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
War Status

War Generals, Clan Leaders, and Vice Clan Leaders can declare war or defensive posture or cancel a war. Diplomats can cancel a war but cannot declare. If you're running a clan there will be a link in the clan forums to declare war, that will list all opposing clans and allow you to select one. Once a clan is selected war options must be selected. You must select TWO of the following three:
  • +10% Attack
  • -1 Hour Return Times (speed)
  • Salt The Earth (Extra 20% damage on attacks, but 10% less gains and -5% attack)
The second option is either Steal Magic Items or Assasinate Characters. In the beginning of the game friendly clans will have "inactive wars" with steal magic items on, so that the two magic items that inactives start with are lifted. Typically if it's a real war you want to use assasinate, unless you have a good number of necromancers on your side.

If you cancel war status, you cannot redeclare for 6 hours. When you declare war, it locks the entire Clan down for six hours, and covens can't leave and nobody can bounce out.

Defensive posture is useful, it gives you spy/thief defense boost, spell defense boost, and added State of Readiness on defense. Defensive posture lasts for 24 hours then lags your clan 6 hours during which time you can't declare war. So, while you could spend 4/5ths of the game in defensive posture, you can't declare war in that state, so if you get jumped you have to wait to get bonuses.
  • 24 hours on...
  • 6 hours cooldown...
  • Protection from Spying, 10%
  • Protection from Assassinations, 7%
  • SoR from attacks, 25%
  • Max SoR from Attacks, 75%
  • Protection from Steal Magic, 8%
  • Spell Defense, 3% per spell caster...

Copyright 2007, Geoffrey C. Porter