Spell Guide

From FaitH

Every spell is described (much more precisely than in the manual!), evaluated, and rated. What more could you possibly want?

Contents

Book of Basics

Memiryo Spirits (10 MP)

Raises morale of peons (~13 per casting). Dirt cheap, initially available, and utterly useless. By the time flags drop, you should be spending your MP on Tears of Priests, not this junk. Merchants will get whorehouses, and nobody else should care about their peons.

Score: 1/10


The Great Despair (20 MP)

Lowers the morale of the peasants. whoo-pee

Score: 0/10


Flaming Circle (100 MP)

Kills some peons (~30?). Please, for the love of God, never use this spell! It raises your enemy's TR, meaning you won't be able to do things to him that might actually hard him (eg. Tornado, HSD, Curse of Targar, etc).

Score: -1/10

Book of JoaT


Speed Up Army March (800 MP)

Cuts travel time to/from wars by 30%. Referred to as HA since it has the same effect.

Score: 10/10


Speed Up Building Construction (700 MP)

Cuts build time by 50%. Referred to as HC since it has the same effect.

Score: 8/10


Speed Up Province Exploration (700 MP)

Cuts Exploration time by 50%

Score: 2/10


Help Shadow Defense (350 MP)

Improves shadow defense effectiveness by 10-20% for 5-10 days. Referred to as RSD since it has the same effect (before Ren, this spell could actually get up to 30%... don't know if that was fixed or not)

Score: 8/10


Speed Up Recruit (700 MP)

la la laReferred to as HR since it has the same effect.

Score: 8/10

Book of Time


Hasten Army (700 MP)

Reduces travel time by 30%. So, if you cast it on a person with 10 days left to go, they'll be at 7. Not the best thing in the world, but if you do these consistently, it *really* adds up and you'll get a lot more attacks in. Plus, the faster you get there, the harder it is to tower you.

Score: 8/10


Hasten Construction (600 MP)

Halves construction time. Some buildings (high end Charism ToK, Celestial Domains, War Engine Workshops, etc) take a really long time to build. This is a pretty handy spell. If you have chaos towers and like messing with people, this spell is your best friend.

Score: 7/10


Slow Army (200 MP)

Increases travel time of the army by 50% (30% still??). Not devastating to your enemy, but it could dive you just enough time to throw up some towers or recruit some units.

Score: 5/10


Slow Construction (200 MP)

Increases construction time by 50% (30%??). This spell is not very useful unless you notice (because you are an obsessive compulsive mapper) someone trying to tower you. Wait 15 minutes after the towers are begun (so they don't catch it and do yet another HC). I think I've only won a battle because of this twice (and I've won over 1000 battles)

Score: 4/10


Slow Recruit (200 MP)

Increases recruit time by 50% (30%??). The cool thing about recruiting is that it increases your PS right away as opposed to when they finish (buildings only increase PS after they are done). So, if you are onsessive compulsive PS checker, you can spot when someone starts recruiting. Assume they use two HRs, then decide if you should slow recruit. I've won at least 5 battles because of this

Score: 5/10


Hasten Recruit (600 MP)

Halves the time to recruit your units. Almost necessary for long recruit time units like Hell Wraiths and Angels, etc.

Score: 7/10


Hasten Province Exploration (600 MP)

Halves the time to explore your province. This spell *does* have uses, but they are few and far between.

Score: 2/10


Slow Province Exploration (150 MP)

Increases the time to explore the province by 50% (30%??). Just plain dumb.

Score: 0/10


Hasten Children Transfer (250 MP)

Halves the time to transfer kiddies. If you have a person below 40k who is stashing your kiddies, might be worth sending them quickly. I dunno

Score: 3/10


Slow Children Transfer (150 MP)

Increases the time to transfer children by 50% (30%??). Might be useful if you knew they were being transfered, but really, you're better off getting a new target

Score: 1/10

Book of Chance


Magical Gold Coins (200 MP)

Adds 2000 gold coins to whomever you cast it on. An oft overlooked spell. Obviously not as good as many other spells, but if there is no battle to pump someone up for, this is often the best use of MP before you go to bed. Of course, if you are in a KD with NO battles going on, you need to switch KDs.

Score: 3/10


Tornado (200 MP)

Kills 20-30 units of whoever you cast it on, all of the same unit type (eg. 26 Goblin Grunts are killed). You can get lucky with this spell sometimes. Kirby and Infinity are particularly succeptible because of the powering effects (Summoners power Golems; Rapers power Sclavii). Under 100k PS, 3 hits of this spell can actually make a difference in whether or not you win a battle. Somewhat luck dependent, but hey... it's called the book of Chance

Score: 4/10


Plague (400 MP)

This spell has something to do with peons. Accordingly, it sucks!

Score: 0/10


Earthquake (400 MP)

Damages some buildings. It actually works (this spell did nothing prior to Renaissance). The TR it gives is pretty big, so I wouldn't count on landing two... so use Stampede instead if you want to damage buildings. Damaging buildings is annoying, and some people don't fix them! WM (for who play EC (for Fire Elves) need wizard friends to cast this spell and/or stampede. If you get lucky and bring down a bunch of buildings at one. Very special purpose, but cool if you can work it.

Score: 4/10 (would be a 5 if it gave less TR)


Tears of Priests (250 MP)

Increases the chances of gaining a CoT by 10% for 5-10 days. If a battle is above 40k PS and your well isn't full, use this spell. It rocks.... Especially before you have 72 CoT. Cast this when the time left before battle is "less than a day" and you have a ~50% chance that it will last for 2 weeks of battle. Don't cast this spell more than 5 days before a battle or it might not last long enough.

Score: 10/10


Greedy Buddy (300 MP)

Increases gold earned by 20% for 5-10 days. This can be worth it, especially with an EP. Save this for the battles that are worth it, but definitely use this on those battles! Don't cast this spell more than 5 days before a battle or it might not last long enough.

Score: 7/10 (hey, HA only got an 8... 7 is pretty good)


Call of Avalon (600 MP)

Gives a 2-8% attack bonus (6-12% if cast on self) for offensive wars for 4-8 days (6-10 for self). I might be wrong about the specifics. Don't count on it lasting for 2 weeks, even if you cast it on yourself. I'm not a huge fan of this. Use it when it could swing a battle (although it's really hard to be a good judge of that). I say err on the side of using your MP for more useful things that are a sure bet. Don't cast this spell more than 4 days before a battle or it might not last long enough.

Score: 5/10


Ini Mini Myni Mo (450 MP)


Randomly switch a Children of Targars around from a random Emperor to another in the same Kingdom. If a KD has a "keeper" player who is keeping his PS low, this spell is a way to get those kiddies to an emporer you can steal from. Useful in situations that it's useful in, but those are hard to detect and rather uncommon.

Score: 3/10

Book of Charm


Charm Peons (600 MP)

Has something to do with peons, and accordingly sucks.

Score: 0/10


Pity Buddy (300 MP)

Cuts gold earned by 20% in wars for 5-10 days. I'm not sure how I feel about this. I've never used it, but I don't think I'd like it. Remember to PoL first!

Score: 2/10


Chaotic Curse (600 MP)

Cuts CP earned in wars by 30% for 5-10 days. Got someone you don't like? A KD you are competing against? This is the best way to mess someone up. Not nearly as good as Chaotic Hex, but sometimes it makes you feel really good. Remember to PoL first!

Score: 6/10


Battle Divination (50 MP)

Tells you if the target is under attack. Fantastic spell! MA sometimes lie, and sometimes you don't wanna MA for no reason. (MA lies meaning a WM is sending a recon, which BD picks up as "not under protection" (ie. no war))

Score: 9/10


Hinder Shadow Defense (350 MP)

Cuts the effectiveness of the shadow army by 10 to 30% for 5-10 days. If you think someone has DoS or is using RSD, send one of these at them (immediately before the battle, preferably). This will help out your CP even more than Chaotic Hex! Just remember to PoL first (stupid TR)

Score: 9/10


Kindergarten Charms (250 MP)

Hinders target's chance of kidnapping by 10% for 5-10 days. Basically a companion spell to Protection of Targar, except to use it you need to get through TR. Just remember to PoL first!

Score: 6/10


Curse of Targar (250 MP)

Hinders target's chance of protecting CoT by 10% for 5-10 days. A companion spell to Tears of Priests, but it's gotta get past TR. PoL first!

Score: blah

Book of Protection


Shroud of Secrecy (400 MP)

Protects your province from being mapped for ~20 days (CHECK). I'm torn on this spell's usefulness. I'm one of those people that likes my enemy to think he knows what is going on in my province, so that my surprises are more... surprising. However, lots of people won't attack what they can't map, making this spell great

Score: ?/10 (between 3 and 6, I think)


Protection against Delyla (400 MP)

Protects against the next Storm of Delyla cast on the target. There is an item for this, and besides, Storm of Delyla is rarely cast. This spell also protects against suutb. CHECK! (I'll try to remember

Score: 3/10


The Shield of SirSoriam (500 MP)

Negates the effect of the next spell cast on the target, and can only be cast on your KD-mates. As such, it is useless, since the next spell cast by an enemy is almost certainly going to be a PoL... and it's actually worse than that, since it will also negate friendly spells... like Chaotic Hex or HA.

Score: -1/10


Dragon Skin (500 MP)

Increases the TR of the target by ~20% (10-30%??). Since TR goes down naturally, this doesn't "expire." Don't use this on an active person, because TR goes down from page views (booo! do it at TS). If someone gets spelled/op-ed a lot, do this before they go to bed if you have MP to burn.

Score: 3/10 (use if someone is getting suutb'ed a lot)


Reinforce Shadow Defense (350 MP)

Increases the effectiveness of your shadow army by 10 to 30% for 5-10 days. Since the DoS building is cheap and DoS recruit fast, cast this spell, then (if you really want to) build the necessary amount of DoS to get yourself to 90% shadow army strength. Because of CP considerations, use this for most/all of your defensive battles, and build DoS for the ones you have a chance to win!

Score: 8/10


Mercy of Gomi (700 MP)

Decreases the violence of battle by ??% for 5-10 days. Cast this when the time left before battle is "less than a day" and you have a ~50% chance that it will last for 2 weeks of battle. Don't cast this spell more than 5 days before a battle or it might not last long enough. I'm not a huge fan of this spell, since you don't lose all that much by having your units killed, and the % ratios will stay the same, so CP earned is barely affected (fewer dead units means fewer CP). Use Chaotic Curse instead.

Score: 3/10


Protection of Targar (250 MP)

Increases your chance of protecting a CoT by 10% for 5-10 days. If you know you are going to lose a battle, use this, although the timing is tough (easy for 2nd and 3rd weeks)... otherwise it would get a higher score.

Score: 6/10

Book of Destruction


Fireball (150 MP)

kills some pezzies. worthless

Score: 0/10


Meteor Shower (300 MP)

kills some pezzies. worthless

Score: 0/10


Dark Blood of Alexander (100 MP)

Kills some (15-20, I think) DoS. Not many people use DoS... but when they do, this spell will be very worthwhile. It gives little TR, so you ought to be able to land 4 in a row against someone at base TR. Do 3 of these and a hinder and you will be facing a 50% shadow army with somewhat less defense than it had before. Remember to PoL first!

Score: 5/10


Storm of Delyla (1000 MP)

Destroys a building... sometimes. You have better things to do with 1000 MP (like Tears of Priests + Chaotic Hex!) Remember to PoL first!

Score: 2/10


Stampede of Crazed Giants (600 MP)

Earthquake+kills some pezzies. Killing peasants isn't that great, but at least it gives you a pittance of CP. Gives big TR. Make sure you have a *reason* for casting this spell. Remember to PoL first!

Score: 4/10


Chaotic Hex (600 MP)

Increases CP earned during wars by 30% for 5-10 days. Sign me up!!! This spell would get a 10 except that it's sometimes hard to accurately determine when you are going to get decent CP (it isn't worth it if you are not going to get much CP)

Score: 9/10


The Power of Linux (1 MP)

VERY rarely does it actually do something. This spell rocks! It is basically free, and it doesn't increase TR (except in the freakish circumstance that it works), so you can use it to check your enemy's TR. Cast 5 or 10 of these against someone to decide whether or not it's worth casting an offensive spell against them. Cheap, useful, and effective... this spell is as good as the new Ar Towers!

Score: 10/10