Magical Powers

The Magical World of Conquer

There are many forms of power within Conquer: material wealth, physical strength, and magic. This portion of the documentation deals with the third and most complex of the three. What many people call "magic" is simply some event or action which is beyond their everyday experience. So, magical powers are often just a matter of relative technology or ability. Within conquer, these "magic" abilities are often manifested through traits or abilities which a nation possesses that other nations do not. Of course, "true" magic powers and abilities are possible as well.

There are various forms of magic available to the nations of the world. The most powerful, yet subtle "magics" are the national powers. These "magical powers" indicate how well advanced your nation is, both technologically and metaphysically. There are three classes of such powers: Military, Civilian, and Wizardry. Military powers control what army units are available to the nation, and how well that nation fights. Civilian powers govern how the national population responds to events and also indicates any special traits of the nation as a whole. And finally, the Wizardry powers indicate the prowess of a nations leaders towards the arcane arts: how well and what type of spells they can cast as well as some other truly magical traits of the nation.

There are a number of aspects to the truly magical powers: Wizardry Powers, spell casting, and Monsters. The wizardry powers, as mentioned before control what spells leaders are able to cast. And, they also control what monsters are available to a nation through the various spells such as summon and sending.

The Military Powers

The military strength of a nation is greatly dependent on the skill of a nations' leaders and the training of its troops. The military "powers" are a reflection of just such skills and training. They also represent investments in new technology such as advanced armorcraft or winged mounts.

The complete list of the military powers is:

Archery
Archery indicates that a nation has discovered the use of bows, and has invested time for training in their use. This power allows the drafting of Archer units, which are excellent deterrents against aerial assaults and prove most efficient against a few other units such as knights. Gaining of this power also results in a five percent increase in attack bonus and a ten percent increase in defensive combat bonus.
Armor
Skill at the design and use of armor increases the defensive combat bonus of the nation by ten percent. A number of different unit types are also dependent on the possession of this power.
Avian
Time spent in the raising and training of various flying animals provides the nation with aerial troops. The national movement rate is increased by four when this power is gained.
Captain
Better leadership and training leads to a ten percent increase in combat bonuses and a reduction in drafting costs. Warrior is a prerequisite for Captain power.
Dragon
Excellent ability at dealing with the creatures of the world makes it possible for the most powerful monsters to help out this nation. Orc and Ogre powers are prerequisites to obtaining the Dragon power.
Equine
The breeding and raising of horses provides the nation with a number of new unit types. The movement rate is increased by four when this power is gained.
Ninja
Elite training for scouting troops allows the use of more skilled spies and scouts as well as the ability to enlist a few other troops for monitoring purposes. Due to the study of advanced training techniques the overall national attack bonus is increased by five.
Ogre
Similar to Dragon power, Ogre power indicates an increased affinity of a nation for the recruiting of monsters, but not of the same strength as the Dragon power. Orc power is a prerequisite.
Orc
The last and weakest of the monster powers, Orc power provides an orcish nation with the ability to recruit some monsters during the spring months.
Sapper
Improved study of engineering and building structures provides insight into a nations ability to produce siege engines and catapults. The national defense bonus is also raised by ten through the use of such information within the nations own defensive maneuvers.
Warlord
The strongest of the three warrior powers, excellent leadership ability and the intense study of military tactics increases combat bonuses by ten and decreases overall enlistment costs.
Warrior
The first of the warrior powers, this power adds ten percent to the combat bonuses and decreases the enlistment expenses.

The Civilian Powers

Civilian magical "powers" represent knowledge gained by and shared among the populace to increase the productivity of their lives. Such powers indicate a population's ability to survive within adverse environments or a similiar trait which may enhance their lives.

The complete list of Civilian Powers is:

Accountant
The training of tax collectors in book keeping prevents the lose of much governmental resources. This results in a 20% increase in the collected tax revenues.
Amphibian
Study of swampland and the acclimation of the population to such environments allows the use of swamp and jungle sectors.
Architect
The training of builders and the study of architecture decreases the material cost of building items by 20%.
Botany
The study of plant life increases the potential production for farms and lumberyards. Farming is a prerequisite power.
Breeder
This power indicates a greater national focus on sexual education. This results in a 2% increase in the reproduction rate of the population, and, for some strange reason, a distraction among the soldiers, leading to a five percent reduction in combat ability.
Democracy
This power indicates that the population is able to have a vote in the goings on of the government itself. Greater communication between the soldiers and populous results in a 2 point increase in the movement rate and a ten percent increase in combat ability. A one percent increase in the reproduction rate also results, but the greater voice in things also leads to larger food consumption and more chance of rebellion.
Dervish
Absorption of some non-aggressive nomads into the population teaches the ability to survive within desert and ice sectors.
Farming
The study of farming and agriculture leads to a 20% increase in food production ability.
Jeweler
Better training at gem crafting results in higher quality jewels. This means a 20% decrease in overall jewel expenditures as a result of the higher quality. Miner is a prerequisite.
Marine
An increased training in navigational and naval studies results in more efficient fleets. The naval construction expenses are decreased by 20% and the ship speeds are increased by 20%. The power of Sailor is a prerequisite.
Metalcraft
The study of metallurgy leads to production of better quality metals and thus decreases raw metal expenditures by 20%. The power of Miner is required to gain this power.
Miner
The study of metals and jewels in general, as well as with improved training in mineral recovery leads to an increase of jewel and metal production of 20%.
Religion
The support by the government of a national church provides the nation with a greater focus. The population reproduction rate increases by 2% and the likelihood of revolts decreases.
Roads
Actual governmental focus on building roadways increases the national communication rate and movement ability.
Sailor
Cultivation of a seafaring culture leads to a greater prowess with naval fleets. The naval expenses are decreased by 20% and the ships speeds are increased by 20%.
Slaver
The use of captured civilians as laborers increases the amount of population taken during military occupation. Unfortunately, the likelihood of rebellion is increased.
Socialism
Wealth is shared among the populous, giving them more of a dependency on their government. The reproduction rate is increased by 1% and socialization programs result in 10% more in tax intact.
Urban
The cultivation of cities results in a greater attraction of the population towards such sectors. The reproduction rate increases by 2% and the population is more attracted to city sectors.
Woodcraft
The study of the various properties of wood and methods of curing and pressing leads to more productive lumber use. This results in a 20% decrease in wood expenditures. The powers of Farming and Botany are prerequisites to this power.

The Wizardry Powers

Of the three power classes, the only one which truly represents "magical" powers is that of Wizardry. These powers are developed through the study of forces which are beyond the realm of normal men. A number of these powers can alter the composition of the entire nation and its population, but most result in the realization of new spells and abilities.

The complete list of Wizardry powers is:

Alchemy
Through the combination of wizardry and chemistry the nation gains the ability to alter the molecular structure of materials. This provides the nation with spells which allow the conversion of one raw material into another. The discipline provided with Wyzard training is needed to obtain this power.
Air
The intensive study of the element of Air provides insight into new spells and creatures. The ability to cast Flight is not the least of the abilities gained through this power.
Destroyer
Through a combination of magical mischance and luck the nation gains all of the abilities of a Dervish nation. The vegetation near the capital is also slowly altered to provide an environment more suitable to such a nation.
Druidism
The study of the magical potential within trees leads to a number of new spells, along with some other beneficial results. Wood production within the nation is increased by 20% due to new techniques in tree cultivation which are learned.
Earth
Intense study of the element of Earth provides new insight into various aspect of soil and the earth itself. New spells are gained and food production is increased by 10%.
Fire
Study of the element of Fire provides powerful spells for use in combat.
Hidden
Increased study of deceptive magic leads to the ability to mask the size of military units of the nation. The size of armies will be totally unknown to most nations. Prior work with Illusions is required to gain this power.
Illusion
The study of illusionary magic leads the nation to be cloaked within a haze which makes armies and sectors harder to examine and view. This, in effect, doubles the uncertainty involved in such observations.
Know All
This power provides the nation with the ability to see all of sectors of the world. If the power is available at all, the nation must first obtain the powers of Vision and See All.
See All
Concentrated study on magic to allow the penetration of illusions provides the nation with the ability to accurately view enemy troops and sectors, even if cloaked magically. The power of Vision must first be learned before this ability may be gained.
Sending
The ability to relocate an object from one place to another can lead to many interesting spells. The level of Wyzard and Sorcerer must first be obtained before this power is possible.
Sorcerer
Superlative skill in the magical arts leads to a greater understanding of much of the truly magical arts. Increasing of spell casting ability is a direct benefit of this power. The knowledge gained via the Wyzard power is a must to achieve this wizardry power.
Summon
The study of magical portals and creatures of other planes provides the nation with the ability to enlist monsters in order to help the nation. Only a nation possessing Wyzard and Sorcerer may gain this knowledge.
The Void
Unsurpassed ability in illusion provides the nation with the ability to move troops unseen around the map. The sector potentials are also hidden to other nations, unless they possess the power of See All. The power of Illusion and Hidden must first have been obtained for this ability to be possible.
Vampire
Delving into the realm of necromancy gains the nation the ability to enlist undead troops into the military.
Vision
Magical clarity of vision provides the nation with the ability to penetrate any Illusionary deceptions. Increased accuracy in troop estimates is an added benefit of this wizardry power.
Water
Study of the element of Water enhances national abilities regarding that element and provides some new magical spells and defenses. The ship speeds are increased by 20% and fleets are invulnerable to storms at sea.
Weather
Study of the weather provides the ability to exert some influence on it. New spells are obtained and weather events are less likely to damage the nation. The power of Wyzard is necessary to gain this ability.
Wyzard
Focusing on magic for magic's sake increases the national ability with the sorcerous arts. This power increases the spell casting potential and is a prerequisite for a number of other powers.

Obtaining Magical Powers

Within conquer, jewels are the key to obtaining magical powers. Their crystalline structure allows them to entrap magical energies which may be unlocked through various arcane techniques. Thus, to gain a magical power one must sacrifice jewels within the capital. And, due to the nature of magic, a greater amount must be sacrificed each time a new power is desired.

The interface used to view the powers you possess and obtain new ones is the "magic_info" command. This command will show the list of magical powers your nation possess, separated into the three different classes. Information on each power can be viewed while within the interface and you can also determine which powers your nation does not possess and what they are as well.

Using the various movement keys, it is possible to move between the listed classes and powers. The current classes and power should be shown by highlighting, and the price in jewels for a new power will be listed at the bottom of the display.

The "magic-buy" command is used to obtain a new power. If there are enough jewels to purchase a power within the current class, a new power will be given to your nation. There are two ways in which a power may be purchased: randomly or by selection. If you are willing to invest three times the number of jewels, you are able to purchase a power from the list of "Needed" powers. Simply select the power you wish before using the "magic-buy" command. Otherwise, if you are looking at the powers which you possess, selection will be made randomly from the list of powers which your nation has yet to obtain.

The magic-info Mode Commands

The complete list of commands available during the "magic-info" display is listed below. The default bindings for each command are listed in parenthesis following the command names.

conquer-options (`O')
This command is similar to the conquer-options command within the main conquer display, but it allows the user to change bindings for the magic-info mode keymap.
ignore-key (` ')
Simply pretend that a key press did not occur.
magic-buy (`b',`B')
Attempt to purchase a new magical power within the current class. If the list of needed powers is being shown, that specific power will be purchased, otherwise a random power will be given.
magic-delete (`d',`D')
Give back the currently selected magical power in exchange for half of the current purchase price in jewels.
magic-down (`j',`J')
Move to the magic power immediately below the currently selected one.
magic-exit (`q',`Q')
Leave the magic-info mode display.
magic-help (`?')
Provide the list of commands available within the magic-info mode.
magic-info (`i',`I')
Provide information about the currently selected magical power.
magic-left (`h',`H')
Move to the nearest magic power to the left.
magic-right (`l',`L')
Move to towards the magic power to the right.
magic-switch (`TAB')
Switch between the magical classes.
magic-toggle (`t',`T')
Toggle between viewing the powers currently possessed by the nation and the powers which are needed by the nation.
magic-up (`k',`K')
Move to the magic power directly above the currently selected power.
redraw-screen (`^R',`^L')
Clear and then redraw the screen.

Spell Casting

The most dramatic form magic can take within conquer is that of spell casting. Spell casting is when a national leader or other spell casting unit takes some of the magical energy which has been accumulated and uses it to alter reality.

There are a number of different spells which are available to a nation, depending on the Wizardry Powers the nation possesses. There is also a cost for casting each spell, in both spell points and the health of the leader unit. If the leader does not possess enough of both, the spell may not be cast.

Each nation has a certain spell point potential. That potential is governed by the number of Wizardry Powers a nation possesses and by the magical potential within the shrines which a nation has set up. Minor leaders will be able to accumulate spell points up to only a quarter of the potential magical power within the nation, and rulers only half. Spellcasters will also possess half of the national magic potential, and fully experienced spellcasters will be able to utilize the full magical potential of the nation. Regaining of spell points is at a pace of one per month, but if a unit is resting within a shrine, the pace is dramatically increased based on the magical power of the shrine.

There are a number of different spells which are available, with certain powers needed to gain their use. There are also a number of different styles of spells. Some spells may be used for combat, some to magically adjust an army unit, and still others may change the scope of the sector itself.

So, in order to cast a spell, you select a leader who possesses spell points (using the "pick-previous" and "pick-next" commands) and then you use the "cast-spells" command. The next section provides a list of the current spells and there costs.

The List of Spells

Currently, there are only a few spells available within conquer, but that will change, very soon, as I implement new spells. The descriptions for each of the spells is:

Enhance
This spell will enhance by 30% the combat bonus of any selected military unit for any combat during the current month. It takes 5% of health from the caster and costs 1 spell point for every 300 men. There is 95% chance of success in casting.
Flight
Enable the ability of flight, for one turn, within any army unit. The cost is 1 spell point per 100 men and costs 10 health points to cast. The success rate is 80%. [Requirement: Air]
Heal
Increase the health / efficiency of an army unit of 100 men by 25%. It costs 1 spell point and 3 health points.
Quake
Cause an earthquake to take place within the current sector. This spell costs 25 points and 80 health has a success rate of 50%. [Requirements: Wyzard, Sorcerer, Earth]
Sending
Summon and send a monster against an enemy nation. This spell takes 30 health points and a minimum of 2 spell points. There is a 75% success rate. [Requirements: Summon, Sending]
Scare
Attempt to frighten the civilians of a population from the current sector. The spell costs 10 spell points and 10% health and has a 85% success rate. [Requirements: Illusion]
Summon
Summon a monster from another plane to work with your nation. The spell costs 20% health and a minimum of 1 spell point. The success rate is 85%. [Requirements: Summon]
Teleport
Instantly transport an army unit from the current sector into another sector. The cost is 1 spell point for 20 men for every 1 sectors distance along with 50% health. The spell has a 65% success rate. [Requirements: Sending]
Transfer
This spell is a very simple spell which shifts the spell casting potential of one leader into another. The costs is simply 10% health. This spell has a 99% success rate.

Shrines

Shrines can become a great focal point for magical within a nation. This is due to the fact that magical power is concentrated around shrines to such an extend that spell casting is often much easier in their vicinity.

If a unit capable of casting spells is within a shrine sector during the update, the magical power of that unit will be regained at double the normal rate. If the shrine sector also contains a magical tradegood, the spell casting power of the unit will increase an additional point per turn for every turn during which they are within the shrine sector. Of course, the maximum spell casting level for the unit will not be affected by the shrine.

Shrines will also provide additional power and support when spells are cast within their sector. There is a 2 percent reduction in spell point cost and a 4 percent reduction in health draining for every magical point of the shrine sector. Even if there are no magical tradegoods within the shrine, the 2% and 4% base reductions will be granted.

Thus, when the magic starts flying, shrines can become the focus for all of the spell activity taking place.

Monster Summoning

Once a nation gains the Wizardry Power of Summon, they are able to incorporate monsters into their nation. Monsters are much different from normal army troops, because every monster is worth much more than a single soldier. Also, the damage a monster receives in combat will indicate the percent chance of the monster receiving a fatal hit during the combat. If the monster does not die, the monster is unaffected by the fighting.

There are a few ways of obtaining monsters. They can be magically summoned into your nation via the "Summon" spell, or they can wander into your national service through the use of the Monster Powers of Orc, Ogre and Dragon. Once a monster has joined your nation, that monster will be much like normal army troops, except that the monster requires jewels as supplies.

In terms of summoning requirements, each monster has a certain cost in spell points associated with it, along with a jewel cost per turn. The types of monsters which are summonable is determined by the various magical powers which a nation possesses. Also, if you wish to Send a monster against another nation, the spell point cost is double that of the summoning cost.

The complete list of monsters and their traits is:

    Monster   Size Summon Cost  Jwl/Tn      Traits           Powers
  =========== ==== ===========  ====== ================= ================
   Spirit      50   1pt 1800J    1000   Flight            ---
   Assassin    50   2pt 1400J    1000   Spying ability    Ninja
   Efreet      50   2pt 1200J     800   Flight            Air
   Gargoyle    75   2pt 2000J    1150   Flight            Orc
   Wraith      75   3pt 2000J    1300   Undead            Vampire, Void
   Hero       100   3pt 1600J     800   ---               Warrior
   Centaur     75   3pt 1500J     800   1.5x move         Equine
   Giant      150   5pt 2500J    1800   Fort damage       ---
   SuperHero  150   5pt 2600J    1200   ---               Warrior, Captain
   Mummy      150   5pt 2300J    1600   Undead            Vampire
   Earthmentl 175   6pt 2500J    2000   1.5x move         Earth
   Minotaur   150   8pt 2500J    1800   ---               Wyzard
   Daemon     500  10pt 10000J   6000   ---               Orc, Sorcerer
   Balrog     500  12pt 12000J   6000   Flight, 1.5x move Ogre, Sorcerer, Fire
   Dragon    1000  15pt 20000J  10000   Flight, 2x move   Dragon, Sorcerer

Additional information regarding monster units is available in other sections of the documentation.

See also: Military Units and Combat

See also: Online Documentation: Army Types