreases target's chance for successful spell casting and successful dispelling. |
Conjure Elemental | Summon Water Elementals, Ice Elementals or Air Elementals into your army. |
Double Time | Increases accuracy and initiative to one of your stacks. |
Flight | Adds Flying ability to one of your stacks. |
Fog Cloud | Decreases accuracy for attacker and defender in a battle. |
Fool's Gold | Removes a random amount of geld from a target, transferring part of it to caster. |
Hallucination | Gives a chance your enemy cannot find your kingdom when attacking, and reduces the efficiency of your units by 10%. |
Invisibility | Sets 1 random stack Initiative to 6 and doubles Fatigue to the enemy stack that hits it |
Laziness | Decreases the base geld income of the target. |
Lovesick | Cast by adds Charm and Beauty abilities to your units. Adds Beauty only when cast off-color. |
Mental Thrash | Deals fixed amount of psychic attack type damage to one enemy stack. |
Mind Bar | Increases spell resistance for all five magic specialties (). |
Mirage Monster | Summon 6666 Shadow Monsters into your army for 1 battle. |
Paralyze | Lowers initiative, AP and counter-attack. |
Phantasm Magic | Deals minor amount of psychic damage to the enemy army. |
Phase Step | Grants a single stack Siege and increases the Random Damage Mulitplier by 0.25 (on color) Replaces Feet of Hermes since October 2007. |
Scrying Mirror | Randomly reveals information of targetted mage. |
Sleep | Reduces all the resistances of one single enemy stack |
Slow | Decreases Enemy unit's initiative by 1. |
Steal Artifact | Steals 1 random artifact from target. |
Summon Djinni | Summon Djinnies into your army. |
Summon Leviathan | Summon Leviathans into your army. |
Summon Medusa | Summon Medusa into your army. |
Summon Mind Ripper | Summon Mind Rippers into your army. |
Summon Psychic Wisp | Summon Psychic Wisps into your army. |
Summon Sprite | Summon Sprites into your army. |
Summon Sylph | Summon Sylphs into your army. |
Temporal Stasis Field | Doubles the turn costs for moves by the targeted mage. Disables pre-orders. |
The Wall of Silence | Renders spell casting very hard, both for the target and for mages encountering that target. |
Wish | May gain you nothing, can make you gain or lose turns and can make you lose mana,
but may also gain you Geld, population, lesser items, Efreeti Bottle, Skill-point. |
Plain
Spell Name | Spell Effect |
---|---|
Armageddon | Enchantment associated with the final destruction at the end of the game round.
It is to be casted and upkept by 7 mages over 6 days, to start the one day final battle at the 7th day. If this doesn't happen within 3 months of game round, server triggered Armageddon comes at an announced time. Researching this mother of all spells will not boost your spell level. |
Frozen Hell | Capital punishment cast by Administrators; it freezes target mage, preventing any action by that person for a period of a week. After that week, the mage is killed. |
Fury of God | A major punishment cast by a hateful God or by Administrators; it will either instantly kill the target mage or cause massive damage in a small amount of turns |
Indulgence of God | Beneficial spell cast by pleased Gods; it removes all harmful enchantments, including epidemics |
Invigorate | Beneficial spell cast by pleased Gods; it provides a massive boost to all units in the target mage's army |
Mute | Minor punishment used by Administrators; it disables all in-game messaging and description editing |
Spell Strike | A damaging spell cast by angry Gods, Spell Strike removes all beneficial enchantments from target mage |
Time Twister | Minor punishment used by Administrators; it subtracts Turns|a full amount of turns from target mage |
Heroes' spells
- Arcfire by Fire Elementalist
- Firestorm by Fire Elementalist
- Wall of Thorn by Shaman
- Chill Touch by Soul Reaper and Necromancer
- Icicle by Valkyrie
- Polymorph by Witch
Retired spells
Spell | Effect |
---|---|
Feet of Hermes | Discontinued spell, replaced by Phase Step. Added the Swift ability to one of your stacks. |