Power is a non-storable magical resource which a Wizard can use to generate Mana, research Spells or increase his/her Spell Casting Skill. Power is mostly produced by Nodes and religious Town Buildings, but also by the Wizard him-/herself, his Fortress and his townsfolk.
Spending Power Edit
The monthly Power income is shown in the Magic screen labeled as "Base Power". Power cannot be stored - it is used immediately. There are 3 sliders with which the human player can adjust the percent ratios of the Power Distribution into Mana, Research and Skill.
The game takes the empire's research by Libraries, Sages' Guilds, Universities, Wizards' Guilds and heroes with the Sage ability (plus a small percentual bonus for computer players on higher Difficulty Settings), and adds the spent Power points towards it. The result is the base research which may gain a percentual bonus based on the researched spell, the wizard's retorts and number of spellbooks (e.g. + 25% for Sage Master).
These Power points are invested in increasing the wizard's Spell Casting Skill. If the wizard posseses the Archmage retort, then +50% more points are spent. The wizard has to spent current casting skill times 3 points to increase casting skill by +1.
Gaining Power Edit
A wizard only gains Power while his Fortress is intact. All sources of power are cut when a wizard has to cast the Spell of Return. They are also cut during the Mana Short event. For computer players, the total Power income receives a percentual bonus which depends on the selected Difficulty Setting. On Impossible difficulty, power income is quadrupled.
A wizard's Fortress will generate 5 Power each turn but only if it is located on Myrror. This is relevant for wizards picking the Myrran retort. The rare Nature spell Move Fortress may also be used to locate the fortress on Myrror.
If the guardians of a Node are defeated, a wizard may send a Magic Spirit or a Guardian Spirit towards the node to meld with it. The node will then usually produce as much Power as the game shows sparkles around it ("aura tiles"). It's 5 to 10 aura tiles for a node on Arcanus and 10 to 20 aura tiles for a node on Myrror. If the player selects the "Weak" Magic setting, then the output of all nodes is halved (rounded down). If the player selects the "Strong" Magic setting, then the output of all nodes is multiplied by 1.5 (rounded down).
Next in line, the Conjunction events are taken into account. If for example Conjunction of Sorcery is in effect, then the output of Sorcery Nodes is doubled while the output of Nature Nodes and Chaos Nodes is halved (rounded down). Similar statements hold for Conjunction of Chaos and Conjunction of Nature.
If the wizard possesses the Node Mastery retort, then the output of all nodes is doubled. If the wizard possesses Sorcery Mastery and melds with a Sorcery Node, then the output is doubled. Same is true for Nature Mastery in case of Nature Nodes and Chaos Mastery in case of Chaos Nodes. For example on "Normal" Magic setting, a wizard gains quadruple Power from a Sorcery Node, if he owns both the Node Mastery and the Sorcery Mastery retorts.
The game executes the calculation for each node in the described order which may result in rounding errors. Afterwards, the game will sum up the result from each node to demermine how much power you get from nodes in total.
The townsfolk of some Races will also produce some Power. High Elves generate +1 Power for each 2 townsfolk in the same Town. Same holds for Draconians and Beastmen. Only Dark Elves produce +1 Power for each townsfolk. If the population units are rebels, farmers or workers play no role.
Town Buildings are usually the biggest source of Power. Each turn, these buildings will generate (respectively consume) the following amount of Power:
- Shrine: +1 Power
- Temple: +2 Power
- Parthenon: +3 Power
- Cathedral: +4 Power
- Alchemists' Guild: +3 Power
- Wizards' Guild: -3 Power
The 4 religious buildings (Shrine, Temple, Parthenon & Cathedral) may receive some bonuses (and maluses), so in the end a Parthenon may produce more Power than an Alchemists' Guild:
First, the game sums up the Power generated by all present religious buildings in a town and then adds a percent bonus towards it: +50% (rounded down) if the wizard possesses either the Divine Power or the Infernal Power retort, and + 100% if the town is enchanted with Dark Rituals. In case of the Bad Moon event, the religious Power income is doubled if the wizard owns Death books and halved if the wizard owns Life books. In case of the Good Moon event, the religious Power income is doubled if the wizard owns Life books and halved if the wizard owns Death books.
For example, if a wizard has Infernal Power, casts Dark Rituals and the Bad Moon event is present, then the religious buildings will produce 5 times as much Power (resp. 1 power less if the base sum was uneven because of rounding errors). The following table assumes that the wizard owns Death books.
|Buildings||Base Sum||+ Infernal Power||+ Dark Rituals|| + Infernal Power |
+ Dark Rituals
| + Infernal Power |
+ Dark Rituals
+ Bad Moon
|+ + +||10||15||20||25||50|
Eventually, the game will add +3 Power if the city has built an Alchemists' Guild but not a Wizards' Guild. This means Alchemists' Guild don't benefit from the same factors mentioned above (resp. is hurt by them).