Wizardry | Rituals
Icon |
Spell Name |
Level |
Cost |
Break |
Effect |
Commentary |
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Enchanted Coffer |
I |
20 crystals |
4 rounds |
Cast on an allied province, gives a one-time amount of gold, dependant on population density. At the same time, lowers Happiness in the province by 1. |
A fairly useful ritual that allows exchanging crystals for gold, though you can get better results with the Source of Gold building. |
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Creation |
II |
20 crystals 1 mandrake |
10 rounds |
Crafts a random level II-IV item. |
The better the item, the less chance of getting it. The only ways this ritual pays off is when you have a lot of crystals to spare. Unused items can be sold (sometimes with a handsome profit). |
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Magic Barrier |
III |
100 crystals 1 arcanite |
10 rounds |
Protects an allied province from enemy spells and armies for 3 rounds. |
A very useful ritual that forces enemy units into finding alternative ways for conquest and therefore wasting precious rounds. Sadly, doesn't last for too long. |
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Tower of Lightning |
IV |
50 crystals 1 Dionium |
10 rounds |
A tower is raised in the province, which permanently increases crystals income and strikes enemies during battle. Can be raised only if there is enough space and it's the only building of this type in the province. |
If you wish to increase your crystals income, this a pretty good option, but don't expect too much from lightning bolts - they're only moderately effective. |
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