|
Spells are divided into 3 categories: Self-spells, regular offensive spells, and ultimates. Regular offensive spell effects depend on the number of mages you have, can be countered by enemy mages, and can be migitated up to 60% by enemy magic wards whereas ultimate
spells cannot be countered, do not depend on how many mages you have, and can only be migatated by barriers up to 30%. All spells casted on people who have much more or much less land than you will not be nearly as effective. Mages cost 1 gold per hour to upkeep. Self Spells: Self spells are casted on yourself and only effect yourself. 1. Mystic Aura: This spell lasts for a duration of time(depending on the number of mages you have) and gives your lands a 10% defensive boost(more if you are an Archmage). 2. Alchelmy: This spell generates gold from rocks in your kingdom. 3. Magical Lands: This spell magically generates more land from the existing land in your kingdom. 4. Dispel Aura: This spell has a chance of dispelling all auras(friendly or enemy from your lands) 5. Merchant's Finger: Your province will earn interest on its gold with this spell. But be careful, if your gold goes negative, you earn negative interest 6. Rune generation: Like Merchant's Finger, this generates runes from the ones you already have. 7. Love and Peace(Holy light only): This spell passifies all attackers to your land thus decreasing enemies attacking strength by 30% for a duration max of 12 hours. 8. Vengeance Aura: This spell reflects 25% of all magic spells back on the cast. Regular Offensives: These are cast upon a another player and can be countered by his/her mages. 1. Fools gold: Fools gold turns some of your target's gold to pyrite, thus shrinking his/her coffers. 2. Rune Burn: Rune Burn destroys your opponent's runes. 3. Attacker's Bane: This spell kills a portion of your target's offensive troops. 4. Defender's Plague: This spell kills a portion of your target's defensive troops. 5. Crystal Ball: This spell reveals random information about your target. 6. Assasinate Wizards: This spell kills enemy mages. 7. Locust Swarm(Force of Nature Only): This spell summons Locusts out of the sky to devour your enemy's food therefore killing his troops from starvation. Kills 2% per hour of troops while province is under its effect. 8. Sacrifice(Alliance of death only): This spell sacrifices 1/3 of your offensive troops to kill enemy defensive troops at the rate of 1.5 enemy troops for ever 1 troop you sacrifice(before barriers and bonus modification). 9. Death and Decay(Alliance of death only): This spell puts your target's land under a rot aura and land and troops will rot and die slowly over its duration. 10. Propoganda(Alliance of Thieves only): This spell convinces some of your opponents troops to join your forces. 11. Steal Gold(Alliance of Thieves only): This spell steal for target's coffer into your own coffer. 12. Volcanic Eruption(alliance of fire only): This spell causes a mighty volcano to eruption in your target's land causing loss of and troops. 13. Earthquake(alliance of fire only): This spell destroys all of your opponents buildings and he cannot build again for some amount of time. 14. Holy Conversion(Holy light only): This spell converts some of the infidel's(your target's) land to your land. Ultimates: Ultimates are cast upon another player and cannot be countered and do not depend on the number of mages you have. 1. Wrath of the heavens: This spell destroys a large portion of your opponent's gold, defensive, and offensive troops. 2. Rage of the Land: This spell destroys a large portion of your opponent's land. Back to main. |