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
Races

Trolls
  • Trolls chief advantage is +10% attack and +5% defense
  • Troll growth rate is only 7.5% compared to 10% for all other races
  • Trolls can be Nature, Shaman, Feudal, or Necromancer
  • Shaman have the ability to create Fury Potions and only trolls can do this
  • Trolls spread the plague on offense and defense at a 20% chance. Plague zeros population growth while in affect.
  • They have some of the best troop units.
Ogre
  • Ogres chief advantage is +10% Mining and +10% Speed
  • Their speed advantage means war generals and chieftans return quicker from attacking other players allowing them to attack more and thus be higher level.
  • They can be Nature or Necromancer
  • They are especially effective in Barren terrains
  • They have average troop units
Human
  • Humans produce extra tax income by 10%
  • Humans are also the chief ingrediant to nature class making Burning blood potions, so you don't want to play a high pop human unless you don't mind being a target for every BBP making nature out there.
  • Humans can be Magi, Feudal, Necromancer, or Druid
  • Most human players play either Barren, Hills, or Mountains terrain
  • They have cheap and effective troop units. They can utilize Conscription Scrolls which cut the gold costs of troops by 30% for 24 hours.
Elf
  • Elves produce 20% extra lumber and 10% extra food
  • Elves can be Druid, Nature, or Demonologist
  • Elves get some of the best troop units
  • Elves thrive in all terrains
Goblin
  • Goblins get an extra 25% population max
  • Goblins extra pop means they have a thriving economy
  • Goblin Troops are the weakest in the game, except perhaps their Dogmen.
  • Goblin can be Demonologist (highly recommended), Magi, or Nature
  • Goblin Demon should be a pop based terrain or barren (plains, coastal, forest, or barren), goblin magi should be barren, hills, or mountains, goblin nature should be plains, coastal, forest, or barren

Copyright 2007, Geoffrey C. Porter