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Rule Book :

Table of Contents

I. Introduction

  

A.Covens & Clans

     

1War Status

     

2War Scoring

     

3No War Round

     

4Clan & Coven Lag

     

5Scorched Earth Attacks

     

6Player Rules

  

B.Characters

     

1Races

     

2 Classes

     

3Terrains

     

4Wildcard Characters

     

5Power-leveling

  

C.Spells

     

1Shaman & Nature Spells

     

2Druid Spells

     

3Magi & Feudal Spells

     

4Necro Spells

     

5Demon Spells

  

D.Magic Items

  

E.Cheating

  

F.EXP Equations

  

G.Protected Income

  

H.Basic Equations

     

1Spying

     

2Thieving

     

3Steal Magic

     

4Assassin

     

5Offensive Spells

     

6PvPLosses

     

7Troop Losses v. Monsters

II. The Basics

  

A.Character Basics

  

B.The Arkane Tree

     

1Identify scrolls

     

2Making scrolls

     

3Burning Blood & Fury Potions

     

4Making Invisibility Potions

  

C.Military

  

D.Buildings

  

E.Spying and Thieving

  

F.Monsters

     

1Special Encounters

III. Battles

IV. Help Pages

  

My Stuff Page

  

My Economy

  

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

  

Hints & Tips for Human Druid Mountains

  

War Status

  

Steal Magic

  

Character Strengths

  

Run Turn

  

Mass Sell

  

Magic Items

  

History

  

Characters

  

Economy

  

Assassinate

  

Enemy Coven

  

Attack Results

  

Monster Attack Results

Classes

Nature
  • +15% food production, +5% lumber production, starts with 2 Cheiftains and 2 Shamans
  • Three of the most powerful friendly spells in the game: Fertility (boosted Population max), Rage (boosted attack), and Perimeter Wall (boosted defense)
  • One of the most powerful war only spells, Earthquake
  • Cheiftans instead of war generals, and while the cheiftan is a better defensive character they have a lower overall combat modifier compared with the war general
  • One of the more difficult arkane trees
  • Nature can make Burning Blood potions by doing the Burning Blood Potion Rain Dance. Hehe, no, it's tricky how you make them, you need a number of components
  • Humans cannot be nature
Shaman
  • A subset or twin class with Nature
  • +20% Food Production, +10% lumber produciton, starts with 1 Cheiftan and 3 Shaman
  • Three of the most powerful friendly spells in the game: Fertility (boosted Population max), Rage (boosted attack), and Perimeter Wall (boosted defense)
  • One of the most powerful war only spells, Earthquake
  • Cheiftans instead of war generals, and while the cheiftan is a better defensive character they have a lower overall combat modifier compared with the war general
  • One of the more difficult arkane trees
  • Shaman can make Fury Potions for 1.5mil arkane points and a shaman without lag. Fury potions cannot be made and then transferred.
  • Only troll can be Shaman
Druid
  • +20% food production, +25% lumber production, starts with 1 WG and 3 Druids
  • Casts everybodies favorite spell, Expansion, which produces land from arcane energy
  • Also gets Harvest which boosts food production
  • They only really have one offensive spell, Sleep, and it cuts defense and boosts land gains by cutting State of Readiness
  • Best Healers (healers must participate in the battle)
  • Human Druid Mountains or Elf Druid Mountains tends to be a good combination.
  • Druid is especially nice for the more casual player
  • Can be Elf or Human
Necromancer
  • -10% food production, +10% taxes, +5% population. starts with 1 WG and 3 necromancers
  • They get possession and lessor possession: two very useful spells. Characters have attack and defense points, and when you possess an enemy character they can no longer defend, making your targets easier.
  • Be warned, Necromancers are often the first to die in wars.
  • Ogre Barren Necromancer has proved to be a powerful combination
  • Trolls, Ogres, and Humans can be Necromancers
Magi
  • +5% food production, +5% lumber production. Starts with 1 WG and 3 Magi
  • Gems - A great spells that produces gold based on your caster level and how many mines you have
  • Alchemy - Another spell for producing gold, this time requiring iron as an ingredient
  • They get the widest variety of spells, but they aren't magical powerhouses
  • You want to play a mining economy (barren, Hills, or Mountains) to take full advantage of Magi abilities
  • Humans and Goblin can be Magi
Feudal
  • +10% Mining, +10% attack, start with 2 WG, 1 Prince, and 1 Magi
  • This class is very similar to magi, except you get a prince and you get one more war general after you have all your characters (the war general is at the cost of a magi)
  • Tolls and Humans can be feudal
Demonologist
  • +10% defense, starts with 2 WG and 2 Demons
  • Will end up with 3 WG, 2 Dark Knights, and 4 Demons once you have all you characters
  • Lessor Demon is most demon players favorite spell for it speeds leaders home from combat allowing them to attack more often
  • Invisibility is quite nice too, it can be cast on clan mates and on yourself and it boosts spying and thieving operations
  • Careful with that open-gate. Using open-gate outside of war can lead to unhappy campers.
  • You typically want a pop based terrain, Coastal, Plains, or Forest... but Hills and Barren have both been known to work for demons...
  • For 1million arkane points the demon classs can "setup" an attack versus spiders to create up to 3 invisibility potions, if they attack spiders with a demon.
  • Only Goblin and Elf can be Demon

Copyright 2018, Geoffrey C. Porter
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