Difference between revisions of "Spell Uses"
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=== Amnesia === | === Amnesia === | ||
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=== Nightmares === | === Nightmares === | ||
Revision as of 23:48, 24 April 2021
Contents
- 1 The Spell Book: Self Spells
- 1.1 Minor Protection
- 1.2 Greater Protection
- 1.3 Magic Shield
- 1.4 Mystic Aura
- 1.5 Fertile Lands
- 1.6 Nature's Blessing
- 1.7 Love & Peace
- 1.8 Tree of Gold
- 1.9 Quick Feet
- 1.10 Builders' Boon
- 1.11 Inspire Army
- 1.12 Anonymity
- 1.13 Invisibility
- 1.14 Clear Sight
- 1.15 War Spoils
- 1.16 Fanaticism
- 1.17 Mage's Fury
- 1.18 Fountain of Knowledge
- 1.19 Town Watch
- 1.20 Aggression
- 1.21 Animate Dead
- 1.22 Reflect Magic
- 1.23 Shadowlight
- 1.24 Bloodlust
- 1.25 Patriotism
- 1.26 Paradise
- 2 Bold text
- 3 The Spell Book: Offensive Spells
The Spell Book: Self Spells
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses
Minor Protection
Effect: Increases defensive military efficiency by 5%.
If you manage to get this 5% buff in between the time your opponent gets intel and launches his/her attack you have the chance of bouncing them.
Greater Protection
Effect: Increases defensive military efficiency by 5%. Duration: max 36 hours
Allows you to use less mana towards maintaining the 5% dme buff, but also means you have less opportunities to bounce attacks.
Magic Shield
Effect: Increases your defensive magic efficiency by 20%.
Useful in many instances, particularly if you can expect incoming magic ops from someone on the threshold for decent success (*2-5 your wpa).
Mystic Aura
Effect: Repels the next offensive spell cast upon you (except own spells).
Does not work on reflected spells. If online can repeatedly and repeatedly bounce incoming spells.
Fertile Lands
Effect: Increases food production by 25%.
Almost never worth it in war. Watch out for instances in which population might increase drastically or BE might plummet drastically. You might need it then.
Nature's Blessing
Effect: Protects your land against Storms and Drought. Has a 20% chance of curing Plague (per cast).
This spell could cure plague in 1 cast, 20, or some other number that will drive you insane. It's normally a good idea to have this up if your race has a negative food growth nerf or if you are waving into a kd and giving ops.
Love & Peace
Effect: Increases base birth rate from 2.05% to 2.80%.
Terrific spell. If growing in protection make sure to cast it as soon as possible. Useful to cast almost anytime you are drastically underpopped, unless you are likely to be chained.
Tree of Gold
Effect: Magically creates a small amount of gold (from 40 to 80% of your daily income).
PWNPWNPWN. Try to maximize it by using when econ is at its peek within the time frame that you could use it. Costs more if over 75% mana.
Quick Feet
Effect: Decreases your attack times by 10% for your next attack. Duration: Removed after 1 attack.
Mana heavy spell.
Builders' Boon
Effect: Decreases your construction times by 10% for building set to build while active.
Inspire Army
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. Duration: max 24 hours
Use in any instance in which you can stock gc and train at the latest moment.
Anonymity
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack. Duration: removed after attack
Often necessary if you believe you will be ambushed otherwise. Low defensive value elites single tapping a target with the ability to ambush may particularly find this spell helpful.
Invisibility
Effect: Increases your offensive thievery efficiency by 10%.
Offensive tpa good. More offensive tpa better.
Clear Sight
Effect: Automatically catches 25% of the thieves' operations conducted against your province.
Very powerful spell. Has the same capture affect as about 20% WT on 79 BE.
War Spoils
Effect: Makes the land gained from Traditional March immediately available. Duration: max 6 hours
Don't use if there's a chance you will be chained.
Fanaticism
Effect: Increases your offensive military effienciency by 5%. Decreases your defensive military effienciency by 3%.
Mage's Fury
Effect: This spell increases the province's WPA by 20% for offensive purposes while decreasing it by 20% for defensive purposes. No effect on self-spells.
Fountain of Knowledge
Effect: Increases your science research by 10% while the spell is active.
Town Watch
Effect: Every 4 of your peasants will defend your land with 1 point of defense.
If you are going to be chained, activate this spell so that you lose peasants. Spell increases amount of prisoners generated for attacker.
Aggression
Effect: Turns all your soldiers into 2/0 (Halfling: 3/1) troops before modifiers.
Animate Dead
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.
Reflect Magic
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.
Incredibly powerful spell.
Shadowlight
Effect: Reveals the name of the next province performing a successful thievery operation upon your province.
Bloodlust
Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% higher losses on their next attack.
Casualties do not affect gbp. This affect multiplies.
Patriotism
Effect: Increases military draft speed by 30%.
Cast when drafting or being propped.
Paradise
Effect: Creates a small amount of land per cast.
Bold text
This is a user generated guide
The Spell Book: Offensive Spells
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.
Storms
Effect: Kills 1.5% of total population per day.
Droughts
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%. Some horses may also die as a result.
Vermin
Effect: Destroys (on average) about 50% of target's food supplies.
Expose Thieves
Effect: Decreases available stealth of target province to 93% of its original amount.
Does not require very high wpa, but is able to make useful very high tpa. Very useful if you know when they are planning on using stocked stealth.
Greed
Effect: Increases military wages by 25%.
Fool's Gold
Effect: Destroys some gold.
Pitfalls
Effect: Increases defensive military losses by 25%.
Fireball
Effect: Kills a small and random portion of peasants (4-7%).
This spell is not affected by many of the mods limiting other spells.
Chastity
Effect: Suspends births, preventing population from growing naturally.
BR is a function of peasants so if peasants are already low, this will not restrict too much growth.
Lightning Strike
Effect: Destroys a random portion of runes between 30-65%.
Explosions
Effect: 50% chance to reduce aid shipment to 55%-80% of original size.
Amnesia
Effect: Reduces the effectiveness of target's science by ~2%
Nightmares
Effect: Returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.
Mystic Vortex
Effect: Nullifies spells on the enemy province (50% chance per spell).
Meteor Showers
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the spell is active.
Tornadoes
Effect: Destroys a small and random portion of buildings.
Land Lust
Effect: Captures a small and random (up to 1,35%) of the enemy land.