Tranquility | ||
---|---|---|
Realm | Life | |
Spell Rarity | Very Rare | |
Spell Type | Global Enchantment | |
Casting Cost | 1,000 | |
Upkeep Cost | 10 | |
Research Cost | 4,000 | |
| ||
Whenever any rival completes casting an overland Chaos spell, that spell is immediately subjected to a 500-strength dispelling attempt. |
Tranquility is a Very Rare Global Enchantment belonging to the Life Magic realm. For 1,000 it may be cast on the overland map to create an obstacle for the casting of overland Chaos spells. Whenever any rival wizard completes the casting of such a spell, Tranquility will immediately and automatically attempt to dispel it. The dispelling effect has a strength of 500, allowing it to easily block most Chaos spells.
Tranquility requires an Upkeep Cost of 10 per turn to maintain. No extra Mana is required whenever the dispelling effect is triggered.
Effects[]
Tranquility basks the entire world in such a significant amount of Life energy, that all overland Chaos spells being cast by any rival will have a hard time manifesting themselves successfully. Low-level Chaos spells will likely fizzle, completely wasting their Casting Cost.
Dispelling Chaos Spells[]
While Tranquility is in effect, it will automatically attempt to dispel any Chaos spell cast on the overland map by a rival wizard.
When making a dispelling attempt, Tranquility is considered to have a Casting Cost of exactly 500. Therefore, when using the normal dispelling formula, Tranquility's potency may be calculated as follows:
Potency = 500 / (500 + CSCC) * 100
Where CSCC is the Casting Cost of the rival Chaos spell being cast.
The game rolls a random number between 1 and 100 for the targeted spell. If the roll is lower than the dispelling potency as calulcated above, the enemy spell will fizzle immediately, wasting its entire Casting Cost and having no effect whatsoever. Otherwise, the enemy spell is cast successfully.
While active, Tranquility will attempt to dispel every overland Chaos spell cast by any enemy. It may dispel any number of enemy spells this way each turn.
Note that Tranquility is only triggered when a spell is cast (i.e. when its caster has finished paying the spell's Casting Cost). Any spell that has already been successfully cast is now "safe" from Tranquility - no further dispelling attempts will be made against it. For example, once a Fantastic Unit from the Chaos has been summoned successfully (whether before Tranquility was put into place or whether it survived the dispelling attempt), that unit will not be dispelled. The same goes for all other spells.
Also note that Tranquility has no effect on any spell cast during combat.
Example #1[]
- While Tranquility is in effect, a rival wizard attempts to cast an Instant Spell from the Chaos with a total Casting Cost of 75.
- The potency of Tranquility against this Instant Spell is calculated as follows:
Potency = (500 / (500+75)) * 100 = (500 / 575) * 100 = 0.86 * 100 = 86
- If the Instant Spell rolls 86 or less (on a roll of 1 to 100), it will fizzle immediately and have no effect. Otherwise this instant is cast successfully.
Example #2[]
- While Tranquility is in effect, a rival wizard attempts to cast a Global Enchantment from the Chaos with a total Casting Cost of 800.
- The potency of Tranquility against the Global Enchantment is calculated as follows:
Potency = (500 / (500+800)) * 100 = (500 / 1300) * 100 = 0.38 * 100 = 38
- If the Global Enchantment rolls 38 or less (on a roll of 1 to 100), it will fizzle immediately and have no effect. Otherwise this enchantment is cast successfully, and will continue to affect the world without having to withstand any further dispelling attempts from Tranquility.
Usage[]
Tranquility may be cast only on the overland map, for the high Casting Cost of 1,000.
As long as the spell remains in effect, each and every Chaos spell cast on the overland map by a rival wizard will be targeted for immediate dispelling. Any number of Chaos spells may be dispelled this way each turn.
A pop-up message will notify you of any spell that has fizzled due to Tranquility, including the name of the spell and the name of the casting wizard. Spells that get through Tranquility will not generate this message.
To keep Tranquility in effect, the casting wizard must pay an Upkeep Cost of exactly 10 per turn - regardless of how many Chaos spells it has countered. Failure to pay this cost due to lack of Mana will cause the spell to dissipate.
After casting the spell, its name will appear on the "Overland Enchantments" list in the Magic menu. The color in which the name is printed indicates which wizard controls the spell. If the player controls the spell, he or she may cancel it manually by clicking the name of the spell. The primary reason to do this would be in order to remove the spell's Upkeep Cost, thus conserving Mana for other spells.
Acquisition[]
As a Very Rare Life spell, Tranquility may become available to any Wizard who possesses at least 3 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Tranquility may not be acquired at the start of the campaign regardless of how many Spellbooks the wizard possesses. It must either be Researched during the game, or acquired through other means.
Wizards with 3 to 9 Spellbooks have a random chance of being able to Research Tranquility during the game. The chance for this spell to appear for research increases with the number of Life Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Tranquility has a base Research Cost of 4,000.
With at least 3 Spellbooks, the Tranquility spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.
Strategy[]
Tranquility serves to cripple any rival wizard who is relying primarily on Chaos Magic. Such wizards will need to struggle to get any of their spells working, particularly low-level spells (i.e. spells with low Casting Costs).
If you have sufficient Mana, you may wish to simply keep this spell active at all times - thus slowing down the development of all Chaos-based empires, and protecting your towns and units from the devastating effects of Chaos spells.
Otherwise, consider casting Tranquility just prior to a concentrated assault on an empire led by a Chaos-wielding wizard.