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Magic is 1 of the 7 methods of progression in the game. It is to be unlocked last, by paying 25 copper.

1

Magic has two tabs: Astronomy and Spell Book.

Upgrade Shards or Chances? Online calculator, v.2.1[1][1]

Some thoughts about calculations (time when upgrade will pay off): Magic/calculations.

Astronomy[]

At Astronomy you find mages. They can create either "shard fragments", "complete shards", "ancient shards" or something else.

There are four basic shards types. That is: air, water, fire and earth.

By default you have one mage. He produces 50 shards per hour with 1% chance of getting two shards of any type.

Moreover, you can hire more mages. There are four types of mages who produce a specific type of shards. That is: air, water, fire and earth.

Shards are used to craft casts. Casts are the special ability which is to be learnt at Inscription.

Spell Book[]

Spell book contains abilities.

Here is the not full list of them:

  • Earth Dart
    • Uses: 1 earth shard fragment.
    • Needs: 1 lvl of astronomy
  • Water Dart
    • Uses: 1 water shard fragment.
    • Needs: 1 lvl of astronomy & staff
  • Ice Dart
    • Uses: 1 air shard fragment + 1 water shard fragment.
    • Needs: 1 lvl of astronomy
  • Air Dart
    • Uses: 1 air shard fragment.
    • Needs: 1 lvl of astronomy
  • Fire Dart
    • Uses: 1 fire shard fragment.
    • Needs: 1 lvl of astronomy
  • Ignite
    • Uses: 5 fire shard fragments + 2 air shard fragments.
    • Needs: 15 lvl of astronomy + 5 lvl of magic
  • Mending Water
    • Uses: 3 water shard fragments + 1 air shard fragment.
    • Needs: 10 lvl of astronomy + 5 lvl of magic
  • Frenzied Winds
    • Uses:1 water shard fragment + 5 air shard fragments.
    • Needs:15 lvl astronomy + 15 lvl of magic
  • Earth Ball
    • Uses: 10 earth shard fragments
    • Needs: 20 lvl of astronomy + 20 lvl of magic
  • Water Ball
    • Uses: 10 water shard fragments
    • Needs: 20 lvl of astronomy + 20 lvl of magic & staff
    • Can be sold: 750
  • Lighting Storm
  • Air Ball
    • Uses: 10 air shard fragments
    • Needs: 20 lvl of astronomy + 20 lvl of magic
  • Fire Ball
    • Uses: 10 fire shard fragments
    • Needs: 20 lvl of astronomy + 20 lvl of magic
  • Meteor Strike
    • Uses 1 Complete Fire shard + 5 earth shards
    • Needs 25 lvl astronomy +25 lvl magic & staff
  • Earthen Fist
    • Use 1 Complete Earth Shard+ 2 water shards+5 earth shard
    • Needs:33 lvl astronomy + 33 lvl magic

DROP ONLY

  • Elemental shield (Drops most commonly F4R7)
    • Uses: 1 air shard fragment + 1 fire shard fragment + 1 water shield fragment + 1 complete earth shard
    • Needs: 20 lvl of astronomy + 15 lvl of magic
  • Affliction (Drops commonly from Floor 8 most commonly from room 2)
    • Deal 100%of MP damage at the start and end of affliction
    • reduce enemy magic armor by(10+110% of MP) for 3s
    • At a cost of 10+(10% of MP) health
    • Uses: 1 poison shard fragment + 1 complete water shard
    • Need: 10 lvl of astronomy + 10 lvl of magic & staff
  • Magic Wisdom (Drops most commonly F1R4)
    • Uses: 2 complete air shards + 2 complete Water shards & staff
    • Requires:15 astronomy + 15 magic
  • Poison Dart (Drops on floor 5 room 7)
    • Uses: 1 poison fragment & staff
    • Needs:5 astronomy + 5 magic
  • Water Wave (Drops floor 7 room 7)
    • Uses: 5 Water shards 1 Complete water shard & staff
    • Needs:10 astronomy + 10 magic & staff

Number of fragments used = number of experience you gain for magic.

Each level of magic gives +1 magic power (MP) and +1 magic defense.

Costs of mages[]

Main mage: cost of upgrading[]

The formula of Shards Per Hour; % Chance To Get 2x Shards; Extra % Chance To Get Complete Shards; Extra % Chance To Get Ancient Shards: Calculator(thx icyphoenix; updated layout + thx weidendorf: added completes and ancients). So we don't need now those tables; only hiring mage costs.

As previously mentioned, the Main mage can be upgraded. Then all hired get its bonus after fired and re-hired.

Then the cost of hired will increase.

There is a feature that bonus is floored to integer (i.e. 50 and 51 shards per hour give both 25 shards per hour to a hired mage).

2

Here is some figures what are the costs of upgrading + the cost of hiring. (We need a formula that shows the changing cost of hiring mages)

Shards Per Hour

Stat Change Cost of uprading
50->51 0
51->52
52->53
53->54
54->55 320
55->56
56->57 720
57->58 980
58->59 1.3k
59->60 1.6k
60->61 2.0k
61->62 2.4k
62->63 2.9k
63->64 3.4k
64->65 3.9k
65->66 4.5k
66->67 5.1k
67->68 5.8k
68->69 6.5k
69->70 7.2k
70->71 8.0k
71->72 8.8k
72->73 9.7k
73->74 10.6k
74->75 11.5k
75->76 12.5k
76->77 13.5k
77->78 14.6k
78->79 15.7k
79->80 16.8k
80->81 18k
81->82
82->83 20.5k
82->84
84->85
85->86
86->87
87->88
88->89
89->90
90->91 32k
91->92
92->93
93->94
94->95
95->96
96->97 42.3k
97->98
98->99
99->100

Non-confirmed: cost is +500 per level.

% Chance To Get 2x Shards

Stat Change Cost of upgrading
1%->2%
2%->3% 133
3%->4% 400
4%->5% 800
5%->6% 1.3k
6%->7% 2.0k
7%->8% 2.8K
8%->9% 3.7K
9%->10% 4.8K
10%->11% 6.0K
11%->12% 7.3k
12%->13% 8.8k
13%->14% 10.4k
14%->15% 12.1k
15%->16% 14k
16%->17% 16k
17%->18%
18%->19%
19%->20%
20%->21%
21%->22%
22%->23% 30.8k
23%->24%
24%->25%
25%->26%

Extra % Chance To Get Ancient Shards

Stat Change Cost of upgrading
0%->1% 0
1%->2% 3k
2%->3% 6k
3%->4% 9k
4%->5% 12k
5%->6% 15k
6%->7% 18k
7%->8%
8%->9% 24k
9%->10%
10%->11%
11%->12%
12%->13%
13%->14%
14%->15%
15%->16%
16%->17%
17%->18%
18%->19%
19%->20%
20%->21%
21%->22%
22%->23%
23%->24%
24%->25%
25%->26%

Extra % Chance To Get Complete Shards

Stat Change Cost of upgrading
0%->1% 0
1%->2% 1.5k
2%->3% 3.0k
3%->4% 4.5k
4%->5% 6k
5%->6% 7.5k
6%->7% 9k
7%->8% 10.5k
8%->9% 12k
9%->10%
10%->11%
11%->12%
12%->13%
13%->14%
14%->15%
15%->16%
16%->17% 24k
17%->18%
18%->19%
19%->20%
20%->21%
21%->22%
22%->23%
23%->24%
24%->25%
25%->26%

When to upgrade Shards and when Chances? Online calculator, v.2.1 (thx Mefail)[2]

Hired mages: cost of hiring[]

Moreover, there is a need of some statistics on the inceasing cost of hiring. To get a formula. 50/1 cost:653

51/1 cost: 656

51/2 cost: 659

52/2 cost: 662

53/2 cost: 665

54/2 cost: 668

54/3 cost: 672

54/4 cost: 675 

55/4 cost: 678

...

50/1= 653

50/2 = 656

50/3 = 659

51/3 = 662

52/3 = 665

53/3 = 669

54/3 = 672

55/3 = 675

56/3 = 678

56/4 = 681

57/4 = 685

58/4 = 688

59/4 = 691

59/5 = 695

60/5 = 698

....

54 shards + 3% chance = 672 cost of hiring

55 shards + 5% chance = 682 cost of hiring

56 shards + 5% chance = 685 cost of hiring

58 shards + 5% chance = 691 cost of hiring

58 shards + 6% chance = 695 cost of hiring

62 shards + 6% chance = 708 cost of hiring

64 shards + 10% chance = 730 cost of hiring

66 shards + 6% chance = 722 cost of hiring

66 shards + 7% chance = 726 cost of hiring

66 shards + 8% chance = 730 cost of hiring

67 shards + 10% chance = 741 cost of hiring

67 shards + 11% chance = 745 cost of hiring

74 shards + 10% chance = 766 cost of hiring

74 shards + 11% chance = 771 cost of hiring

74 shards + 12% chance = 775 cost of hiring

75 shards + 12% chance = 779 cost of hiring

76 shards + 12% chance = 783 cost of hiring

76 / 13 = 787

76 / 14 = 792

77 / 14 = 796

78 shards + 14% chance = 800 cost of hiring

78 / 15 = 804

78 / 16 = 809

79 / 16 = 813

80 / 16 = 817

81 and 16 is 821

82 and 16 is 825

83 and 16 is 829

84 and 16 is 833

85 and 16 is 837

86 and 16 is 841

86 and 17 is 846

86 and 18 is 851

87 and 18 is 855

88 and 18 is 859

89 and 18 is 863

90 and 18 is 867

91 and 18 is 871

92 and 18 is 875

93 and 18 is 879

94 and 18 is 884

95 and 18 is 888

96 and 18 is 892

96 and 19 is 897

96 and 20 is 903

76 shards + 15% chance = 801 cost of hiring

77 shards + 16% chance = 895 cost of hiring

78 shards + 17% chance = 814 cost of hiring

78 shards + 18% chance = 818 cost of hiring

90 shards + 15% chance = 851 cost of hiring

90 shards + 16% chance = 856 cost of hiring

96 shards + 22% chance = 915 cost of hiring

Non-confirmed:

+1% chance ron average increases costs +4.

+1 shard on average increases +3.

But in fact it goes from +3 to +4 and so on. So it must be a percentage increase, not absolute numbers. So higher levels will give a quicker cost increase.

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