HIDDEN STATS ETC
Leader Ziraesarrarus
Enchantment [2.13]
Metamagic: [2.09]
Space/Time: [1.07]
Mind: [3.33]
Conjuration: [3.20]
Ziraesarraurus spells
Conjure Weapons [2.20] - May arm 25 human-sized people for 0.1 mana per minute.
Efficient Analyze Mind(1) [3.00] - Studies a willing being's personality and loyalty towards the caster. Costs 0.1 mana.
Improved Analyze Mind [5.00] - May detect lies while staring into someone's eyes.
Enchanted Cloak of Concealment [1.97]
Ziraesarraurus skills
Link-cast [1.12] - Allows a wizard to link minds with a second, cooperative, wizard. Spells may be cast using another's general knowledge, and duo spells are more effective.
Reputation
ElfCollab - 5
Mesor - 7
Mara - 5
Ukranian Ranger - 5
IronyOwl - 10
Scapheap - 5
10 - Allows agent, non-magic.
Assistant research
5%-20% base for spells
2%-10% base for schools
School research and skill study costs
- ===> [1]: 45%-80% (Spell's research/2.5)
[1] ===> [2]: 38%-66% (Spell's research/3)
[2] ===> [3]: 28%-50% (Spell's research/4)
[3] ===> [4]: 22%-40% (Spell's research/5)
Focused school research only modifiers:
+5% modifier per non-related school teir.
+10% extra modifier per metamagic teir.
Spell bonuses for school knowledge:
-20% modifier per level difference; research high for better bonus.
Spell research costs
- ->[2] - 100%
[2]->[3] - 90%
[3]->[4] - 80%
[4]->[5] - 75%
50% - 133% base.
*/-20% modifier per teir difference
+5% modifier per every school teir.
+5% extra modifier per metamagic teir.
+20% modifier for having freely-shared castable spell.
*0-50% modifier per old spell base for similar spells while below old spell's level. (This does not affect school xp)
Split-school spell research time:
% influenced by school is linear. (0)Conj+(2)Div = 25% Conj.
Research time modied by highest level + half of next highest + quarter third highest. (0)Conj+(2)Div = +12.5% time.
(3)Div+(1)Conj = +16.7%
(0)Ench+(0)Mind = +50%
With multiple researchers of different specialties, they're not directly penalized for off-skills, but will have trouble with imblanced school requirements. If a duo-researched spell is 40% mind, the mind specialist will spend 80% of his time on mind, and 20% on the next easiest for himself. Everyone gets the same base school knowledge gains.
-Conjure Divined Telepathy(3Div/3Mind/1Conj): +62.5% time
NPC Agent modifiers:
Learning skill from other NPC: * 0.33
Learning new skill: *0.10
OLD
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T0: 33% - 100%
(-)T1: 15% - 60%
T1: 25% - 75%
(+)T1: 35-90
(-)T2: 15%-
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Efficiency upgrade:
1: 1.5x efficiency
2: 1.8x efficiency, overwriting above.
1: + hour cast time: 3x base efficiency
Concentration:
Level 0: 1 slot (+1 at .66)
Level 1: 3 slots
Economics
Base prosperity: 1 per 250 people.
Base mana: 1 per 600 people.
Exiled Wastes Special
Small shrine: +3 mana total from 3000 people.
Special spell info
Conjure Divining Stone: Gains 25% from Conjure Stone, 15% from View Object
On spell improvement:
Spells at [2.00] are considered baseline. They may be researched up to [5.00] to improve various aspects. This is basically +3 upgrade points, which may be used to upgrade part of it [damage, less mana cost] or new abilities
[Ghost steals lifeforce to maintain itself, Golem self-repairs].
Once a spell is at [5.00], you may research a near-identical successor at the next teir, with a research bonus until [2.00]. Think of it as throwing make-shift add-ons at a spaceship, then making a new one, designed from the outset to include them.
You should see better overall results if you include disadvantages. There's only so much damage you can get out of an instant fire bolt spell without increasing the mana costs.
Two-person casting:
Increases mana costs by 25%. Easily interrupted, expected combat failure rate of 33%-50%, based on conditions. Increased cast time by 50%.