When a Wizard possesses this Retort, all Shrines, Temples, Parthenons and Cathedrals in any town owned by this Wizard will produce 50% more Power, and will pacify 50% more of the town's rebelling population than normal.
When creating a new Wizard, this Retort costs 2 picks and requires at least 4 Spellbooks.
Any wizard may study the vile arts that form the Death school of magic, which excels at cursing enemies with strange and terrible afflictions, and exploiting the corpses and ghosts of the dead for one's own purposes. But only a scant few wizards manage to actually tap themselves directly into the Death Realm, where all of the required dark energy comes from. Whether a wizard has had such a connection from birth, or has established it by unlocking eldritch secrets of the Death Magic school, they gain a strong advantage over those who dabble in Death Magic as an intellectual pursuit.
A connection into the Death Realm slowly corrupts a wizard, until such time that they become less of a mortal creature and more of an evil deity or demi-god. Their followers will actually worship them as gods - performing a variety of hideous rituals in their names. For an infernal deity, this worship actually provides a substantial amount of magical energy. For these otherworldly magic users, worship equals strength, in a very literal sense.
Beyond increasing a wizard's power, infernal worship can also help terrorize other mortals into submission. When dark rituals are being performed on a daily basis in the name of an infernal abomination, the non-believers will fear sticking their heads up to avoid becoming the next sacrifice on the altar. Even the thought of rebellion will be kept secret, for fear of angering such a vengeful half-deity.
Infernal Power is one of the color-specific Retorts available in Master of Magic. Any Wizard possessing this Retort receives two special benefit that will positively affect him for the duration of the game - both related to the construction of Shrines, Temples, Parthenons and Cathedrals (hereby referred to as Holy Structures).
Increased Power Generation Edit
The first benefit is in the Power-generation of all Holy Structures in the wizard's towns. Each of these structures that exists in a Town owned by the Infernal Wizard will generate 50% more Power than normal. This is multiplicative with Dark Rituals. Half-points are dropped after calculation, so the net effect is as follows:
|Icons||Buildings||Base||Bonus||Total Power||w/Dark Rituals|
|+||Shrine + Temple||3||+1||4||9|
|+ +||Shrine + Temple + Parthenon||6||+3||9||18|
|+ + +||Shrine + Temple + Parthenon + Cathedral||10||+5||15||30|
This can significantly increase the Wizard's Power input, allowing him to acquire more Mana, faster Research or better Spell Skill, but requires significant investment in these Holy Buildings to capitalize on the higher bonuses.
Reduced Rebels Edit
Each of the Holy Structures in a town will therefore pacify 1.5 Rebels instead of the normal 1. The 0.5 points only count when they add up to full numbers, so this effect will normally only be felt when there are at least two pacifying structures existing in the city.
The following table shows Unrest reductions with each additional Holy Building in a town:
|Icons||Buildings||W/O Retort||Bonus||Total Unrest Reduction|
|Shrine||-1 Unrest||--||-1 Unrest|
|+||Shrine + Temple||-2 Unrest||-1||-3 Unrest|
|+ +||Shrine + Temple + Parthenon||-3 Unrest||-1||-4 Unrest|
|+ + +||Shrine + Temple + Parthenon + Cathedral||-4 Unrest||-2||-6 Unrest|
Cost and Prerequisites Edit
In order to pick Infernal Power, a Wizard must first possess at least 4 Death Spellbooks.
When creating a new Wizard, the Infernal Power Retort consumes 2 picks. This means that a wizard with Infernal Power is limited to only 9 Death spellbooks or fewer, making them less adept at actual use of Death Magic compared to a wizard with 11 Death spellbooks who does not possess the - but the effects of this Retort offer a different and unique advantage that can be exploited for greater benefit.
With Infernal Power, the Wizard will have both a stronger magical Power base as well as fewer problems from rebellious Towns, as long as he can diligently produce Holy Structures in most or all of his cities.
It is recommended to choose a starting Race which can construct all Holy Structures to make use of this benefit, or otherwise attempt to conquer many Towns belonging to such races. A race with access only to Shrines cannot make any use of the Infernal Power retort, as illustrated by the tables above.
Note that the increase in pacifying effect allows increasing the Tax Rate without adverse effects. Therefore, a wizard with Infernal Power can enjoy an economic benefit to Gold production as well as Power production.
Infernal Power and Divine PowerEdit
Infernal Power will still work correctly even if you don't qualify for it - even for a Life wizard. However, a wizard possessing both Retorts simultaneously will only enjoy the benefits of one of them; they do not stack.