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if you spend it all in a fight you get the same amount in the next fight in the same turn
you dont need to hold back if your going to fight a lot, just like an archers ammo it is refilled at the end of combat
cap is 100
105 with the magic reserve skill
two casters with magic reserves is 110, not 210
reinforcing army im pretty sure uses original armys winds even if they have more or have the magic reserve skill
on the campaign map you see a blue bar to the right? maybe left? of the unit list
thats your reserves, how much you start the combat with is rng, but the total number is the blue bar on the campaign map
depending on the winds in the location that you end the turn at it can go up or down up to 15
channeling stance gives it another +10 per turn
that will be your new reserve
there are some waste of skillpoints that can increase the increasing of your reserves by a small %
its incredibly unlikely that that happens since you would almost have to deliberately chase the magicless locations on the map
the only factions this can realistically happen is ironically tzeentch
after using the teleport stance that removes 40 magic you can enter battle as the god of magic with no magic
not that tzeentch is particularly good at magic in the game
"Winds of magic reserve is +10 when increasing" - wording is not exact, no game at hand to check. Probably, arcane conduit or some magic items have this.
What is it - "when increasing"? how does it work? Thank you.
so when the winds are high and you would normally gain +10 you now gain 11
its a campaign map effect
does nothing if the winds are low
not sure how the rounding works if its only +5
0 gives 0
its a useless skill