Magic Skills
Focuses on the longevity of your units and spells.
1a.Preservation: “This skill increases your maximum Mana, and enhances any method your troops possess for removing structural damage.”
-First rank: Maximum Mana is increased by 6. The following allied units are %10 more effective in preservation: Priest of Light, Heretics, Repair Droids, Tinker Droids, Engineers and Mechanics.
-Second rank: Maximum Mana is increased by 12. The following allied units are %20 more effective in preservation: Priest of Light, Heretics, Repair Droids, Tinker Droids, Engineers and Mechanics.
-Third rank: Maximum Mana is increased by 18. The following allied units are %30 more effective in preservation: Priest of Light, Heretics, Repair Droids, Tinker Droids, Engineers and Mechanics.
-Costs: 2 Spirit, 4 Magic / 2 Spirit, 5 Magic / 2 Spirit, 6 Magic
#Uses the Artifactor icons.
#Used to be at 1b.
#Used to have the costs of 1/2/3 Spirit and 5/6/7 Magic runes. Then the costs were changed to 2/2/2 Spirit and 6/6/6 Magic runes.
#Used to affect Priests of Light and Heretics as well, but they were discarded due to the damaging side of their Talent.
#Considering how early this skill is, Engineers’ relevant talent should be probably tweaked. Perhaps their “Mend” talent could be tweaked as well, given that they won’t be boosted by a skill.
1b.Concentration: “Allows the hero to restore Mana during battle.”
-First rank: The hero receives 1 Mana per round.
-Second rank: The hero receives 2 Mana per round.
-Third rank: The hero receives 3 Mana per round.
-Costs: 6 Magic / 8 Magic / 10 Magic
#Used to be at 1a.
1c.Bibliophile: “The study of books and scientific treatises allows the hero to develop his Intellect and expand his Spell Book.”
-First rank: Intellect is increased by 1 and the Scroll capacity is extended by 5.
-Second rank: Intellect is increased by 2 and the Scroll capacity is extended by 10.
-Third rank: Intellect is increased by 3 and the Scroll capacity is extended by 15.
-Costs: 1 Might, 5 Magic / 1 Might, 5 Magic / 1 Might, 5 Magic
#Used to have the costs of 1/1/1 Might and also 1/1/1 Spirit runes. The costs were changed to 2/2/2 Might and 5/5/5 Magic runes.
2a.Order Magic: “This skill improves the hero’s grasp over Order spells.”
-First rank: The hero can learn Order spells.
-Second rank: The hero can upgrade Order spells to level 2. Additionally, Mana is increased by 2.
-Third rank: The hero can upgrade Order spells to level 3. Additionally, Mana is increased by 4.
-Costs: 3 Spirit, 6 Magic / 4 Spirit, 8 Magic / 5 Spirit, 10 Magic
#Used to have the costs of 1/2/3 Might and 4/6/8 Magic runes in addition to 3/4/5 Spirit runes.
#There used to be no Mana increases.
2b.Distortion Magic: “This skill improves the hero’s grasp over Distortion spells.”
-First rank: The hero can learn Distortion spells.
-Second rank: The hero can upgrade Distortion spells to level 2. Additionally, Mana is increased by 2.
-Third rank: The hero can upgrade Distortion spells to level 3. Additionally, Mana is increased by 4.
-Costs: 1 Might, 1 Spirit, 7 Magic / 2 Might, 2 Spirit, 8 Magic / 3 Might, 3 Spirit, 9 Magic
#Used to have the costs of 2/4/6 Might, 2/4/6 Spirit and 4/6/8 Magic runes.
#There used to be no Mana increases.
2c.Chaos Magic: “This skill improves the hero’s grasp over Chaos spells.”
-First rank: The hero can learn Chaos spells.
-Second rank: The hero can upgrade Chaos spells to level 2. Additionally, Mana is increased by 2.
-Third rank: The hero can upgrade Chaos spells to level 3. Additionally, Mana is increased by 4.
-Costs: 3 Might, 6 Magic / 4 Might, 8 Magic / 5 Might, 10 Magic
#Used to have the costs of 1/2/3 Spirit and 4/6/8 Magic runes in addition to 3/4/5 Might runes.
#There used to be no Mana increases.
3a.Creation: “Mages who specialize in summoning integrate some of the summoned creatures into their army.”
-First rank: Up to 2% of units summoned in battle are integrated into the hero’s army after combat. Additionally, Talents and spells that generate units have their strength increased by 10%.
-Second rank: Up to 4% of units summoned in battle are integrated into the hero’s army after combat. Additionally, Talents and spells that generate units have their strength increased by 20%.
-Third rank: Up to 6% of units summoned in battle are integrated into the hero’s army after combat. Additionally, Talents and spells that generate units have their strength increased by 30%.
-Costs: 1 Might, 3 Spirit, 8 Magic / 1 Might, 3 Spirit, 8 Magic / 1 Might, 3 Spirit, 8 Magic
#Used to provide a %10/20/30 boost to effects that take control of units.
3b.Polarization: “Mages who specialize in opposing forces both support their troops and hex their enemies more effectively.”
-First rank: Non-damaging spells are %10 more effective.
-Second rank: Non-damaging spells are %20 more effective.
-Third rank: Non-damaging spells are %30 more effective.
-Costs: 2 Might, 2 Spirit, 8 Magic / 2 Might, 2 Spirit, 8 Magic / 2 Might, 2 Spirit, 8 Magic
#Uses the Absolute Balance icons.
#Used to extend the duration of lingering effects by 10/20/30% and increase the Natural Healing’s “power” by a net %10/20/30. Then used to modify the Magic Crystal output of item destructions.
#Used to have the costs of 2/2/2 Might, 2/2/2 Spirit and 9/9/9 Magic runes.
#Boosts Resurrection, Healing and the like. Should be mentioned more clearly in the decription?
3c.Destruction: “Mages who specialize in combat have the damage caused by spells increased.”
-First rank: Spells deal 10% more damage; as does the Frozen, Burning, Bleeding and Poisoning effects inflicted by a spell.
-Second rank: Spells deal 20% more damage; as does the Frozen, Burning, Bleeding and Poisoning effects inflicted by a spell.
-Third rank: Spells deal 30% more damage; as does the Frozen, Burning, Bleeding and Poisoning effects inflicted by a spell.
-Costs: 3 Might, 1 Spirit, 8 Magic / 3 Might, 1 Spirit, 8 Magic / 3 Might, 1 Spirit, 8 Magic
4a.Foresight: “The art of foresightedness allows your troops to take less damage, while the unpredictable process of Magic Crystal extraction is stabilized.”
-First rank: The hero’s troops receive a net +%7 to all resistances in the first round, and less in the subsequent round. Items below level 3 provide twice as many Magic Crystals when destroyed.
-Second rank: The hero’s troops receive a net +%14 to all resistances in the first round, and less in the subsequent rounds. Items below level 5 provide twice as many Magic Crystals when destroyed.
-Third rank: The hero’s troops receive a net +%21 to all resistances in the first round, and less in the subsequent rounds. Items provide twice as many Magic Crystals when destroyed.
-Costs: 1 Spirit, 5 Magic / 2 Spirit, 8 Magic / 3 Spirit, 10 Magic
#Used to have the costs of 1/2/3 Spirit and 9/11/13 Magic runes. Then the costs were changed to 1/2/3 Spirit and 7/9/11 Magic runes. And then the costs were changed to 1/2/3 Spirit and 7/10/13 Magic runes. After all that, the costs were changed again; this time to 1/2/3 Spirit and 7/11/12 Magic runes. As if that wasn’t enough, the costs were changed again; this time to 2/2/2 Spirit and 8/8/14 Magic runes. And as if writing these tie-ins wasn’t challenging enough, the costs were changed yet again; this time to 1/2/3 Spirit and 6/8/11 Magic runes.
#Used to be at 4c. Changed positions in order to have the former requirements be more relevant.
#Resistance bonuses began with 7/14/21% and became 10/18/24%.
#Used to have +1/1(followed by 1)/2(followed by 1 and 1) Initiative boosts.
#The costs are related to a pattern: Resistance bonuses cause 1xRank for Spirit and 3xRank for Magic. Then, Magic is increased per the number of item levels affected.
4b.Attunement: “Once she perfects her physical and magical composure, the druidess is attuned with nature.”
-Superskill: Lingering effects last 1 more turn. Additionally, every rank of Magic skill (starting from the 10th) increases your Intellect by 1.
-Costs: 10 Might / 10 Spirit / 30 Magic
#Uses the third Meditation icon.
#Used to make negative effects implemented on allied troops last 1 less turn, to a minimum of 1. It also used to increase Mana by 1 per every rank of Magic skill.
#Increases related to the Magic skills used to start after the 10th rank. This was changed in order to make that last skill purchase effective.
#All such superskills requires 9 ranks to be activated at minimum, with them being the 10th.
4c.Transmute: “The art of transmutation allows you to convert any dying breath to Mana.”
-First rank: +2 Mana when a troop dies. Additionally, +1 Mana for inflicting casualties equal to or greater than 25% of the Hero's Leadership at once.
-Second rank: +4 Mana when a troop dies. Additionally, +2 Mana for inflicting casualties equal to or greater than 25% of the Hero's Leadership at once.
-Third rank: +6 Mana when a troop dies. Additionally, +3 Mana for inflicting casualties equal to or greater than 25% of the Hero's Leadership at once.
-Costs: 1 Might, 11 Magic / 1 Might, 11 Magic / 1 Might, 11 Magic
#Used to have the costs of 3/3/3 Might runes and 11/11/11 Magic runes. Then the costs were changed to 5/5/5 Spirit runes and 9/9/9 Magic runes. And then the costs were changed to 3/3/3 Might, 3/3/3 Spirit and 6/6/6 Magic runes. After all that, Might and Spirit rune costs were discarded, with the Magic rune costs changed to 11/11/11.
#Used to be at 4a. Changed positions in order to have the former requirements be more relevant.
5a.Winds of Magic: “This skill allows you to adapt to changeable magic flows and recover a portion of the Mana spent on a spell.”
-First rank: Up to 10% of the Mana spent on a spell is immediately refunded.
-Second rank: Up to 20% of the Mana spent on a spell is immediately refunded.
-Third rank: Up to 30% of the Mana spent on a spell is immediately refunded.
-Costs: 4 Might, 9 Magic / 4 Might, 9 Magic / 4 Might, 9 Magic
#Used to have the costs of 5/5/5 Might runes, 1/1/1 Spirit runes and 9/9/9 Magic runes. Then the costs were changed to 4/4/4 Might runes and 9/9/9 Magic runes. And then the costs were changed to 2/2/2 Might runes and 11/11/11 Magic runes.
5b.Higher Magic: “The secrets of Higher Magic allow the magician to use weaker spells without exhausting her power, and use the Spell Book more than once per round.”
-First rank: Twice per battle, the mage may cast twice in a single round, so long as the first spell cast costs 10 Mana or less.
-Second rank: Four times per battle, the mage may cast twice in a single round, so long as the first spell cast costs 15 Mana or less.
-Third rank: Six times per battle, the mage may cast twice in a single round, so long as the first spell cast costs 20 Mana or less.
-Costs: 12 Magic / 18 Magic / 24 Magic
#Used to have the costs of 15/20/25 Magic runes.
#The costs are related to a pattern: Mana+2, Mana+2+1 and Mana+2+1+1.
5c.Alchemy: “A greater understanding of alchemy allows you to have a greater understanding of the elements that make up our world, and of the way spells interact with them.”
-First rank: Each spell that deals a differing type of damage from the previous one has its damage increased by a net %10. This chained increase is not affected by any non-damaging spell cast in between.
-Second rank: Each spell that deals a differing type of damage from the previous one has its damage increased by a net %10, which stacks up to %20. This chained increase is not affected by any non-damaging spell cast in between.
-Third rank: Each spell that deals a differing type of damage from the previous one has its damage increased by a net %20, which stacks up to %40. This chained increase is not affected by any non-damaging spell cast in between.
-Costs: 2 Spirit, 6 Magic / 2 Spirit, 10 Magic / 2 Spirit, 15 Magic
#The costs are related to a pattern: Total increase in percentage/2, with an additional Magic in the first rank due to a lack of need for stacking up.
-Total Might Rune: 64
-Total Spirit Rune: 64
-Total Magic Rune: 399
-Total Costs: 527
#Dark Side total costs were 587 runes; from 100 Might runes, 100 Spirit runes and 387 Magic runes.