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
Shaman/Nature Spells

Shaman/Nature Spells
  • Blight - Destroys food, can even send food into negative, it can blight the very earth. Destroys at least 5% of the target's farms. (6 hours lag)
  • Disease - Destroys twice as much food as Blight, up to 80% of their stockpiles. Destroys at least 10% of the target's farms. (8 hours lag)
  • Perimeter Wall - Raises a defensive wall around the caster or a Coven member, it is calculated as State of Readiness and will fall 5% per hour. This spell requires 20 lumber per acre of the target kingdom. (12 hour lag)
  • Rage - A +20% attack boost for one attack, can be cast on a Coven Member (10 hours lag)
  • Advanced Rage - This is the same as Rage except when cast it can spill to 1-2 random covenmates that it isn't cast on.(18 hours lag)
  • Tornado - A vicious spell which destroys buildings, can cripple an opponent. (Cataclysm chance) (10 hours lag)
  • Swift Axe - Cast on a Chieftan it will increase their offensive points by 25% in battle. (12 hours lag)
  • Fertility - Boosts population max by 10/20/30/40% for 12-24 hours, clan wide. 12 hour duration for clanmates and 24 hours duration for the caster. If more then one Fertility spell is cast on an Empire the highest percent increase will be used. (10 hour lag on failure, 12 hour lag on success)
  • Advanced Fertility - Same as fertility except it's 20/30/40% boost and it lasts for 24 hours on clanmates and 48 hours on self. (16 hours lag on failure, 20 hour lag on success)
  • Fog - Causes a 50% drop in the target's spying and thieving attempts, lasts 24 hours. (8 hour lag)
  • War Only - Peace - You must research Fog before researching Peace. Peace can spill onto Target's Covenmates. When cast on an enemy player, attacks they make will be at -20% attack for every Peace spell cast on them up to three. One peace spell isn't so crippling, but when you've got 3 on you and you're at -60% attack, that makes a big difference. (16-20 hours lag)
  • War Only - Earthquake - You must research Peace before Earthquake. Earthquake is a devestating spell, it destroys 5-10% of the target's land, with two limits, one, it won't destroy more land than 30% of the caster's land, and it won't destroy LESS than 1% of the caster's land. So, a 10,000 land Shaman or Nature can destroy between 100-3,000 land with one spell. If the target has 30,000 land, you might destroy 3k, but, if the target only has let's say 300 land, three earthquakes will finish them. Late game you might see a shaman or nature player with 25k or 50k land, so, Earthquake is commonly used to finish kill targets once they reach a minimum size. (18 hour lag)
In addition Shamans will affect combat casualties by as much as 4% on both offense and defense.

Copyright 2007, Geoffrey C. Porter