Friendly Spells

Friendly spells are spells that can be cast on coven/clan mates, that help them out in some form or another. There are various types which can help economy, defense, or speed, just to name a few. Regardless of which you get, they are a good way to gain experience (while casting them), and are a good form of helping out those around you, to make them better as well. Plus, with some luck, you’ll get some cast on you as well.

(Note: For Casting spells and attacking your exp get's cut by 50% at level 35 and by 25% at level 25.)

The Friendly Spells available in Legions of Tercia by Class:

Magi | Feudal-

- Alchemy: This is a useful spell that changes iron into gold/gold into iron. It’s most useful when you’ve got a stockpile of the resources. This spell has a 10 hour lag time. (Magi base: 25,000 Arkane points | Feudal base: 50,000 Arkane points).

- Gems: Perhaps the best way to get a quick mining boost. This spell causes an immediate boost in mining operations, resulting in a huge boosted mining income. The amount you receive is based off of the current production of your mines (Adamite Mines count towards total mines which is great for those goblin magi out there!!). This spell has a 10 hour lag time. (Magi base: 50,000 Arkane points | Feudal base: 25,000 Arkane points).

- Cuts Metal: When this spell is cast it forges an Arkane blade that is sharp enough to cut through any metal. When equipped (it must be equipped), it adds +15% offense and +5% defense to the fighter class it’s assigned to (War General or Prince). You can not cast Cuts Metal on a Magi (Spell Caster) Character. This spell has a 12 hour lag time. (Magi/Feudal base: 25,000)

- Speed: This is a coven-wide spell that increases return times by +20%. It’s a 1 time use however, so make sure to not cast it on someone constantly if they don’t attack after the first spell. You may only cast speed one time per kingdom. After the kingdom makes a hit and speed is gone, you can cast it again. This spell has an 8 hour lag time. (Magi/Feudal base: 50,000).

- Vortex Aura: This is a clan wide spell that when cast, boosts offensive spell success rates by 15%. When you cast it successfully on a clan mate, it spills over to 0-3 other clan mates. It has a 36 hour duration. This spell has a 12 hour lag time for the caster. ( Magi base: 400,000 Arkane Points | Feudal base: 500,000 Arkane Points)

- Timber Growth: This is a clan wide spell that increases lumber production by +25% or +50%, and stacks up to 75%. It has a 24 hour duration. This spell lags the caster for 8 hours. (Magi base: 70,000 Arkane Points | Feudal: 100,000 Arkane Points)

- Plated Armor (Feudal): For those who choose Feudal instead of Magi, this spell increases a character’s offense by +15% and their defense by +25%. This spell has a 12 hour lag time. (Feudal base: 25,000)

*FYI - Magi are ‘healers’, resulting in (up to) a 4% reduction in loss of troops on offense and defense*

Shaman | Nature

- Perimeter Wall: This spell can be cast on coven members only, and raises a defensive wall around the specific kingdom it’s cast on. It basically raises the kingdom’s State of Readiness (SoR), and every hour the SoR drops by 5%. Perimeter wall costs the caster 20 wood per acre of the kingdom it is being cast on. This spell has a 12 hour lag time. (Shaman base: 40,000 Arkane points | Nature base: 50,000).

- Rage: This spell, which can be cast on coven members only, increases a kingdom’s attack by +20%, for 1 attack. You may only cast rage one time per kingdom. After the kingdom makes a hit and rage is gone, you can cast it again. This spell has a 10 hour lag time. (Shaman/Nature base: land x 100).

- Swift Axe: This is a weapon that can be equipped to a Chieftan when cast, and will increase their offense by +25% in battle. Each swift axe will cost 40 adamite. You can not cast a swift axe on a chieftan who already has a weapon. This spell has a 12 hour lag time. (Shaman base: Land x 50 | Nature base: 50,000).

- Fertility: This spell boosts population by a random amount, 10%-40%, for 12-24 hours. The 12 hours is when it’s cast on a coven/clan mate, while the 24 hours is when the caster uses it on themselves instead. More than 1 fertility spell can be cast on a person at the same time, however, only 1 of them will effect the kingdom, that being the largest percentage. This spell has a lag time of 12 hours. (Shaman base: 100,000 | Nature base: 50,000).

* FYI - Shaman are ‘healers', resulting in up to a 4% reduction of loss of troops on offense and defense

- Burning Blood Potion Creation (Nature Only): Making Burning Blood Potions is a little tricky (you have to be Nature). First, you need 2.5mil arkane points that you will utilize on your arkane page. Second step is that you need to find a human player with 10 population or more per acre of land. Third, make sure you have a Cecil’s Root on hand and one of your level 30 or higher Shaman available with the Arkane Staff equipped. Attack the human player (without bashing) and you will obtain the permanent attack boost of 5%. There is no limit to how many times you can do this as long as all the above requirements are met. Your shaman that you attacked with will be lagged for an additional 8 hours (8 hours on top of the normal attack time).

- Fury Potions (Shaman Only): Fury Potions are easily constructed via the “Arkane” page. You just need 1.5 million arcane points and a shaman. Create the fury potion (which will lag your lowest level shaman for 12 hours) and the potion will be ready for immediate use.

Druid

- Expansion: This spell creates land for Druid empire to build on. This is an extremely useful spell because it allows you to gain land without having to send any military out. Druids are a great character type to choose if you don’t have too much free time on your hands. This spell has a lag time of 10 hours. (Druid base: 50,000).

- Harvest: This is a clan-wide spell that produces food for the empire it’s cast on. It increases food production by 30%, 45%, or 60% and lasts for 24 hours for clan members, or 36 hours for the caster. This spell has a lag time of 12 hours. (Druid base: 40,000).

*FYI - Druids are ‘healers’, resulting in (up to) a 5% reduction of loss of troops on offense and defense*

Demonology

- Lessor Demon: This is a useful spell for demons while attacking. It summons a lessor demon, which acts like another character (without adding any offense to an attack), and allows other characters to return home more quickly. This makes it so the highest level character returns home first, faster than it normally would. This is perfect when making a large or risky attack. This spell has a lag time of 8 hours. (Demonology base: land x 100).

- Invisibility: This clan-wide spell makes spying/thieving much easier. When cast on a clan mate it gives a +25% chance of succeeding while spying or thieving, and lasts for 12/24/36 hours. When the caster uses it on themselves, it increases their spying/thieving chances by +50%. This spell has a lag time of 10 hours. (Demonology base: 100,000).

Necromancer

- Swamp: This spell is very good early in the game. When cast on a coven-mate, or yourself, it slows enemies down greatly. If swamp is cast on a kingdom, and another kingdom attacks, that attacking kingdom will have their military return home 5 hours slower than normal. It’s a 1 time use spell, so it must be re-cast if someone takes Swamp away after a hit. The attacker must send at least 50% of the defenders adjusted points in order to remove the swamp effect. Swamp will also disappear if you send out more than 50% of your adjusted points. The spell will remain in effect for 10-12 hours and the amount of time left will show up on Military Status (or when someone spies on your military). The lag time of this spell is 6 hours. (Necromancer base: Land x 100).

*Note: Swamp cannot be cast on someone who already has swamp cast on them.*

- Skeletal Mining: This is an extremely useful spell to help out those in your clan. It’s a clan-wide spell that increases mining production up to 20%, for 12-24 hours. The max is 20%, meaning if someone gets +10% cast on them, they can have another cast on them, increasing it to 20% max. Swamp and Bog have to be researched before this node becomes available. This spell has a lag time of 9 hours. (Necromancer base: Land x 100).


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