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
Necromancer Spells

Necromancer Spells
  • Possession - This consumes another empire's character when it succeeds, often opening them up to attack. (12 hours lag)
  • Lessor Possession - This spell works a lot like possession, opening up another empire to attack, with a minor exception, when characters have only been partially possessed and the empire get's attacked one random character will "wake" from the possession. It's a 100,000 point node and the prerequisite for it is the 50,000 point 20% taxes node. (9 hours lag)
  • Bog - Targets a specific building type, destroyed up to 2-6 acres per level of the caster. Both land and buildings are destroyed. If only a few buildings are destroyed (less than 50), it may cause double damage and destroy housing and mines. (10 hours lag)
  • Swamp - Defensive spell cast on self or covenmembers. Next attack (of at least 50% the defender's points) will be slowed by 5 hours, swamp is a duration spell, it'll dry up after 10-12 hours even if you're not attacked. (6 hours lag)
  • Skeletal Miners - clan wide friendly spell, boosts mining production by 10 or 20% for 12-24 hours. Will stack, up to 20% (so if you get a 10% you can add a second one on). It requires Bog and Swamp to research and is a Landx100 node. (9 hours lag)
  • Advanced Skel Miners - Similar to skeletal miners except it is always 20% boost and lasts 24 hours. (16 hours lag)
  • War Only - Plague - Requires Lessor possession and possession to research. Plague can spill on the target's covenmates. This spell will ZERO population growth for around 2 days on the target kingdom, it's especially effective on low-pop kingdoms, as without population you cannot make military. (16-20 hour lag)
  • War Only - Mind Blast - Requires Plague to research. This spell is the most powerful version of possession, with it you don't target specific characters but all characters, affecting between 2-4 of them at one time. (20 hours on success, 24 hours on failure)

Copyright 2007, Geoffrey C. Porter