Skills
Barrier Proficiency | Grand Enchanter | Legendary Commander | Augment Summoning | Grand Conqueror
Contents
Introduction
The mages you can hire in Guilds can spend their time on thaumaturgical research, improving existing magic techniques. All this effort at some point can become useful even to most powerful mages, such as you. When you build Mage Guilds on your land, people working in them can not only help in researching new spells or uncovering ancient artifacts - they will also spend their time on mentioned thaumaturgy.
The 9 skills are divided into two groups: speciality-specific () and non-specific (Plain, ) skills. The first group is the more powerful, but training color-specific skills other than your own color, takes double the time of developing a plain one.
When you train yourself in one skill, you increase your rank in it. There are 20 ranks in each skill, and attaining each next rank is more expensive (see the table below). Off-color skills take twice the investment.
Developing your skills
There are 10 different skills that a mage can develop slowly over time. You can generate skill credits by having Guilds on your land (the buildings where your population works on developing magic) while you are spending turns.
The work by your guilds is reflected by a 'research points' income. 1 guild generates 10 points per turn (less if you build over 10%, because only small percentage of inhabitants of your country is talented enough to perform such exceptional science). For example, with 3500 acres your maximum income will be 3500 points/turn, as long as you maintain at least 350 guilds.
From time to time, when you have accumulated enough research points, they turn into skill credits (also called Skill Points). The amount of research points that make a skill point differ per server.
server speed | research points | |
Blitz - 1turn/5min | ???,??? | |
Guild - 1turn/10min | 250,000 | |
App - 1turn/15min | ???,??? |
- You can invest gained skill credits any time you want. But:
- Spending skill credit costs 1 turn.
- You can store a maximum of 5 unused Skill Credits. If you gain a sixth, it is lost.
- You are forced to choose early, what skill to develop. You can switch of course, but you cannot withdraw invested skill credits.
Rank | Rank Invest | Total Invest | Rank | Rank Invest | Total Invest | |
---|---|---|---|---|---|---|
1 | 1 | 1 | 11 | 11 | 66 | |
2 | 2 | 3 | 12 | 12 | 78 | |
3 | 3 | 6 | 13 | 13 | 91 | |
4 | 4 | 10 | 14 | 14 | 105 | |
5 | 5 | 15 | 15 | 15 | 120 | |
6 | 6 | 21 | 16 | 16 | 136 | |
7 | 7 | 28 | 17 | 17 | 153 | |
8 | 8 | 36 | 18 | 18 | 171 | |
9 | 9 | 45 | 19 | 19 | 190 | |
10 | 10 | 55 | 20 | 20 | 210 |
You can develop one skill very far (to level 20 over 2-3 months of time), or you can develop a couple of skills to a decent level. The game rounds (resets) are too short to develop all skills to the maximum of level 20.
Developing plain and on-color skills is cheap. Developing off-color skills cost double. It is nearly impossible to get an off-color skill to level 20.
Having over 10% of your land guilds, means you generate skill points at the maximum rate for your amount of land. Having more land, and building up to 10% guilds on it, will make you generate more skill points.
Tips what skill to develop first
Just pointing the obvious about skills: Its not what you take first and what second, its how you adjust skills to your game style. A whorer/defensive mage should obviously pick barrier resistance and grand enchanter to ensure his defence and his incomes while he masses up lots and lots of money / items etc. (also grand enchanter works perfectly for spells like confusion/dnd/Meteor storm, other than the obvious "love and peace" and "weather summoning")
A warmage on the opposite needs either barrier penetration, legendary commander or grand conqueror for the same reasons.
If you are going to attack a lot then boost your attack powers ! If you are going to defend a lot boost your resistance. At all points choose what you like to do in this game and pick the skills so you do it best way possible.
For those people that are a bit more advanced to the game mechanics they could cut up the loses though. That is to pick the skills that make up for your natural disadvantages as a player. Someone who cannot play a full run properly due to lack of turns or bad use of mana then "augment summoning" will reduce the castings needed to make an army (thus less mana used also) and the first 3 ranks in the phantasm skill is 3% less mana cost on all spells. ( 4rth rank is -3.6% i dont know further )
Additional Info (cut-paste, not ordered)
Q: It would even take more than a month to get 210 skill points at 10k land on s1.
- A: Yes it does. Ranks above 15 are considered very high and take loong to gain. But, i'll adjust skill points income during the reset, this is just a draft.
Q: The peope who are good at the game will increase dramatically faster than people who aren't that good at the game (like me). It will take a longer time for somone in the lower ranks to gain in the ranks cuz the higher ranked people will have more skills.
- A: People who rank fast will be most probably interested in completely different set of skills than people who sit in mid ranks. The worst effect comes to good rankers who intentionally sit low for first month or two, but it's their own decision :)
- Besides, I count on general human tendency to MAX one thing instead of mixing various effects. And it is very costy and takes looots of time even for big mages.
(sogrom Q&A's from UBB forum early in 2005)