CHAPTER 3 : MAGIC

Iniciado por lord_frank, Febrero 05, 2008, 03:39:03 PM

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CHAPTER 3 : MAGIC

A. Summoning Spells

Your mage is specialized in a type of magic, however you can learn and summon spells from other magic. However, you won't get the same easiness with this spells than the same of your magic class. There always are a small percentage of failure summoning medium and complex spells from other magic and you can only research the ultimate spells from you magic specialty. Theoretically, each magic has its opposed one. As we can see: 

Opposite magic to Eradication is Nether magic.
Opposite magic to Ascendant is the Natural magic.
Opposite magic to Nether is the Ascendant magic.
Opposite magic to Natural is the Eradication magic.

Phantasm magic is an apart case because it can have the complex units from every type of magic already mentioned. That's why their armies may be extremely varied.

Now, to summon a spell you should have enough M.P. to summon and keep it. If you summon an offensive spell to an enemy mage (Meteor Storm i.e.) you'll pay an amount of M.P. for every turn the enemy mage spend. And if you cast a spell on you (Concentration i.e.) you also have to pay a quantity of M.P. every turn you spend.
Careful summoning offensive spells. Always check the mage's number and the times you're going to summon that spell because if you make a mistake it will not be undone.

B. Using  Items

There are three types of items in the game, the unique items, that affect your kingdom while they're present (with exception of those that are one-use items), minor items that you can use at any time to help your kingdom or to damage your enemy and finally the battle items that you can only use in battle or in a defense. To know the function of each item check the Encyclopedia.

C. Researching Spells

As we said, your mage can only specialize in one magic type but can learn some other spells from different magic if you had enough turns to research it. You can only learn simple spells from magic opposite to you and complex spells from magic close to yours and only the ultimate spells belonging to your type. It cost more turns to learn spells from different magic and you had a little failure percentage if you want to summon them. 

D. Charging M.P.

M.P charge is necessary if you have a low amount of M.P. To charge it just write the number of turns you want to use charging and just press the charge button. To know total amount of M.P. you will get just add the Income to the total Income (positive or negative). Keep always in mind that when you reach the maximum M.P. available your nodes will stop producing M.P. until you spend it summoning units or summoning spells.

E. Assigning Spells and Items

When somebody attacks you, your units will engage the enemy automatically. You can't control this action but you can help your units by assigning an offensive or defensive spell and an offensive item to harm your enemy or to improve your army.

Obviously the spells used in defense consume M.P. for every attack you receive. If you ever get 0 M.P. or items they won't appear in the battle. Now, choosing the correct item and spell for a successful defense is up to you, if you lose land, don't worry about that you can always get more exploring or attacking another mage.

F. Dispelling

This option helps you to release your kingdom from spells that are not useful anymore or to dispel enemy spells. Spells summoned by you can be dispelled without using M.P. however to dispel enemy spells you will require a random amount of M.P. Always check if you had the Ascendant spell Dispel because it gives you a bonus every time you dispel an spell.

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