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Chapter III: Inter-Province actions | ||||||
These actions use four of the links on the left hand side of your Utopian Page Mystics Thievery War Room Aid Mystics Under this link you can access your wizards. To cast spells you need wizards and Runes. The more Wizards you have, the more likely your spell is going to be successful. There are two main types of spells that you can cast; Self Spells and Offensive spells. Self Spells can be cast upon your own province or upon others if you are of the Elf race General (accessible by all races) Minor Protection: Gives a small defensive bonus Magic Shield: Prevents some offensive spells from being successful against your province Fertile Lands: Increases the amount of food your farms produce Natures Blessing: Protects against the offensive spells; Drought and Storm. Love and Peace: Increases your Birth rate Builders Boon: Reduces the time it takes to construct buildings Inspire Army: Speeds training time of units, and reduces their maintenance costs. Invisibility: Gives a bonus to your Thieves Fanaticism: Gives bonus to offense, but reduces Defence and land gained in a successful attack Mind Focus: Increases science research Shadowlight: Reveals the next Thievery attempt on your province Patriotism: Increases the rate of which your peasants draft into soldiers Paradise: Creates 3 - 11 acres of land for your province immediately Particular spells (certain races only) Greater Protection (Avians and Faeries): Minor Protection for a longer time. Miner's Mystique (Dwarves and Faeries): Increases gold generation from mines Fog (Elves, Undead and Faeries): Increases return time of armies that attack your province Mystic Aura (Elves and Faeries): Protects against the next offensive spell cast on your province Tree of Gold (Undead and Faeries): Generates a small amount of income Quick Feet (Humans and Faeries): Reduces the time your army takes to return from a battle. Bloodlust (Orcs, Avians and Faeries): Gives an offense bonus but results in higher losses in battle. Anonymity (Humans, Halflings and Faeries): Hides your identity when you attack but reduces Honor gains by 100% Clear Sight (Elves and Faeries): Increases the chances of catching enemy thieves. War Spoils (Halfing, Undead and Faeries): Gains from attacks are received instantly. Town Watch (Avians and Faeries): Allows your peasants to limitedly contribute to defending from attacks. Aggression (Orcs, Avians and Faeries): Soldiers gain 1 offensive point, but lose 1 defensive point each Animate Dead (Elves and Faeries): Half of the soldiers and units that die when your province is attacked will be reincarnated as soldiers Reflect Magic (Undead, Humans, Halflings and Faeries): Some spells may be rebounded back to the caster. Offensive Spells Crystal Ball: Provides information from an enemy province Crystal Eye: Provides information from an enemy kingdom Storms: Causes death and damage and reduces the birthrate of a province Drought: Reduces food production, hampers drafting efforts and kills horses of an enemy province Expose Thieves: Makes Thievery operations of an enemy more likely to fail Greed: Reduces income in an enemy province Explosions: Can damage aid sent to a province by kingdom mates Some Offensive spells are only available during hostile and War relations: Fool's Gold: Destroys enemy gold Pitfalls: Increases Combat losses Fireball: Kills peasants Lightning Strike: Destroys runes Amnesia (Elves and Faeries only):Destroys science temporarily, and some permanently Nightmares (Undead and Faeries only): Puts Troops (not Thieves) into retraining. (unavailable for a period of time. Mystic Vortex: 50% chance that each spell active on a province is dispelled Tornadoes: Destroys buildings Land Lust: Steals land from an enemy and gives it to your province Thievery This is a form of attack that you can use on enemies. To succeed in a Thievery operation you must have a high number of thieves, although building Thieves Dens, and increasing Thievery science can make operations easier. Thievery operations do not have any delay times and the results happen instantaneously. You can prevent thievery operations being successful on your province by: Maintaining a high number of thieves and by building Watchtowers. The Thievery Operations include: Infiltrate: Discover how many thieves they have Survey: Discover the layout of their buildings Spy on Military: Discover what troops they have Spy on Sciences: Discover how their science points are invested Rob the Granaries: Steal Food Rob the Vaults: Steal money Rob the Towers: Steal runes Kidnappings: steal their peasants Incite Riots: Reduce income Steal Horses: Steal Horses Some operations can only be done during Hostile and War situations Sabotage Wizards: Reduce your enemies' ability to cast spells Arson: Burn down Homes of your enemies Night Strike: Kill the soldiers of your enemies Bribe Thieves (Halflings only): Make future thievery easier Bribe Generals (Halflings only): Increases the troops killed when the enemy province is attacked, or attacks. Burn Forts (Halflings only): Destroy forts and reduce defence Assassinate Wizards (Rogues only): kill wizards Torch Farms (Rogues only): destroy farms Propaganda (Rogues only): convert enemy thieves, wizards, elites, soldiers and specialists War Room If you wish to attack someone, this is the link you use to do so. To be successful in an attack, you must send more offense than your opponents defence. The best way to determine this is to use the program Utopia Angel, and then by casting the spell crystal ball on your target. You can attack a province by using 5 different types of attacks: Traditional March: Takes the most land, used when victory is assured. This is the only attack that will result in you gaining honor, and a small number of your offensive Specialists being trained into elites. Raze: Burns enemy land, but doesn't give your province any. Used when you need to cause havoc. This attack increases your offensive power, so an attack that fails on a Traditional March might succeed on a Raze. Plunder: Take the gold, food and runes of your enemy. This is a good choice when your enemy perhaps has a lot of gold stockpiled Learn: This will steal your enemies Knowledge and this knowledge will be distributed among yours. This is a good choice when you come up against someone with a lot of science, which is usually someone of human race. Massacre: Used to kill the wizards, Thieves and peasants of your enemy. This is very effective on someone who is hampering you with Spells and Thievery operations. Conquest: This is the best choice to use when you do not have more offense than your opponents defence, but will only have small returns. When you attack, you have the choice of sending: Up to 4 generals (3 for elves, and +1 for general personality) Generals give approximately 5% bonus in Offensive strength Soldiers: probably should be avoided, as they are better after they have been trained. Offensive Specialists: The bulk of your attack should be made up of these. Elites: depending on your race, elites should be sent. Orcs in particular should send their elites as they are useless in defence. Horses: can increase your strength by 25% if you send enough Prisoners and Mercenaries: Extra offense IF you need them. If not then they are better saved for a rainy day. Aid If you wish to send some of your resources to a Kingdom mate, then this is the link to use. You can send soldiers, food, money and runes to other people in your kingdom. However, it is best you only send if they ask for it, as it is considered rude if you do. |
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