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
Demonologist Spells

Demonologist Spells
  • Poison - This spell randomly targets civilian population, military or spies and thieves. Killing up to 20% civilian population or up to 10% of the target's military. If it targets spies and thieves it will kill 1% for every 5 levels of the demon (8 hours lag)
  • Open-Gate - This spell opens a portal to hell in the target empire, releaseing minor demons and hellhounds and the like, rolls for each round it's open, kills 3-5% military per round that it's open, up to five rounds (12 hours lag)
  • Lessor Demon - This spell creates a lessor demon which will lead armies home from combat against other players and monsters, causing your high lever characters to return home more quickly (8 hours lag)
  • Invisibility - Can be cast on clan mates at 25%, on self at 50%, lasts either 6/12/18 hours. Invisibility increases your chances at spying and thieving. This spell stacks with potions of invisibility and will counter the effects of Fog. (10 hours lag)
  • Advanced Invis - Works largely the same as invisiblity, except it's duration is either 12,18, or 24 hours. (16 hour lag)
  • WAR ONLY - Fear - You must acquire your second Dark Knight to acquire Fear. Fear can spill to covenmates. It will cause military gold costs to increase by 40% for about 2 days for the targetted kingdom. (15 hour lag)
  • WAR ONLY - Paralysis - You must research Fear before you can research Paralysis. When successful it removes a character from defense much like possession. (18 hour lag)

Copyright 2007, Geoffrey C. Porter