Initially, Sorcery Nodes are guarded by a contingent of Sorcery Fantastic Units. Once these have been removed, any wizard may send a Magic Spirit or Guardian Spirit to meld with the node, thus acquiring a constant input of Power based on the node's coverage area.
Several Sorcery Nodes are randomly placed around the map at the start of the game, and cannot be removed or added. They are always placed in Grassland tiles. A Sorcery Node in the plane of Myrror produces more Power than one located on Arcanus, but is often protected by much more powerful Sorcery creatures.
The Sorcery Node itself causes oddities in the magical field. It is much harder to successfully cast non-Sorcery spells during combat at a Sorcery Node. Also, the output of Sorcery Magic from the node boosts the abilities of all Sorcery Fantastic Units during any battle within the node's zone of influence.
Finally, when the Sorcery Node is in the vicinity of a Town, it will increase that town's Maximum Population by +2.0 - thus being one of the most beneficial Terrain tiles in terms of increasing a town's Population Growth, Food production, and potential size.
This seepage of energy causes the land to erode, leaving a Grassland tile under the Sorcery Node itself. Also, creatures from the Sorcery Realm may cross through from their plane into the primal planes, and will aggressively protect the Node against anyone who dares approach it.
On the overland map, Sorcery Nodes appear as small lakes. The lake's water glows a bright blue, and should be easily distinguishable from any regular inland lake, especially on the otherwise-dank surface of Myrror.
Distribution and Terrain Edit
The game will randomly generate Sorcery Nodes on the map when creating the world for a new campaign. The number of Sorcery Nodes appearing on any map and the locations of these Nodes are also randomly generated. It is thus possible to get a map with few or no Sorcery Nodes whatsoever.
The Terrain underneath a Sorcery Node is always considered a Grassland tile, for purposes of determining movement speed through that tile. Although the Sorcery Node is essentially a lake, any unit may enter it - including Walking units. The Sorcery Node tile will also show as a Grassland tile when using the surveyor tool on it. However, this tile is slightly better than normal Grassland tiles in terms of the bonuses it provides to nearby towns (as explained below).
It is not possible to alter the Terrain underneath a Sorcery Node in any way, including with spells like Change Terrain or Raise Volcano. It is also not possible to build a Settlement on top of a Sorcery Node. It is, however, possible to build a Road or Enchanted Road across the node.
Mineral Bonuses Edit
The Sorcery Node acts as an abnormal type of Mineral, giving a considerable bonus to any town built close to such a node.
The resulting increase in Maximum Population allows the town to have 2 more citizens (assuming the town manages to grow to its maximum size at all). Remember of course that a town may never have more than 25 citizens (25,000 people), regardless of the surrounding terrain.
Furthermore, increased Maximum Population also boosts the Population Growth of such a town by a small but significant amount. The exact bonus depends on a lot of factors, including the town's current population size and its Race.
Finally, with a higher Maximum Population, the town also enjoys a higher Maximum Food threshold. In other words, more citizens can be assigned to Farmer duty before the output of each Farmer begins to drop.
As a result of all this, the Sorcery Node is as beneficial to a town as a River tile.
Note: The surveyor tool will not show the full bonus from Sorcery Nodes, instead marking their food bonus as only +1.5 - the same as a regular Grassland tile. They do, however, increase Maximum Population by +2 as explained above.
Encounter Zone Edit
When initially created on the map, a Sorcery Node will contain Fantastic Creatures that defend the Sorcery Node. To determine exactly what creatures the Sorcery Node contains, the game goes through the following procedure:
Determine Realm and Possible DefendersEdit
First, the game needs to determine the magical Realm from which defenders will come. This will determine what monsters are available to fill the encounter. For a Sorcery Node, the possibilities are as follows:
Determine Mana BudgetEdit
Next, the game determines the basic mana budget; for a Sorcery Node this is: 5-15 * (aura tiles)2 * (Magic Strength). Note that this basic value is what is used for rewards. Then, the game adjusts for difficulty; this is the value used to generate monsters.
Determine the First Monster TypeEdit
If the mana budget is insufficient for any creature in the chosen Realm, the Sorcery Node has no defenders and is defeated the first time any unit attempts to enter its square. Otherwise, the game divides the base budget by an integer in the range of 1-4, and selects the most expensive monster which costs no more than this value, or the first monster if no monsters qualify. This will be the monster your scouts will see when you visit but do not enter a Sorcery Node.
Next, the game divides the budget by the cost of the chosen creature, rounding down, to determine how many of those creatures will actually be in the Sorcery Node; this will never be more than 8. If this is more than 1, there is a 50% chance that it will be reduced by 1.
Determine the Second Monster TypeEdit
Subtract (number of first monster) * (cost of first monster) from the budget to determine the remaining budget. If this is insufficient for any creature in the chosen Realm other than the first monster, there is no second monster. Otherwise, the game divides the remaining budget by a random integer in the range 1 to (10 - number of first monster) and selects the most expensive monster, other than the first monster, which costs no more than this value. The number of the second monster will be equal to (remaining budget) / (monster cost), with a maximum of 9 - (number of first monster).
In the wake of a battle, the original units defending the node are never replenished. If, during an assault on a Sorcery Node, the invading army manages to kill a defending unit but then loses the battle or retreats, that unit will not be restored unless it has the Regeneration ability. This means that it is possible to "whittle down" the node's defenders with several subsequent battles, rather than trying to kill all of them at the same time.
Note several caveats to this:
- All of the defenders who were not completely destroyed are fully healed at the end of the battle, and will have all figures restored to life appropriately. Thus, it is not possible to kill one unit by injuring it repeatedly in each battle - you must completely kill a unit in order to ensure that it does not reappear in the next battle.
- Fleeing is often disastrous. Units fleeing a battle are 50% likely to be slain, regardless of their speed and defenses. At the Normal difficulty setting and above, fleeing Heroes also have a 25% chance of being slain. Only go in for partial engagements if you can wait out 50 turns, magically recall your forces, or afford to lose the fleeing units.
- Killing the defenders in piece-meal fashion is likely to generate less Fame for the Wizard, and certain to generate less Experience for Normal Units and Heroes present in the battle(s), when the invasion finally succeeds and all defenders are subdued. Experience and fame are not awarded after retreats or defeats. Only the enemies present in the final engagement will contribute to these rewards. The fewer battles it takes to clear a Sorcery Node , the better.
Nevertheless, any strong Sorcery Node whose defenses can be whittled-down perhaps should be whittled-down. In particular, Fame is only granted by Very Rare creatures or defeating 4+ defenders, so a Sorcery Node defended by a mix of Common, Uncommon, and Rare creatures can be whittled down to 4 Common creatures with little penalty.
- Main article: Treasure
The rewards for taking a Sorcery Node rise proportionally; the stronger the creatures guarding it, the better the treasure; supreme rewards such as new Spellbooks or Retorts are only found behind the strongest defenders.
|Magical Item||5 in 15||300||400-3000||3|
|Spell (Roll 1d4)||3 in 15||1|
|* Common Spell||(25%)||50||50|
|* Uncommon Spell||(25%)||200||200|
|* Rare Spell||(25%)||450||450|
|* Very Rare Spell||(25%)||800||800|
|10 - 200 Gold Pieces||2 in 15||50||200|
|10 - 200 Mana Crystals||2 in 15||50||200|
|Special||2 in 15||1000||3000||2|
|Prisoner||1 in 15||400||1000||1|
When the game begins, the program assigns each Sorcery Node a treasure budget of either 50-125% (Arcanus) or 75-175% (Myrror) of the base budget (before adjustment for difficulty) used to generate monsters; this is increased by 25% if playing at Impossible, and has a minimum of 50. It then rolls imaginary 15-sided dice to select the basic types of loot found in the Sorcery Node's hoard (see chart). If the remaining treasure budget is less than Qualify or the maximum number of that treasure has already been created, it rerolls; otherwise, it subtracts the cost of the treasure from the budget and rolls again. If a Special is generated, all other rewards are discarded and the process ends. The program only determines particulars about the treasure when a Wizard successfully conquers the Sorcery Node. If you reload the session and fight the Encounter repeatedly, you will obtain the same basic types of loot every time, but the exact spells, items, and specials will vary.
General Notes Edit
The weakest Sorcery Nodes might only be able to afford a small pile of Gold or Mana Crystals. Due to the probability distribution, Sorcery Nodes whose budget endowments allow a Magical Item or Spell are more likely to contain these instead. Multiple Magical Items and multiple piles of Gold and Mana Crystals can appear in some hoards. Only one Spell may appear at a time, but the 1d4 rolls from multiple Spell results are added together to determine Rarity (maximum 4).
The quality of a Magical Item reward is supposed to scale with remaining treasure points, but in version 1.31, the program only manages to constrain the item's quality in the case of a "Failed Special". Typically, then, the wizard only needs the Spellbook ranks that an item demands, for it to be eligible to (randomly) appear in a Sorcery Node. Full lists of pre-fab items and their arbitrary rank requirements can be found here in the article on treasure.
A Prisoner, a most uncommon find, might be held at a Sorcery Node. This individual will be one of the 25 non-champion Heroes in the game, drawn at random from those who are not already in your service or defeated. These captive V.I.P.s will offer to join you at no charge out of gratitude for being rescued. Beware: if your army stack is 9 units deep, or you control 6 heroes, "Absolutely Nothing" will appear in the Prisoner's place.
When a special is generated, there is a 74% chance that it is a Spellbook, 26% chance that it is a Retort. If the remaining treasure budget was 2,000 or higher two specials will be generated, otherwise only 1. Retorts that cost 2 picks can only appear at a site with 2 specials and cost both specials; Myrran cannot appear, all other prerequisites are ignored. Spellbooks for a Sorcery Node will be Sorcery.
- Main article: Rampaging Monster
Any Sorcery Node that has not yet been cleared of defenders is a possible source for Rampaging Monsters.
|Intro||Turn x 0.4||1/50 turns|
|Easy||Turn x 0.4-0.8||1/33 turns|
|Average||Turn x 0.4-1.2||1/25 turns|
|Hard||Turn x 0.4-1.6||1/20 turns|
|Impossible||Turn x 0.4-2.0||1/17 turns|
Starting at turn 50, and again every frequency turns, Rampaging Monsters are generated from a random still-populated nonlife Encounter; the procedure is similar to defenders, but Realm will always match the source, and budget is determined by the turn number and difficulty. The budget is halved if Rampaging Monsters are generated on the same continent as any wizard's Fortress.
Combat in a Sorcery Node EditWhenever combat occurs within the same tile as a Sorcery Node, or even within its vicinity, special rules are in effect that may alter the outcome significantly. Generally-speaking, Sorcery-wielding wizards will have a relatively easier time doing battle in this area, whereas other wizards may have problems doing so. As a result, the Sorcery Node can also be a strategic asset.
During combat inside the Sorcery Node or any of the tiles within its area of influence, all Sorcery Fantastic Units receive powerful bonuses to their combat stats.
Both effects are visible when clicking the "Info" button during battle. This is a good way of telling whether you are within a node's area-of-influence.
Sorcery Node Dispelling Aura Edit
During combat that takes place in the same tile as the Sorcery Node itself, any attempt to cast a combat spell of any kind that is not from the Sorcery realm must face an immediate dispelling attempt by the Node.
The dispelling attempt occurs immediately upon selecting the spell for casting - before any target has been selected. The strength of this dispelling attempt is equal to 50. The formula for calculating its success is as follows:
Chance = 50 / (50 + TSCC) * 100
Where "TSCC" is the total Casting Cost of the spell which the node is targeting.
For example, if attempting to cast an Ice Bolt spell with a total of 12 invested, the chance of it being dispelled is as follows:
Chance = 50 / (50 + 12) * 100 = 50 / 62 * 100 = 0.80 * 100 = an 80% chance to dispel this spell as it's being cast.
Note that the Node Mastery retort allows a wizard to cast spells from any realm inside any node without being subjected to its dispelling effects. Such wizards have a clear advantage in node combat.
Sorcery Node Unit Bonus Aura Edit
During combat inside the Sorcery Node's tile or on any tile that is inside the node's area of influence (see below), all Fantastic Units from the Sorcery realm receive a set of very important bonuses.
The bonuses are:
Note that the bonus to Melee Attack and Ranged Attack applies only if the unit possesses the appropriate attacks by default. Also note that the Ranged Attack bonus applies to all types of Ranged Attack.
All Fantastic Units from this realm are affected, regardless of their owner. All other units are unaffected in any way.
These bonuses are extremely potent, and have several strategic implications. For starters, it means that the original creatures guarding a Sorcery Node (which are all from the Sorcery realm by definition) are much harder to defeat than similar creatures encountered in other locations.
Furthermore, the fact that this effect also applies in the vicinity of the Sorcery Node means that the entire area is a great place for a Sorcery-wielding creature to mount a defense or an attack. Bring an army comprised mostly or completely of Sorcery creatures, and your chances of success are considerably higher as a result. Similarly, assaulting an enemy army comprised of such creatures while it is in the vicinity of a Sorcery Node is a bad idea - assuming you can wait for it to come out of the area at all.
Finally, this means that any Sorcery-wielding wizard is encouraged to build towns within the area-of-influence of a Sorcery Node, and protect that town with Sorcery creatures. This will make the town much harder to conquer.
Controlling Nodes Edit
The process of controlling and Melding with a Sorcery Node is identical to that of any other Node. There is, however, an important effect that may be extremely relevant to some wizards: the effect of the Sorcery Mastery Retort, which is explained below.
- There are several Retorts available that will boost the amount of Power acquired from each of a node's glowing tiles. For Sorcery Nodes, two Retorts affect this: Sorcery Mastery and Node Mastery.
- With either of these Retorts, each glowing tile produces twice as much Power as it would otherwise. For example, when playing in a "Normal" magic world (see above), a wizard with Sorcery Mastery will get 2 Power from each glowing tile belonging to a Sorcery Node.
- The effect from these retorts is cumulative. Therefore, a wizard possessing both Sorcery Mastery and Node Mastery will get 4 times as much Power from each node tile! This can amount to a massive boost of Power, and encourages such a wizard to gain control of as many Sorcery Nodes as he can.
Random Effects on Node Output Edit
As with any other Node, the Power output of the Sorcery Node is mostly static, and will remain the same throughout the game. The exceptions occur, as explained in the article on Nodes, through the use of the Warp Node spell, through acquisition of new Retorts, and as a result of Conjunctions.
The random event of Conjunction is one of the most common Events in the game. There is a chance that such an event will occur on the start of any given turn. A Conjunction will last until the game randomly decides to end it (a 5% chance at the start of each turn while the Conjunction is in effect).
There are three types of Conjunctions, and each affects the Sorcery Node in a different way.
Sorcery Conjunctions are obviously best. When these are in play, each tile within each Sorcery Node's area-of-influence produces twice as much Power as normal for its controlling wizard. Naturally, if no wizard is currently in control of a Sorcery Node, that node produces no Power for anyone anyway.
Nature Conjunctions and Chaos Conjunctions, however, will completely shut down all Power output of all Sorcery Nodes while they are in effect. Wizards with many Sorcery Nodes under their control but few other types of nodes are therefore in trouble, having a greatly-reduced income of Power. Unfortunately, there is no way to expedite the end of the Conjunction - you can only wait until it passes.
During a Sorcery Conjunction, empires with plenty of Sorcery Nodes under their control will usually go on the offensive, or use magic to develop their assets to terrifying strength. During other Conjunctions, such empires are weak and make good targets for a sudden invasion. Pay attention to the types of Nodes controlled by your enemies, and look for strategic opportunities to capitalize on a Conjunction.
Spawning Rampaging Monsters Edit
- Main article: Rampaging Monster
While a Sorcery Node still contains one or more of its original garrison units (see above), it may occasionally spawn a group of Rampaging Monsters.
There's a small chance each turn that one Encounter zone anywhere on the map will create a new Rampaging Monster stack. The game randomly selects which Encounter zone does so, and may occasionally choose a Sorcery Node as the source of such a stack.
The Rampaging Monster army created from a Sorcery Node is comprised of one or more units, whose types are selected at random from the various Fantastic Creatures from the Sorcery Realm (see list above in this article). Again, Floating Islands will never be created, as they lack any combat capabilities. The types of creatures defending the Sorcery Node itself are not important; a node containing a pair of Nagas can end up spawning half a dozen Djinns, given the right circumstances.
Rampaging Monster groups are often small, and their composition is often more varied than that of the creatures guarding the Sorcery Node itself. Note that Rampaging Monster stacks may and often do contain creatures that are not normally found outside of combat, such as Air Elementals, Phantom Warriors and Phantom Beasts.
The strength of the Rampaging Monster stacks that are generated by a Sorcery Node will constantly grow as the game progresses. By the late game, it is not uncommon to see exceptionally powerful creatures leading these groups, especially on higher difficulty settings.