Mystics

by Martel

In the world of Orkfia, magic plays a big part and can be used for both good and evil. Each tribe has a mage that can cast both defensive and offensive spells. Many tribes in Orkfia have suffered destruction and defeat at the hands of mages.

Mage Level

When you start to play your mage will conveniently be at level 5, thanks to that your tribe has already been built with 5% academies. The lowest level, for which you need no academies at all, is ML 1. To increase your level you need to build more academies, or if your race have them, to train more mystics. Races with both mystics and academies have to choose between them as the effects will not stack with each other.

Except for that you can always have up to level 5, the level possible is restricted to 1% of your land size. Beyond that any extra academies or mystics will have no impact on your level. Some races have a bonus on academies and therefore require fewer academies for reaching the wanted level.

Example: If you have 600 acres you can get up to level 6 by constructing 6% of your land as academies or by training 6 mystics per acre. If you have 2500 acres the highest level you can reach is 25.

The higher your level is, the better chance you have on succeeding your spells.

Mana

In order for the mage to be able to cast spells you will need guilds to provide you with mana. Each spell consumes a certain amount of your mana when being cast. This number increases as you grow in acres and the only way to compensate for the costs is to build more guilds. Each guild gives you 1 mana point to use, though the more land you have built as guilds will increase this space.

More mana for advanced spells

Some spell costs are fixed below 3500 acres. At 400 acres a Dragonmage will cost the same as at 3500 acres. When growing bigger the costs of offensive spells increase, though your firepower enhances a bit (costs increase a bit slower than your size).

Spells and fame

There are different kinds of spells for different purposes. First there are the self spells, called so because your mage cast them to affect your own tribe. They're also known as duration spells because their beneficial bonuses will affect your tribe for many updates. Some self spells are only available to certain races, these are also known as race spells.

Then there are the dark spells, which can be used against other tribes to cause damage and take fame for own your tribe. A variant of dark spells are the intel spells, or intelligence spells, which return information but gives less fame.

Last there are the alliance spells, called so because they can be targeted against your allies and be beneficial for them in different ways. Some of these will take fame, some will not.

Last updated: March 2011