Enchantments

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Enchantments

Purpose

Enchantments are forged in the Magic Academy and gather the power of your non boosted Relics to provide some powerful enchantments for your buildings. By casting Enchantments you will not only take your production to a higher magical level but also give your city an enchanted environment.

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Requirements

To be able to cast Enchantments, you first need to create them! And to be able to start creating Enchantments you first need to research and build the Magic Academy. You will find this building at the end of Chapter I in the research tree.

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Hint: Enchantments require the use of Relics of non-boosted, non-sentient Goods, so to be able to create them you will also need to gain the corresponding Relics.


Types of Enchantments

Icon Name Description
Spell supply production boost 1.png Power of Provision This type of Enchantment allows you to use the ancient power of your Relics to boost Workshops. All of your precious Supplies will then be produced with magical efficiency.

It is available for you at the end of Chapter I, as soon as you build the Magic Academy and it can be cast on Workshops.

Spell neighborly help boost 1.png Ensorcelled Endowment An Enchantment for every dear Elvenarian! It allows you to enchant your Cultural Buildings so that, when they receive Neighborly Help, your total Culture Bonus will increase directly 5%.

It is available at the end of Chapter I, as soon as you build the Magic Academy and it can be cast on Cultural Buildings.

The Enchantment will only be effective if your Basic Cultural Bonus is at least 125%

Spell good production boost 1.png Magical Manufacturing This type of Enchantment extracts the magical power of your Relics to directly boost the production of a Manufactory. By enchanting Manufactories, you can increase the existing Relic Boosts or enable non boosted Manufactories to produce on a magical level. You can use more than one Enchantment per Manufactory and by doing so you will multiply its effect duration. This Enchantment does not work on Guest Race Manufactories

It is available at the end of Chapter III, as soon as you unlock the Magical Inspirations technology and it can be cast on Manufactories.

Spell knowledge boost 1.png Inspiring Meditation This Enchantment increases the limit of Knowledge Points that can be gained during your absence. So you won't lose Knowledge Points even if you are away for more than 10 hours. You can only use one Enchantment at a time.

It is available at the end of Chapter III, as soon as you unlock the Magical Inspirations technology and it is automatically cast on the Knowledge Point Bar.

Pet Food2.png Pet Food This Enchantment allows you to "feed" your Evolving Buildings to give them additional effects for a certain length of time.

They can be won in major Events and crafted in the Magic Academy.

Spell Teleport.png Teleport Building This Enchantment allows you to move (teleport) buildings out of your city and into your Summonings in the Inventory. Every building teleported uses one Enchantment.

The Enchantment can be used for many building types, but not on buildings that are currently in construction, or that cannot be sold normally (e.g. Main Hall or Trader), Ancient Wonders, Expiring Buildings , or Limited Buildings (e.g. some Amuni Buildings).

Teleported buildings can be placed back in your city at any time or even be Disenchanted.

Teleport Building is available exclusively from the Spire of Eternity, from the 4th Encounter onwards or in Mystery Chests. (Note: you need to be in Chapter 3 or higher to open the Spire.)


Enchantments Creation Process

To start creating Enchantments, open your Magic Academy and click the "create" button on the Enchantment you want to produce. You are then shown the Enchantment creation progress which tells you how long the Enchantment will take to be produced.

You can only create Enchantments if you have an available slot, otherwise you will have to wait until the first Enchantment is completed.You can always finish the Enchantment creation process instantly by paying Premium or shorten it with Time Booster Instants.

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As soon as your Enchantment is ready, you can collect it from the Magic Academy by clicking on the icon Collect spells.png that shows over the building. The Enchantment is then added to your inventory so that you can cast it.

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Hint:If by any chance you want to cancel a certain Enchantment creation progress you can click on the X icon and it will give you back the Relics you invested in the first place.

Enchantments Library

The Enchantments Library is where you can choose which Enchantment you want to create. By placing your mouse over each one, you will be be able to see its effect, its duration and its availability (how many of that same type you have in your inventory).

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You can also get more information about each Enchantment by clicking on the corresponding Info-icon.png icon.


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Enchantments Inventory

The Inventory is the place where you can keep your produced Enchantments until you decide to use them.You can access it via the bottom menu by clicking on the Inventory icon Inventory icon normal.png

Whenever you collect the produced Enchantments from the Magic Academy, you will see a red marker indicator on the Inventory icon. By clicking it you will see all your Enchantments and from here be able to cast them.

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Number Description
1 Number of Enchantments of that type you have available and ready to be cast.
2 Information icon that allows you to see detailed information on the Enchantment.
3 Click on the Enchantment to cast 1 Enchantment at a time.


Hint:If you delete your Enchantments, you will not get any refunds and will lose all the invested Relics.

Casting Enchantments

By clicking the Enchantment image in the Inventory, you will instantly see the changes in your cursor Cursor spell.png, as well as the icon for the Enchantment showing above all the buildings it can be cast on.

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When you enchant the building you will then see the magic powders shimmering around it, making your city look even more magical and beautiful!

Enchantments Effects

There are several places where you can see the effect of Enchantments and the remaining time of their enchantment.

1. By hovering over the enchanted building.

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2. Inside the building, on each production tooltip

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3. Clicking the building while producing, on the current production tooltip.

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The Enchantments effects take into consideration the total of your current production with bonuses! This means that your manufactories will produce +50% of your (regular production + relics boost). Same will happen with the workshops! The Enchantment will take into consideration your current culture boost to apply the +200% bonus.

As an example: A level 7 Elven workshop produces 223 supplies per hour with no culture bonus (100%). By increasing the culture bonus to 125% it will produce 279 supplies. If you enchant that workshop it will produce 837 supplies (+200% over the 279).

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Hint: You must remember that the Enchantment will only produce the effect for a certain amount of time! Meaning that if you cast an Enchantment and then its duration is over by the time you collect your resources, these will no longer have any bonus from the Enchantment. Furthermore, if any of the other bonus change (increase/decrease) while the Enchantment is active, the Enchantment effect will reflect it.


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By looking at the example above you will see that after using the Ensorcelled Endowment the total culture bonus increased directly 5%. So instead of the initial 125% of culture bonus, the city now has 130%. This will reflect on your coins and supplies production, so instead of the 279 supplies the level 7 workshop produced, it will now produce 290 supplies.

On the other hand, as soon as the Ensorcelled Endowment ends its duration, and as long as you keep your 125% culture bonus, the workshop will return to the 279. If you enchant the workshop it will produce 870 supplies instead of the 837 but the same principle is applied regarding Enchantments duration and effects.

Instants

The Inventory is also where your Instants are stored ready to be used. Instants are spells which can be used to get instant Supplies, instant Coins (both based on a % of your Storage Capacity), Time Booster Instants (to shorten productions, scouting, upgrading/building etc), Ancient Knowledge (to add to Ancient Wonder Research) and instant Troops. There are some common ones like a Coin Rain Instant for 10% of your Coin Capacity, but also epic ones that fill 100% at once.

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You will be able to earn Instants throughout the game. So keep a look out for them. When you have earned one, you will be able to access it from here.

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Example: Time Booster Instants will let you shorten the time of scouting, for instance.

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If you click the Scouting button, it takes you to a window which allows you to reduce the scouting time. Then by clicking the spell, you reduce the time by the amount specified in the spell.

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Instants Overview

Icon Name Description
Coin Rain.png Coin Rain This Instant gives you Coins as a percentage of your Main Hall Storage Capacity.
Supply Windfall.png Supply Windfall This Instant gives you Supplies as a percentage of your Main Hall Storage Capacity
Booster.png Time Booster This Instant gives you a time reduction on productions, builds, upgrades and even scouting.
Ancient Knowledge.png Ancient Knowledge This Instant gives you a set amount of Knowledge Points for your friends' or your own Ancient Wonders.
Portal boost.png Portal Profit This Instant refills % of all current capped Guest Race Goods
Royal Restoration.png Royal Restoration This amazing instant allows you to upgrade your Culture, Population, and Production Event Buildings (even Set Buildings) to the next Chapter level! You will need 1 Royal Restoration spell for each tile of the building.
SipofClarity.png Sip of Clarity This Enchantment allows you refresh the rotation of your Magic Academy's crafting recipes 100% cost-free !
Vitality Surge.png Vitality Surge This Instant allows you to recover a certain percentage of a Unit Squad fallen in battle.
Crossbowmen Unit Instants This instant automatically adds a set amount of squads of the respective Unit type to your military buildings.

A Platoon is 5 Squads, a Battalion is 10 Squads, a Brigade is 15 Squads and a Regiment is 25 Squads.

 
Barracks Units
Icons Name Unit type Description
Axe BarbariansSword Dancers Light Melee Units Barracks' Light Melee Unit Recruits Squads of Light Melee Units (Axe Barbarians for Humans, Sword Dancers for Elves).
CrossbowmenArchers Light Ranged Units Barracks' Light Ranged Units Recruits Squads of Light Ranged Units (Crossbowmen for Humans, Archers for Elves).
PriestsSorceresses Mage Units Priest Mage UnitsSorceress Mage Units Recruits Squads of Mage Units (Priests for Humans, Sorceresses for Elves).
PaladinsTreants Heavy Melee Units Barracks Heavy Melee Recruits Squads of Heavy Melee Units (Paladins for Humans, Treants for Elves).
MortarsGolems Heavy Ranged Units Barrack's Heavy Ranged unitsBarrack's Heavy Ranged units Recruits Squads of Heavy Ranged Units (Mortars for Humans, Golems for Elves).
Mercenary Camp Units
Icons Name Unit type Description
Drone Rider Mercenary Camp
Light Melee Units
Drone Rider Recruits Squads of Mercenary Camp Light Melee Units (Drone Rider).
Ranger Mercenary Camp
Light Ranged Units
Ranger Recruits Squads of Mercenary Camp Light Ranged Units (Ranger).
Blossom Mage Mercenary Camp
Magic Units
Blossom Mage Recruits Squads of Mercenary Camp Magic Units (Blossom Mage).
Vallorian Guard Mercenary Camp
Heavy Melee Units
Vallorian Guard Recruits Squads of Mercenary Camp Heavy Melee Units (Vallorian Guard).
Fainéant Frog Mercenary Camp
Heavy Ranged Units
Fainéant Frog Recruits Squads of Mercenary Camp Heavy Ranged Units (Fainéant Frog).
Training Grounds Units
Icons Name Unit type Description
Cerberus Training Grounds
Light Melee Units
Cerberus Recruits Squads of Training Grounds Light Melee Units (Cerberus).
Dryad Training Grounds
Light Ranged Units
Dryad Recruits Squads of Training Grounds Light Ranged Units (Dryad).
Banshee Training Grounds
Magic Units
Banshee Recruits Squads of Training Grounds Magic Units (Banshee).
Orc Warrior Training Grounds
Heavy Melee Units
Orc Warrior Recruits Squads of Training Grounds Heavy Melee Units (Orc Warrior).
Orc Strategist Training Grounds Heavy Ranged Units Orc Strategist Recruits Squads of Training Grounds Heavy Ranged Units (Orc Strategist).

Sorceries

The Inventory is also where your Sorceries are stored and ready to be used. In the Sorceries tab you will find several types of tomes that you have collected but not yet used. 

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If you hover your mouse over the Tome Type you will be able to see what precious Items are contained within.

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Click on the desired Tome and choose which powerful spell you want to use.

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Please note: You can only choose one single option, once selected it can be found in your Inventory.


Type of Sorceries

Type of Sorceries
Icon Name Description
Rsk spell.png Tome of Instants This Tome contains several types of Instants, according to the Tome type.

(You can only choose one of the available options).

Rsk shards.png Tome of Rune Shards This Tome contains several types of Rune Shards, according to the Tome type.

(You can only choose one of the available options).

Rsk evo.png Tome of Evolution This Tome contains several types of Artifacts or Evolving Buildings, according to the Tome type.

(You can only choose one of the available options).

Rsk set.png Tome of Building Set This Tome contains several buildings of specific Building Set, according to the Tome type.

(You can only choose one of the available options).

Rsk summoning.png Tome of Building Summoning This Tome contains several types of special and rare buildings, according to the Tome type.

(You can only choose one of the available options).

Rsk misc.png Tome of Resources This Tome contains several types of special Resources, according to the Tome type.

(You can only choose one of the available options).