Mystics
Unlike your fabled land of Earth, the citizens of Utopia truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend.
Contents
- 1 Essentials: Runes, Wizards, and Guilds
- 2 Determining Success
- 3 Duration of Spells
- 4 Restriction & Limits
- 5 The Spell Book: Self Spells
- 5.1 Minor Protection
- 5.2 Greater Protection
- 5.3 Magic Shield
- 5.4 Fertile Lands
- 5.5 Nature's Blessing
- 5.6 Love & Peace
- 5.7 Tree of Gold
- 5.8 Quick Feet
- 5.9 Builders' Boon
- 5.10 Inspire Army
- 5.11 Anonymity
- 5.12 Invisibility
- 5.13 Clear Sight
- 5.14 Fanaticism
- 5.15 Mage's Fury
- 5.16 Fountain of Knowledge
- 5.17 Town Watch
- 5.18 Aggression
- 5.19 Animate Dead
- 5.20 Reflect Magic
- 5.21 Shadowlight
- 5.22 Patriotism
- 5.23 Paradise
- 6 The Spell Book: Offensive Spells
- 7 Retired Spells
Essentials: Runes, Wizards, and Guilds
Spells require Runes, Wizards, and Guilds to be cast. Towers produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your peasantry and reduce your number of available workers. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, thieves, or military. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana Rating which determines whether or not they can cast spells. This rating rises automatically each day and drops each time you cast a spell. Your Wizards will not cast spells without at least a 10% Mana Rating and spells will take significantly more mana the higher your rating is and the more difficult a spell is. Casting spells is not without risks. Failed attempts can result in explosions and kill a small portion of your wizards as well has taking 50% more mana per spell.
Determining Success
To cast a spell, you must have both wizards and mystic runes. For spells cast upon yourself, success is based on your Guild percentage, your Building Efficiency and your magic effectiveness - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.
Duration of Spells
The duration of successful spells is affected by:
- The nominal duration of that particular spell, which differs for each spell.
- The percentage of guilds the casting province has, with no additional effect for amounts over 20%.
- The relative net worth of the two provinces.
- The current relations between the two provinces' kingdoms.
Additionally, there is an element of randomness.
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.
For example, given a spell with a nominal duration of 24 days:
- with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.
- in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).
- in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multipled by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.
Restriction & Limits
Certain spells are designated Unfriendly, Hostile or War Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions.
Spells are divided into two categories, as listed below:
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.
- Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!
- Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us.
- Dying wizards message: "Leader name", something has gone terribly wrong with our spell. X of our wizards were killed in an explosion!
Please note that Duration is in real time, spell messages are in Utopia Time
The Spell Book: Self Spells
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses
Minor Protection
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.
Is Known: Age 1 ... now
Available to: All Effect: Increases defensive military efficiency by 5%. Duration: max 24 hours Cast Message: Our realm is now under a sphere of protection for X days. Mystic Advisor Message: Same as Cast Message
Greater Protection
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer.
Is Known: Age 1 ... now
Available to: Avian, Faeries Effect: Increases defensive military efficiency by 5%. Duration: max 36 hours Cast Message: Our realm is now under a sphere of protection for X days. Mystic Advisor Message: Our realm is now under a sphere of protection for X days!
Magic Shield
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.
Is Known: Age 1 ... now
Available to: All Effect: Increases your defensive magic efficiency by 20%. Duration: max 24 hours Cast Message: For X days, the magical auras within our province will shine brightly! Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).
Fertile Lands
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.
Is Known: Age 1 ... now
Available to: All Effect: Increases food production by 25%. Duration: max 30 hours. Cast Message: We have made our lands extraordinarily fertile for X days! Mystic Advisor Message: Same as Cast Message
Nature's Blessing
Nature's Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing the Plague if your lands are affected by it.
Is Known: Age 1 ... now
Available to: All Effect: Protects your land against Storms and Drought. Has a 20% chance of curing Plague (per cast). Duration: max 36 hours Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms. Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).
Love & Peace
Love & Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.
Is Known: Age 7 ... now
Available to: All Effect: Increases base birth rate from 2.05% to 2.80%. Duration: max 22 hours Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).
Tree of Gold
If you're ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won't give you a great deal of gold, every little bit can help.
Is Known: Age 1 ... now
Available to: Humans, Faeries Effect: Magically creates a small amount of gold (from 40 to 80% of your daily income). Duration: Instant cast Cast Message: X gold coins have fallen from the trees! Mystic Advisor Message: n/a
Quick Feet
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. This spell affects only your next battle.
Is Known: Age 1 ... now
Available to: Dwarves, Faeries Effect: Decreases your attack times by 10% for your next attack. Duration: Removed after 1 attack. Cast Message: Our armies have been blessed with excellent speed for their next battle. Mystic Advisor Message: Our armies are blessed with incredible speed during our next battle.
Builders' Boon
The Builders' Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal.
Available to: All Effect: Decreases your construction times by 10% for building set to build while active. Duration: max 24 hours Cast Message: Our builders have been blessed with unnatural speed for X days! Mystic Advisor Message: Our builders work with haste
Inspire Army
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly.
Is Known: Age 7 ... now
Available to: All Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. Duration: max 24 hours Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! Mystic Advisor Message: Same as Cast Message
Anonymity
War is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province's name.
Is Known: Age 13 ... now
Available to: All Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack. Duration: removed after attack Cast Message: Our next attack will be cloaked under the shades of anonymity. Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.
Invisibility
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations.
Is Known: Age 1 ... now
Available to: Halflings, Faeries Effect: Increases your offensive thievery efficiency by 10%. Duration: max 22 hours Cast Message: Our thieves have been made partially invisible for X Days! Mystic Advisor Message: Same as Cast Message
Clear Sight
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.
Is Known: Age 1 ... now
Available to: Humans, Faeries Effect: Automatically catches 25% of the thieves' operations conducted against your province. Duration: max 22 days Cast Message: Our police have been blessed with Clear Sight for X days! Mystic Advisor Message: Same as Cast Message
Fanaticism
Fanaticism focuses your army on combat and war, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being at war -- will fight less effectively on defense.
Is Known: Age 14 ... now
Available to: Orcs, Dwarves, Faeries Effect: Increases your offensive military efficiency by 5%. Decreases your defensive military efficiency by 3%. Duration: max 12 hours Cast Message: Our army will fight with fanaticism for 7 days! Mystic Advisor Message: Our army fights with fanatical fervor
Mage's Fury
This spell sparks a destructive fervour in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.
Available to: Elves, Faeries Effect: This spell increases the province's WPA by 20% for offensive purposes while decreasing it by 20% for defensive purposes. No effect on self-spells. Duration: max 12 hours Cast Message: The fire of Mage's Fury burns in our wizards' eyes for x days! Mystic Advisor Message: The fire of Mage's Fury burns in our wizards' eyes for x days!
Fountain of Knowledge
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).
Available to: Humans, Faeries Effect: Increases your science research by 10% while the spell is active. Duration: max 24 hours Cast Message: Our students are blessed with excellent concentration for X Days! Mystic Advisor Message: Our students are blessed with excellent concentration for X days!
Town Watch
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during war - and since they are not well-armed, they will suffer heavy losses.
Is Known: Age 7 ... now
Available to: The Undead, Faeries Effect: Every 4 of your peasants will defend your land with 1 point of defense. Duration: max 18 hours Cast Message: Our peasants will help defend our lands for X days! Mystic Advisor Message: Our peasants will help defend our lands for X days!
Aggression
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 1 offensive point in all combat for the duration of the spell. During this period, though, they will lose 1 defensive point as well.
Available to: Halflings, Faeries Effect: Turns all your soldiers into 2/0 (Halfling: 3/1) troops before modifiers. Duration: max 24 days. Cast Message: Our soldiers will fight with unique aggression for X days! Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!
Animate Dead
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.
Is Known: Age 1 ... now
Available to: Halfings, Faeries Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle. Duration: Expires when attacked. Cast Message: Our dead will be awakened the next time our lands are attacked! Mystic Advisor Message: Same as Cast Message
Reflect Magic
Reflect magic places a magical barrier around your lands for several days. During this period, successfuls spell cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.
Is Known: Age 1 ... now
Available to: Orcs, Faeries Effect: Has a 25% chance of reflecting offensive spells cast upon your province. Duration: max 18 hours. Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days! Mystic Advisor Message: Same as Cast Message
Shadowlight
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It does not, however, prevent them from being successful.
Is Known: Age 1 ... now
Available to: All Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Duration: Expires on enemy thievery attempt Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed. Mystic Advisor Message: Same as Cast Message
Patriotism
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.
Is Known: Age 11 ... now
Available to: All Effect: Increases military draft speed by 30%. Duration: max 20 hours Cast Message: Our people are excited about the military and will signup more quickly for x days! Mystic Advisor Message: Same as Cast Message
Paradise
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.
Is Known: Age 12 ... now
Available to: All Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Duration: instant cast Cast Message: Our mages created X acres more land for us to use. Mystic Advisor Message: N/A
Note: Paradise is not available during War or while in Fortified stance. This spells utilizes acres from the explore pool. If the explore pool is empty it will return 0 acres.
The Spell Book: Offensive Spells
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.
Storms
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province.
Is Known: Age 1 ... now
Available to: All Effect: Kills 1.5% of total population per day. Duration: Cast Message: Storms will ravage [province name] (##:##) for X days! Mystic Advisor Message: Throne Room Notification: Storms are ravaging our lands!
Droughts
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target's land.
Is Known: Age 1 ... now
Available to: All Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%. Some horses may also die as a result. Duration: Cast Message: A drought will reign over the lands of [Province Name] for X days! Mystic Advisor Message:
Vermin
Sending vermin scurrying into the food supplies of an opponent forces the destruction of a great deal of their reserves. For several weeks, vermin will eat away food at a pace far exceeding standard decay rates.
Is Known: Age 1 ... now
Available to: No race currently has this spell. Effect: Food decays at a rate of 6%, up from a base of 1% Duration: Cast Message: Vermin will feast on the granaries of [Province Name] for X days. Mystic Advisor Message: Vermin have been discovered eating away our food supplies, and cannot be exterminated for X days.
Expose Thieves
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy's guild, leaving them less effective until they can recover.
Is Known: Age 1 ... now
Available to: All Effect: Decreases available stealth of target province to between 66% and 93% of its original amount. Duration: Instant cast Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk through their lands. Mystic Advisor Message: N/A
Greed
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.
Is Known: Age 12 ... now
Available to: All Effect: Increases military wages by 25%. Duration: Cast Message: Our mages have caused our enemy's soldiers to turn greedy for X days. Mystic Advisor Message: Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.
Fool's Gold
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent's gold into worthless lead.
Is Known: Age 12 ... now
Available to: Dwarves, Faeries with a minimum relationship of Unfriendly Effect: Destroys some gold. Duration: Instant Cast Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead. Mystic Advisor Message: N/A Throne Room Notification: X gold coins have been turned into worthless lead.
Pitfalls
Placing magical pitfalls throughout an enemy's lands will cause them to suffer higher losses in any and all combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of war.
Is Known: Age 14 ... now
Available to: Elves, Faeries Effect: Increases defensive military losses by 25%. Duration: Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer increased defensive losses during battle. Mystic Advisor Message:
Fireball
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent's lands, exploding on impact, and killing instantly.
Is Known: Age 1 ... now
Available to: All with minimum relationship of Unfriendly Effect: Kills a small and random portion of peasants (4-7%). Duration: Instant Cast Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed in the destruction! Mystic Advisor Message: N/A
Chastity
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.
Available to: No race has this spell currently Effect: Suspends births, preventing population from growing naturally. Duration: Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow of chastity for X days! Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for X days!
Lightning Strike
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent's ability to cast spells.
Is Known: Age 1 ... now
Available to: All with a minimum relationship of Unfriendly Effect: Destroys a random portion of runes between 30-65%. Duration: Instant cast. Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes! Mystic Advisor Message: N/A
Explosions
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.
Is Known: Age 10 ... now
Available to: All Effect: 50% chance to reduce aid shipment to 55%-80% of original size. Explosions effect any shipment on a province with the spell active. Duration: Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days! Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!
Amnesia
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. While most of its effects are temporarily, a small portion of science is lost forever. By casting Amnesia, you can cause an enemy province to lose a portion of their arts & sciences knowledge, opening a window to attack or further damage the enemy.
Is Known: Age 1 ... now
Available to: Elves, Faeries with a minimum relationship of Unfriendly Effect: Turns up to 13% of opponent's science back into research, 65% of this science is relearned, the rest is destroyed. Duration: Instant Spell with duration effect: Research queue length dependent. Cast Message: You were able to make the people of [Province Name] temporarily forget X books of knowledge! Mystic Advisor Message: N/A
Nightmares
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.
Is Known: Age 1 ... now
Available to: Elves, Faeries with a minimum relationship of Unfriendly Effect: Returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days. Soldiers simply quit the army. Duration: Instant Spell with duration effect: Troops in training queue stretching 8 days. Cast Message: During the night, X of the men in the armies and thieves' guilds of [Province Name] had nightmares. Some were forced into rehabilitation, but the soldiers simply quit the army! Mystic Advisor Message: N/A Throne Room Notification: This morning, X of our men from our armies and thieves' guild turned up unfit. The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.
Mystic Vortex
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.
Is Known: Age 1 ... now
Available to: All with a minimum relationship of Unfriendly Effect: Nullifies spells on the enemy province (50% chance per spell). Duration: Instant cast Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active spells. Mystic Advisor Message: N/A Throne Room Notification: A magic vortex rendered many of our spells inactive!
Meteor Showers
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.
Is Known: Age 12 ... now
Available to: Mystics with minimum relationship of Unfriendly Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the spell is active. Duration: Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days. Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!
Tornadoes
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent's lands, laying waste to acres of buildings across the province.
Is Known: Age 14 ... now
Available to: All with minimum relationship of Unfriendly. Effect: Destroys a small and random portion of buildings. Duration: Instant cast Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of buildings! Mystic Advisor Message: N/A Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of buildings!
Land Lust
Land is the defining strength of any province, and this spell is the Mage's way of simply stealing an opponent's land. This spell is a difficult alternative to attacking.
Is Known: Age 15 ... now
Available to: All with minimum relationship of Unfriendly. Effect: Captures a small and random (up to 1.35%) of the enemy land. Duration: Instant cast Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land! Mystic Advisor Message: N/A Throne Room Notification: X acres of land have disappeared from our control!
Retired Spells
Mystic Aura
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unforunately, the effect focuses only on the first spell cast upon you.
Is Known: Age 1 ... Age 58
Available to: No race currently has this spell. Effect: Repels the next offensive spell cast upon you (except own spells). Duration: N/A Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil spell from abroad. Mystic Advisor Message: Same as Cast Message
War Spoils
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.
Is Known: Age 12 ... Age 58
Available to: No race currently has this spell. Effect: Makes the land gained from Traditional March immediately available. Duration: max 6 hours Cast Message: Our army has been blessed with immediate War Spoils for 3 days! Mystic Advisor Message: War Spoils give us quick returns on our attacks
Bloodlust
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.
Is Known: Age 1 ... Age 58
Available to: No race currently has this spell. Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% higher losses on their next attack. Duration: Not yet known. Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. Mystic Advisor Message: Same as Cast Message
Fog
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.
Is Known: Age 1 ... ?
Available to: Dwarves, Faeries Effect: Increases enemy attack times by 3 hours. Duration: max 22 hours Cast Message: Our lands are protected by dense fog (Estimated: X more Days). Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!
Crystal Ball
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.
Is Known: Age 1 ... ?
Available to: All Effect: Displays the targeted provinces Throne Paper Duration: instant spell Cast Message: Mystic Advisor Message:
Crystal Eye
Cast on a kingdom instead of an individual province, this option gives a Bird's Eye view of all that has happened across the kingdom of the current and previous months.
Is Known: Age 1 ... ?
Available to: All Effect: Displays the targeted provinces Kingdom Paper Duration: instant spell Cast Message: Mystic Advisor Message:
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Races & Personalities | |
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Races | Avians • Dark Elves • Dwarves • Elves • Faeries • Halflings • Humans • Orcs • Undead |
Extinct Races | Bocans • Dryads • Gnomes |
Personalities | The Artisan • The Cleric • The Heretic • The Merchant • The Mystic • The Rogue • The Sage • The Shepherd • The Tactician • The War Hero • The Warrior |
Extinct Personalities | The Freak • The General • The Paladin • The Raider • The Undead • The Necromancer |
The Utopia Guide | |
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Introduction | Getting Started with Utopia • Creating a province • Race & Personality |
The Menus | Throne • Kingdom • News
Explore • Growth • Science • Military Mystics • Thievery • War Room • Aid • Dragon • Ritual • Stances Politics • Relations • Rankings • Preferences |
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Rules | Game Rules |