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Magic Guide
18:10:04 Dec 29th 12 - Pure (Pure Pure):

Guide Magic


Magic can be a very useful skill in Visual Utopia if its used correctly if not it can drain your gold and resources by continually having to train more Muís (Magic units) and magic towers. It can also be a very powerful skill if the person you are using it on has no magic defence.

 

These are the magic units for each race:

Race

Unit

Cost

Offence

Defence

Human

Magician

240

0

0

Elf

Spellweaver

300

0

0

Orc

Shaman

230

0

0

Dwarf

Runemaster

300

0

0

Troll

Mage

240

1

0

Halfling

Illusionist

240

0

0


>Elves also have Archmages which increase at a rate of 3 OP/DP per magic level.

>Magic towers and your magic units will increase the power of your magic and the distance in which you can cast your spells at with a higher rate of success.

>Magic units help your army with magic defence, the more magic units the lower the enemies % will be


>In order to cast a spell you will be required to have the magic level associated with that spell or higher.
In order to get the correct magic level to cast a spell you must upgrade your magic science found in the science tab on the right of the screen. Once you have the required level you can now click the magic tab on the right of the screen, a tab should appear at the top of the screen. The drop bar on the top are Utility spells and on the bottom are offensive spells.

The Spells:


Utility Scrolls: Spells cast on your own armies/cities or armies/cities belonging to your kingdom.


Level 1: Bless, increases the targets OP/DP by a percentage depending on the Magic Power
Level 2: Magic Protection, Makes it harder to cast spells on the target
Level 3: Happiness, Increases the morale in an army/city
Level 3: Cure Plague, cures the plague if the army is infected
Level 4: Stone to Gold, Converts stone reserves into gold at a rate of 1:1
Level 4: Magic Weapons, gives the target level 5 Military Science for a period of time
Level 5: Invisibility, renders the target invisible
Level 6: Army of the Dead, revives troops fallen in battles, if casted on a city it creates a small army of 100 troops with 100 exp
Level 6: Invisibility, renders the target invisible
Level 7: Control Time, Advances the target forward a tick or two (Movement/training/building etc)
Level 8: Ghost Warriors, Creates level 1 troops instantly
Level 9: Armageddon, Starts the countdown to the end of the world (Cast on a city)

 

Combat spells: Offensive magic, cast on enemy cities or armies.


Level 1: Eye in the sky, Gives you detailed information on the target

Level 2: Crush Walls, Destroys walls in the target city, has no effect on armies

Level 2: Locust, Decreases prep time on an attacking army, also destroys food

Level 3 Anger, Decreases the morale in an army or city

Level 3: Dispel Magic, Removes all positive buffs

Level 4: Freeze, Hinders an armies movement or hinders a cities buildings/troops in training

Level 4: Fog, Removes Line of Sight from the targeted army/city

Level 5: Rain of Fire, Kills troops in an army or sets fire to lumbermills/peasents if casted on a city

Level 5: Earthquake, Destroys buildings, no effect on armies

Level 6: Steal Science, Steals a science if the target has higher science other wise only removes targets science

Level 6: Teleport, Teleports the target a certain distance
Level 7: Ownage, Takes control of the targeted army/city (Must be the same race)
Level 8: Plague, Starts a plague that will spread across the world.
Level 9: Dragon, Summons a mighty dragon that will fly around the world plundering gold and peasants

>Some spells such as Bless, Magic Protection, Freeze will increase in duration depending on your magic power


>Some spells such as Stone to Gold and Rain of Fire will increase the conversation/killed with higher magic power

>Some spells such as Ownage, Armageddon just require a successful cast


>If cast on an army, AotD will revive previously killed troops as long as you haven't merged or withdrawn troops into your army. If cast on a city, AotD will create a small army of 100 troops + 100 exp. Only one army of the dead can be active at once. Casting multiple AotD on cities will remove previously created armies.


>When you cast steal science not only do you you cast on the targets army or city but on the entire demesne of the target, meaning all his mages and buildings give magic defence against the spell


>Teleporting cities generally comes up with a message that the cast was successful but they were unable to find room to send it


>Plague is also one of the hardest spells to control, even with cure plague it will spread like a wildfire. In order to deal with plague you must take care of it within 3 ticks of being cast, to remove plague from a city put your peasants and troops into a scout, cast cure plague on the city and army then put the pes and troops back in after the tick change, do this for all cities and armies in the affected area.


>Dragons will get stronger and stronger the more they plunder, when killed they give experience dependent on their size, there has been times when a dragon has gotten too strong to kill, the OP needed to kill a dragon is showed in tier 2 troops

Here is a chart on max % for each level


Level 1: Max chance = 100%
Level 2: Max chance = 95%
Level 3: Max chance = 89%
Level 4: Max chance = 82%
Level 5: Max chance = 75%
Level 6: Max chance = 67%
Level 7: Max chance = 59%
Level 8: Max chance = 50%
Level 9: Max chance = 40%
Level 10: Max chance = 31%


Credit must go to Falcon who originally wrote the guide part of this guide is based off. I must also thank Legend, Bounce and Fordius for helping me make this magic guide.

19:17:02 Dec 29th 12 - Mr. Bounce III:

Wow great post, this is one of the best guides I have seen around in the forum ;)


00:51:23 Dec 30th 12 - Zephyr (Marquess Durbans):

yeah great job, I will leave it open for people to ask questions.


06:33:02 Jan 6th 13 - Sir Muscle:

Dose freezing an army what is preping on a city stop it from being able to attack?


06:41:58 Jan 6th 13 - Pure (Pure Slowty Mcslow Slow):

Unfortunately not, however thats what  locust is used for, it drops the targets current prep time by a # of days depending on Magic Power.


11:38:14 Jan 15th 13 - Wilberforce (Princess Fatty Lover):

A small edit to your post Merrygold (I told you this on skype but you blatantly ignored me :( ...)

Level 6: Army of the Dead, revives troops fallen in battles, if casted on a city it creates a small army of 100 troops with 100 exp
Incorrect in regards to it being cast on a city, it semi-randomly (partly based on your magic power, partly based on just making a random number :P) creates an army of level 3s, with 100 exp.
I've had 60k lords with 100 exp (essentially 180k lords) from a medium power cast before. But then I've had 15k lords with 100 exp from the same power.
You should also of added that you cannot merge your Army of The Dead into any other army, nor take out troops from it.


Level 8: Ghost Warriors, Creates level 1 troops instantly
It creates troops of all tiers, instantly.


Level 2: Locust, Decreases prep time on an attacking army, also destroys food...if cast on a city.


Level 5: Earthquake, Destroys buildings, no effect on armies
I believe if you EQ an army, it stops their movement. Meaning they have to repath. It's more costly than freeze and less effective though.


Level 8: Plague, Starts a plague that will spread across the world....For a designated time, depending on magic power.


I would also argue that the use of the word demesne isn't in context, but you'll just argue (again) that people aren't stupid.


03:43:35 Oct 28th 13 - Mr. Pork The Orc:

How many warehouses are needed to maximize the yield of STG casts?


17:48:11 Nov 7th 13 - Dragon (Mr. Odin The Truth Sayer):

most use 10K


07:54:36 Nov 8th 13 - Prince Pesterd:

most use 10K --> so 300m stone?


It depends on the stage you are at and how much stone you are StGing - I usually use 1k in the beginning, and by the end of the era it is anywhere from 8-12k.


05:27:45 Nov 9th 13 - Geunin (Ms. Crushbone):

Hello I have a question about Locust:

Level 2: Locust, Decreases prep time on an attacking army, also destroys food...if cast on a city.

Why would I want to decrease the preparation time of an army attacking one of my cities? Wouldn't I want to increase it to give me time to reinforce? If anyone can explain how to use locust effectively please tell, I am curious. Thanks.


05:35:30 Nov 9th 13 - Zond (The Jasmina):

If the enemy is prepping your city. say he has prepared for 5 ticks and needs 11 for max prep. If you cant beat him off, you locust him. Dropping his prep from 5, to 4, to 3, and so on. 


Allowing you to spam more, train more, bring troops over and everything else.


keep in mind you need at least 1 tick to be able to attack. so if you locust every tick and keep the enemy at 0 ticks. then he can never attack. (an example)


Casting locust on a food city will devastate an enemies food source.  


23:31:47 Nov 12th 13 - Java (Mr. Taejo):

What about armies in the field traveling with MUs. What is the distance for spells such as freeze and RoF from the army's mages to the nearby army you're attacking?


15:05:26 Nov 14th 13 - Timur (Mr. Timur The Lame):

Traveling MUs have very little range.  I normally plan on them being adjacent.


13:17:05 Nov 15th 13 - Timur (Sheriff Timmur):

Traveling mages can be useful, if you have an army without magic support operating deep in enemy territory.  If you KNOW you have surplus mages, then the army can crush walls on a blocker city to move past, or self happiness, or self AOTD.    I doubt I would ever use ROF or Freeze from a traveling army though.


09:06:24 Mar 19th 16 - Arkantos (Sir Ajax):

Basic Magic Guide

Updated by: Arkantos




  1. Range casting:

a) your magic units must be in the city

b) your city needs magic towers

c) 15,000 magic towers give you maximum range (without unreasonable loss)

d)  If the #(Magic towers) > or = #(Total buildings - magic towers), then 50% increase in casting power

e) Magic towers increase your magic power for casting

f) A city with more magic towers will lose more magic towers per cast

g) Magic power increase with your magic level (10% per level)

  1. Mobile casting:

a) your magic units are in an army, not in a city

b) your range is very small

c) Without a proper defense, your mages can be killed by a single unit

d) If your army is prepping a city and you cast a spell, your preparation time will be cancelled and you must restart prep

e) Ideal only for veteran mages. Discuss with veterans.


  1. Magic Level

a) Magic power increases 10% per level

b) Higher magic levels open new spell tiers


  1. Magic Towers

a) The more buildings you have built, the longer it takes for your towers to be constructed

b) The more buildings you own across the map, the more expensive your towers will be

c) You will lose a lot of towers as a mage. Be prepared to rebuild a LOT

  1. Removing utility spells

a) most spells can be removed from your army by merging a scout into that army


  1. Picking an army or city to cast from

a) Move your magic units out of your city and into an army. This will take away the magic tower range and allow you to cast from a different location. 

b) a. is useful for STG or if you have multiple magic cities


Magic can be a very useful skill in Visual Utopia if its used correctly, if not it can drain your gold and resources by continually having to train more Muís (Magic units) and MT's magic towers. It can also be a very powerful skill if the person you are using it on has no magic defense.

These are the magic units for each race:

Race

Unit

Cost

Offence

Defence

Human

Magician

240

0

0

Elf

Spellweaver

300

0

0

Orc

Shaman

230

0

0

Dwarf

Runemaster

300

0

0

Troll

Mage

240

1

0

Halfling

Illusionist

240

0

0


>Elves also have Archmages which increase at a rate of 3 OP/DP per magic level. and also provide 0.25 magic defense.

>Magic towers and your magic units will increase the power of your magic and the distance in which you can cast your spells at with a higher rate of success. 

>Magic units help your army with magic defenses the more magic units, the lower the enemies % will be


>In order to cast a spell you will be required to have the magic level associated with that spell or higher. 
In order to get the correct magic level to cast a spell you must upgrade your magic science found in the science tabScience on the right of the screen. Once you have the required level you can now click the magicMagic tab on the right of the screen, a tab should appear at the top of the screen. The drop bar on the top are Utility spells and on the bottom are offensive spells.


The Spells:


Utility Scrolls: Spells cast on your own armies/cities or armies/cities belonging to your kingdom.


Level 1: Bless, increases the targets OP/DP by a % depending on the Magic Power
Level 2: Magic Protection, Makes it 27% harder to cast spells on the target for a period of time defined by Magic power
Level 3: Happiness, Increases the morale in an army/city
Level 3: Cure Plague, cures the plague if the army/city is infected
Level 4: Stone to Gold, Converts stone reserves into gold at a rate of 1:1
Level 4: Magic Weapons, gives the target level 5 Military Science for a period of time defined by Magic power
Level 5: Invisibility, renders the target invisible for a period of time defined by Magic power (armies moving are not invisible)(Can not make Armageddon city Invisible)
Level 6: Army of the Dead, revives troops fallen in battles, if cast on a city it creates a army of level 3 troops with 100 exp
Level 7: Control Time, Advances the target forward a tick or two (Very Glitchy) (Movement/training/building etc)
Level 8: Ghost Warriors, Creates some random troops instantly defined by Magic power
Level 9: Armageddon, Starts the countdown to the end of the world (Cast on a city)

Combat spells: Offensive magic, cast on enemy cities or armies.


Level 1: Eye in the sky, Gives you detailed information on the target

Level 2: Crush Walls, Destroys walls in the target city, has no effect on armies

Level 2: Locust, Decreases prep time on an attacking army, also destroys food defined by Magic power

Level 3 Anger, Decreases the morale in an army or city defined by Magic Power

Level 3: Dispel Magic, Removes all positive buffs

Level 4: Freeze, Halts an armies movement or a cities buildings/troops in training for a period of time defined by Magic power(maximum 10 turns)

Level 4: Fog, Removes Line of Sight from the targeted army/city for a period of time defined by Magic power

Level 5: Rain of Fire, Kills troops in an army or sets fire to Lumbermills/Peasents if cast on a city defined by Magic power

Level 5: Earthquake, Destroys 40% of buildings in a city, un-paths armies

Level 6: Steal Science, Steals a science if the target has higher science other wise only removes targets science, The amount taken is defined by Magic power

Level 6: Teleport, Teleports the target a certain distance defined by power
Level 7: Ownage, Takes control of the targeted army/city (Must be the same race)
Level 8: Plague, Starts a plague that will spread across the world for a period of time defined by Magic power
Level 9: Dragon, Summons a mighty dragon that will fly around the world plundering gold and peasants

>Some spells such as Bless, Magic Protection, Freeze, Invisibility, Plague and Magic Weapons will increase in duration depending on your magic power


>Some spells such as Stone to Gold and Rain of Fire will increase the conversation rate with higher magic power

>Some spells such as Ownage, Armageddon, Dispel Magic and Earthquake just require a successful cast


>If cast on an army, AotD will revive previously killed troops as long as you haven't merged  into another army. If cast on a city, AotD will create a small army of level  3 troops with 100 exp. Only one army of the dead can be active at once. Casting multiple AotD on cities will remove previously created armies.


>When you cast steal science not only do you you cast on the targets army or city but on the entire demesne of the target, meaning all his mages and buildings give magic defense against the spell


>Teleporting cities generally comes up with a message that the cast was successful but they were unable to find room to send it due to low Magic power.


>Plague is also one of the hardest spells to control, even with cure plague it will spread like a wildfire. In order to deal with plague you must take care of it within 3 ticks of being cast, to remove plague from a city put your peasants and troops into a scout, cast cure plague on the city and army then put the pes and troops back in after the tick change, do this for all cities and armies in the affected area.


>Dragons will get stronger and stronger the more they plunder, when killed they give experience dependent on their size, there has been times when a dragon has gotten too strong to kill, the OP needed to kill a dragon is showed in tier 2 troops

Here is a chart on max % for each level


Level 1: Max chance = 100%
Level 2: Max chance = 95%
Level 3: Max chance = 89%
Level 4: Max chance = 82%
Level 5: Max chance = 75%
Level 6: Max chance = 67%
Level 7: Max chance = 59%
Level 8: Max chance = 50%
Level 9: Max chance = 40%


10:39:14 Aug 5th 16 - Mr. Blah Blah The Brutal:



"Level 2: Magic Protection, Makes it 27% harder to cast spells on the target for a period of time defined by Magic power"

It's 25%. It's not really 25% harder to cast. It reduces the % to cast by 25.

"In order to deal with plague you must take care of it within 3 ticks of being cast, to remove plague from a city put your peasants and troops into a scout, cast cure plague on the city and army then put the pes and troops back in after the tick change, do this for all cities and armies in the affected area."

Anyone know if this is this factual or old wives tale? 3 ticks is very specific. I tend to save the mu/tower losses and work around the plague (then chuckle to myself as it spreads back to their core)


22:49:14 Oct 4th 16 - Arkantos (Lord Ajax):

Thanks!


23:27:30 Oct 4th 16 - HorusPanic (Mr. Teacher):

Ajax, where have you been?


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