| Attribute | Description |
| Overview | This section is where you use your magic spells in order to gain advantages over other kingdoms. Spells decay at a rate of 1% every 5 minutes. Note that attacks on substantially inferior kingdoms are considered an act of cowardice and result in a loss of reputation. |
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| Spells In | This section provides information on the last 5 spells cast in which you were the target. |
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| Spells Out | This section provides information on the last 5 spells cast in which you were the attacker. |
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| Magic Spells |
| Spell | Description |
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| Counter Magic (20 Turns) | This spell acts as a shield around the target to protect it from harmful spells. This effect lasts until disenchanted or the power has been fully drained. |
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| Disenchant (20 Turns) | This spell will cancel any enchantment of equal or lesser power or will drain the equivalent power if the spell is not strong enough. |
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| Fear (20 Turns) | This spell will send the target kingdom into turmoil and fear. While under the effects of Fear, the target kingdom cannot perform military actions. |
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| Plague (20 Turns) | This spell will cause the target kingdom to be stricken with plague. While under the effect of Plague, the target kindgom cannot recruit new Soldiers, Merchants or Sages and the kingdom's growth rate will not increase. This effect lasts until disenchanted. |
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| Poverty (20 Turns) | This spell will cause the target kingdom to be thrown into a state of poverty. While under the effect of Poverty, the target kingdom will not be able to generate gold or crystals. The kingdom's wealth rate also drops considerably. This effect lasts until disenchanted. |
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| Siphon (20 Turns) | This spell will cast an enchant on the target kindgom that will siphon off a percentage of crystals from each spell the target kingdom casts. Any crystals stolen are given to you. This effect lasts until disenchanted. |
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| Spell Lock (20 Turns) | This spell will cause the target kingdom to be unable to cast any spells until the Spell Lock is removed. The target can attempt to Disenchant it, and even if the Disenchant isn't strong enough to defeat the Spell Lock in a single cast, it will partially drain the power of the Spell Lock. |
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| Slay Soldiers (20 Turns) | This spell will kill soldiers based on the power of the spell. |
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| Slay Merchants (20 Turns) | This spell will kill merchants based on the power of the spell. |
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| Slay Sages (20 Turns) | This spell will kill sages based on the power of the spell. |
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| Summon Armor (20 Turns) | This spell will summon various amounts of all the types of armor, based on spell power. |
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| Summon Gargoyles (20 Turns) | This spell will summon gargoyles to defend your kingdom, based on spell power. |
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| Summon Weapons (20 Turns) | This spell will summon various amounts of all the types of weapons, based on spell power. |
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| Wizard Eye (20 Turns) | This spell will allow your spies free access to the target kingdom. The military action, Spy, will cost 0 turns while the target kingdom is affected by the enchant. |
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