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magic [2021/03/29 16:12]
fenrir
magic [2022/04/04 03:03] (current)
demonsthenes [Distribution] Fix typo in last change.
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 {{:misc:magic:blood.png|}}[[Blood]] {{:misc:magic:blood.png|}}[[Blood]]
 </WRAP></WRAP> </WRAP></WRAP>
-[[commander|Mage]]s will have certain levels of skill in one or more paths; for instance, a [[marignon-ma|Marignon]] Witch Hunter has Fire 2 Astral 1, while a lich has Death 4. To cast a spell, a mage must have sufficient skill in all of its required paths to cast it. Thus the Marignon Witch Hunter could cast Fireball (requiring Fire 2), but not Astral Fires (requiring Fire 1 Astral 3).+[[commander|Mage]]s will have certain levels of skill in one or more paths; for instance, a [[marignon-ma|Marignese]] ??Witch Hunter?? has Fire 2 Astral 1, while a ??Lich?? has Death 4. To cast a spell, a mage must have sufficient skill in all of its required paths to cast it. Thus the Marignon Witch Hunter could cast Fireball (requiring Fire 2), but not Astral Fires (requiring Fire 1 Astral 3).
  
 Each path contains many spells, divided into seven schools of magic: Each path contains many spells, divided into seven schools of magic:
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 For instance, the spell Blade Wind is an Evocation 4 spell that requires Earth 3 to cast. Once your nation has reached Evocation 4 research, any mage with at least 3 levels in the Earth path can cast Blade Wind. For instance, the spell Blade Wind is an Evocation 4 spell that requires Earth 3 to cast. Once your nation has reached Evocation 4 research, any mage with at least 3 levels in the Earth path can cast Blade Wind.
  
-There are also {{:misc:magic:holy.png|}}[[Holy]] spells, which have their own path ([[Priest]] levels) and school (the [[divine-magic|Divine]] school), and are exceptions to most general rules.+There are also {{misc:magic:holy.png?14&nolink}}Holy spells, which have their own path (Priest levels) and school (the [[divine-magic|Divine]] school), and are exceptions to most general rules.
  
 [[Gems]] are the magical currency required for performing [[rituals]] and forging [[items|magic items]]. They can also be used to perform more potent [[combat magic]], as well as reduce spellcasting fatigue in combat and cast spells with a higher path requirement than a mage might normally be able to. In practice, they are a critical resource for leveraging research into actual progress in a game. [[Gems]] are the magical currency required for performing [[rituals]] and forging [[items|magic items]]. They can also be used to perform more potent [[combat magic]], as well as reduce spellcasting fatigue in combat and cast spells with a higher path requirement than a mage might normally be able to. In practice, they are a critical resource for leveraging research into actual progress in a game.
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-| {{ :magicpath:path_f.png }}  | Fire Resistance +5 at {{path>F3}} and +2 for every additional level, Leadership +5, Magic Leadership +5, Reduced Max Age         +| {{ :magicpath:path_f.png }}  | [[Fire Resistance]] +5 at {{path>F3}} and +2 for every additional level, Leadership +5, Magic Leadership +5, Reduced Max Age                
-| {{ :magicpath:path_a.png }}  | Shock Resistance +5 at {{path>A3}} and +2 for every additional level, Magic Leadership +5                                        +| {{ :magicpath:path_a.png }}  | [[Shock Resistance]] +5 at {{path>A3}} and +2 for every additional level, Magic Leadership +5                                               
-| {{ :magicpath:path_w.png }}  | Cold Resistance +5 at {{path>W3}} and +2 for every additional level, Magic Leadership +5                                         +| {{ :magicpath:path_w.png }}  | [[Cold Resistance]] +5 at {{path>W3}} and +2 for every additional level, Magic Leadership +5                                                
-| {{ :magicpath:path_e.png }}  | Protection +3 at {{path>E3}} and +1 for every additional level, Magic Leadership +5                                              +| {{ :magicpath:path_e.png }}  | [[Protection]] +3 at {{path>E3}} and +1 for every additional level, Magic Leadership +5                                                     
-| {{ :magicpath:path_s.png }}  | Magic Leadership +10                                                                                                             +| {{ :magicpath:path_s.png }}  | Magic Leadership +10                                                                                                                        
-| {{ :magicpath:path_d.png }}  | Undead Leadership +30, +1 to existing fear (pretender gains fear if they have {{path>D5}}                                    | +| {{ :magicpath:path_d.png }}  | Undead Leadership +30, +1 to existing [[Fear]]. If no existing Fear, instead gain Fear at {{path>D5}}                                     | 
-| {{ :magicpath:path_n.png }}  | Poison Resistance +5 at {{path>N3}} and +2 for every additional level, Magic Leadership +5, Supply Bonus +10, Increased Max Age  | +| {{ :magicpath:path_n.png }}  | [[Poison Resistance]] +5 at {{path>N3}} and +2 for every additional level, Magic Leadership +5, \\ [[Supply Bonus]] +10, Increased Max Age  | 
-| {{ :magicpath:path_b.png }}  | Undead Leadership +5, Magic Leadership +5                                                                                        |+| {{ :magicpath:path_b.png }}  | Undead Leadership +5, Magic Leadership +5                                                                                                   |
  
 For example, a pretender with {{path>E4D5}} will gain +4 Protection, +20 Magic Leadership, +5 Fear, and +150 Undead Leadership (in addition to whatever bless effects they have). For example, a pretender with {{path>E4D5}} will gain +4 Protection, +20 Magic Leadership, +5 Fear, and +150 Undead Leadership (in addition to whatever bless effects they have).
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 A breakdown of the magical paths available to each nation, and the number of nations with access in a magical path (in parenthesis a number of nations with a maximum access of 1, 2, 3, 4, 5). A breakdown of the magical paths available to each nation, and the number of nations with access in a magical path (in parenthesis a number of nations with a maximum access of 1, 2, 3, 4, 5).
  
-These lists do not account for [[Summons|summon]]able units, event units, heroes, or levels that a Mage has a less-than-10% chance of having.+These lists do not account for [[summon-spells|Summonable]] units, event units, heroes, or levels that a Mage has a less-than-10% chance of having.
  
  
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   * Air access: 16/26 (4x {{path>A3}}, 6x {{path>A2}}, 6x {{path>A1}})   * Air access: 16/26 (4x {{path>A3}}, 6x {{path>A2}}, 6x {{path>A1}})
   * Water access: 19/26 (4x {{path>W4}}, 3x {{path>W3}}, 8x {{path>W2}}, 4x {{path>W1}})   * Water access: 19/26 (4x {{path>W4}}, 3x {{path>W3}}, 8x {{path>W2}}, 4x {{path>W1}})
-  * Earth access: 21/26 (1x {{path>E4}}, 3x {{path>E3}}, 8x {{path>E2}}, 9x {{path>E1}})+  * Earth access: 21/26 (1x {{path>E4}}, 3x {{path>E3}}, 9x {{path>E2}}, 8x {{path>E1}})
 </WRAP><WRAP column half> </WRAP><WRAP column half>
   * Astral access: 24/26 (1x {{path>S4}}, 5x {{path>S3}}, 14x {{path>S2}}, 4x {{path>S1}})   * Astral access: 24/26 (1x {{path>S4}}, 5x {{path>S3}}, 14x {{path>S2}}, 4x {{path>S1}})
   * Death access: 19/26 (2x {{path>D4}}, 5x {{path>D3}}, 7x {{path>D2}}, 5x {{path>D1}})   * Death access: 19/26 (2x {{path>D4}}, 5x {{path>D3}}, 7x {{path>D2}}, 5x {{path>D1}})
-  * Nature access: 16/26 (2x {{path>N3}}, 9x {{path>N2}}, 5x {{path>N1}})+  * Nature access: 17/26 (2x {{path>N3}}, 9x {{path>N2}}, 6x {{path>N1}})
   * Blood access: 12/26 (1x {{path>B4}}, 3x {{path>B3}}, 5x {{path>B2}}, 3x {{path>B1}})   * Blood access: 12/26 (1x {{path>B4}}, 3x {{path>B3}}, 5x {{path>B2}}, 3x {{path>B1}})
 </WRAP></WRAP> </WRAP></WRAP>
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 |Pythium     |2|1|2|1|2|2|3|1|14| |Pythium     |2|1|2|1|2|2|3|1|14|
 |Lemuria     |0|1|1|0|3|4|0|0|9 | |Lemuria     |0|1|1|0|3|4|0|0|9 |
-|Man         |1|3|0|1|2|1|0|0||+|Man         |1|3|0|2|2|1|0|0||
 |Ulm         |1|1|0|2|2|1|1|1|9 | |Ulm         |1|1|0|2|2|1|1|1|9 |
 |Marignon    |3|2|2|1|2|0|1|3|14| |Marignon    |3|2|2|1|2|0|1|3|14|
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 |Atlantis    |1|1|4|1|2|3|0|0|12| |Atlantis    |1|1|4|1|2|3|0|0|12|
 |R'lyeh      |0|0|3|1|4|1|1|0|10| |R'lyeh      |0|0|3|1|4|1|1|0|10|
-|Erytheia    |2|2|3|2|2|0|0|0|11|+|Erytheia    |2|2|3|2|2|0|1|0|12| 
 + 
 +{{template>magicindex}}
  
magic.1617034339.txt.gz · Last modified: 2021/03/29 16:12 by fenrir