Rule Book :

Table of Contents
I.Introduction
     A.Covens & Clans
          1.War Status
          2.War Scoring
          3."No War" Round
     B.Characters
          1.Races
          2.Classes
          3.Terrains
          4.Wildcard Characters
     C.Spells
          1.Shaman/Nature Spells
          2.Druid Spells
          3.Magi/Feudal Spells
          4.Necromancer Spells
          5.Demonologist Spells
     D.Magic Items
     E.Cheating
     F.EXP Equations
     G.Protected Income
II.The Basics
     A.Character Basics
     B.The Arkane Tree
          1.Identify scrolls
          2.Making scrolls
          3.Burning Blood/Fury Potions
          4.Making Invisibility Potions
     C.Military
     D.Buildings
     E.Spying and Thieving
     F.Monsters
     G.LegionsGold
III.Battles
IV.Help Pages
     The "My Stuff" Page
     My Economy
     Production Orders
     Military Status
     Coven
     Buy Land
     Buildings
     Arkane Tree
     Military
     Characters
     Friendly Spells
     Item Auction
     Coven Forums
     Clan Forums
     Clans
     The Competition
     Settings
     Goodies
     Logout
     Spying
     Thieving
     Battle Calculator
     Attack Results
     Coven News
     Attacking Monsters
     Razing Buildings
     Messaging
     Kingdom News
     Spell Casting
     Chaos Mode
     Hints & Tips for Demons
     Mining newbie mode guide
     Hints & Tips for Human Druid Mountains
Magi/Feudal Spells

Magi/Feudal Spells
  • Lightning - Lightning strikes rain on the targeted empire, especially good at destroying scout towers (Cataclysm chance) (10 hours lag)
  • Alchemy - Converts Iron stockpiles to Gold and vice versa (10 hour lag)
  • Advanced Alchemy will produce 2x what alchemy produces. (20 hour lag)
  • Gems - Causes a boost in mining production. (10 hour lag)
  • Advanced Gems - produces up to 2x what Gems produces. (20 hour lag)
  • Cuts Metal - Forges an arkane blade capable of easily cutting through other metals, must be equipped. Gives +15% offense and +5% defense to the War General, Hero or Prince it's cast on. (12 hour lag)
  • Speed - One time spell that shortens attack return times by 2 hours, can be cast on Coven members (8 hours lag)
  • Advanced Speed - Cast this on yourself or covenmates and it will spill to 1-2 random covenmates who don't have speed (16 hours lag)
  • Explosions - causes explosions to rock an enemy empire, devestating affect on their mines (Cataclysm chance) (12 hour lag)
  • Plated Armor (Feudal only) - +15% Offense and +25% Defense to the character it's cast on. (12 hour lag)
  • Vortex Aura - Boosts offensive spell casting by casters by 15%. Can spill to covenmates. (12 hour lag)
  • Timber Growth - Boosts lumber production (8 hour lag)
  • WAR ONLY: Storms - You need to acquire Lightning and Explosions to research Storms. Storms causes a 25% loss in food,lumber,iron,gold,taxes, and adamite production for around 2 days. Storms can spill to the target's covenmates. (20 hours lag)
  • WAR OR DEFENSIVE POSTURE - Sphere - Requires Storms to research. Sphere can spill to covenmates. Causes a 15% magical protection for an empire for 36 hours, applied after the minimum is applied. So, possession bottoms out at 25% chance without sphere, with sphere it's 10%. (15 hours lag)
In addition Magi will affect combat casualties by as much as 4% on both offense and defense.

Cataclysm chance means that on a 1 in 5 roll, the spell will do triple damage.

Copyright 2007, Geoffrey C. Porter