Spelling

There is friendly spelling and offensive spelling. For friendly spelling, please see the subtopic titled “Friendly Spells” under the Left Navigation Menu section.

Offensive spells can range between scrolls, artifacts, and class specific spells. To cast an offensive spell against someone, click on the kingdom name and scroll down to the action links. Click on “Use spells” link.

At this point, if you want to use one of your spell casters to cast a spell, select the caster and then click on the spell you want to cast.

If you want to cast a scroll at an enemy, use the drop down menu on this screen to select the scroll you want to cast and then click on “Read Scroll”.

If you have an artifact that can be used for offensive spells, you will see the artifact right above the scrolls. You can just click on the button right below the artifact name to cast it at the kingdom.

Lag Time for Offensive Spells differs per spell. Below is the list and lag time for all offensive spells.

(Note: For Casting spells and attacking your exp get's cut by 50% at level 35 and by 25% at level 25. For defending against spells and attacks your exp get's cut by 50% at level 25 and 2/3 at level 35.)

The Offensive Spells available in Legions of Tercia by Class:

Magi | Feudal-

- Lightning: This is a useful spell to get rid of scout towers of the defending kingdom, although it destroys a percentage of all buildings. The buildings can be rebuilt by the defending kingdom. It’s most useful when you’ve got a kingdom that has very good scout towers and you cannot penetrate their spy defense. This spell has a 10 hour lag time.

- Explosions: This is a useful spell to destroy a kingdoms buildings, especially their mines. This spell has a 12 hour lag time.

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

Shaman | Nature

- Blight: This spell can destroys food, can even send food into negative. Destroys at least 5% of the target's farms which can be rebuilt by the defending kingdom. This spell has a 6 hour lag time.

- Disease: This spell destroys twice as much food as Blight, up to 80% of their stockpiles. Destroys at least 10% of the target's farms. This spell has a 8 hour lag time.

- Tornado: This is a crippling spell that destroys a percentage of every building the opponent has. The buildings can be rebuilt by the defending kingdom. This spell has a 10 hour lag time.

- Fog: When cast on a target, it lowers their spying/thieving chance by 50%, for a 24 hour time period. This spell is very useful for those pesky robbers who just can’t take the hint. This spell has a 8 hour lag time.

* FYI - Shaman are "healers", resulting in up to a 4% reduction of loss of troops on offense & defense.

Druid

- Rot: This spell destroys lumber stockpiles and destroys lumber mills. The lumber mills can be rebuilt by the defending kingdom. This spell has a lag time of 6 hours.

- Sleep: This spell decreases target state of readiness by 5% per 3.5 levels of the caster. It can send SoR negative to -25%. SoR is a combat multiplier and it affects how much land is gained in an attack. This spell has a lag time of 12 hours.

- Firestorm: This spell destroys a percentage of buildings of every type. The defending kingdom has the ability to rebuild the buildings. This spell has a lag time of 12 hours.

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

Demonology

- Poison: This spell randomly targets one of three things: civilian population, spies and thieves, or military. It kills up to 20% civilian population, 4% of spies and thieves for every 20 levels of the demon (a level 30 demon would kill 6%, etc), or up to 10% of the target's military. This spell has a lag time of 8 hours.

- Opengate: This spell kills your opponent’s military. It rolls from 1 to 5 rounds. Each round kills 3% to 5%. This spell has a lag time of 12 hours.

Necromancer

- Possession: This spell takes the defending kingdoms character out of play. It sends the character out with 1% of the defending kingdoms military to watch over it. This is a powerful spell that opens the defending kingdom up for attack. The lag time of this spell is 12 hours.

- Lessor Possession: This spell works a lot like possession, opening up another empire to attack, with a minor exception, when characters have only been partially possessed and the empire get's attacked one random character will "wake up" from the possession. This spell has a lag time of 9 hours.

- Bog: This spell targets a specific building type, destroyed up to 2-6 acres per level of the caster. Both land and buildings are destroyed. If only a few buildings are destroyed (less than 40), it may cause double damage and destroy housing and mines. This spell has a lag time of 10 hours.


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