Dispelling
Mostly Courtesy of Groentje:
List of nasty spells that might cause havoc in your country:
Big Trouble
Death and Decay D&D (49 turns)
- destroys units and population and turns land into wilderness each turn
Meteor Storm MS (49 turns)
- Destroys units and pop and turns land into wilderness each turn
Call Lighting CL (49 turns)
- Destroys pop and units each turn
Minor trouble
Confuse (99 turns) NOTE: this spell does not give a counter
- Makes casting spells (esp. off-color spells) hard
Summon Locust Swarm LS (unlimmited turns)
- Decreases food production hence less pop growth
Lazyness (99 turns)
- Slows building and researching, decreases geld income
UNDISPELLABLE (EPIDEMIC)
Black Death
- kills pop - so unless large pos. pop income, you loose troops
Wall of Silence
- can't cast new spells
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Ways to get rid of them:
First: be relaxed - if you are not relaxed when dispelling the spells,
log into irc, ask around in the channels - find someone to help you
through.
There are 3 ways:
1. REMOVING WITH HELP OF GREEN MAGE BY SERENITY
2. REMOVING BY COUNTERING
3. RUNNING THROUGH THE SPELLS
4. USE more mp then the Spell usually costs to cast, and click on Dispel.
*NOTE- this is more effective the higher your spell level is, and if you've researched Dispel Magic. To get a Temporary Spell Level Increase, try to get Magic's Favor.
REMOVING SPELL WITH SERENITY
A green mage can cast this spell that purifies you.
For greens it helps to get favor of Magic before casting the serenity. I
have the impression it will serenity ONLY spells casted by someone else
then... so a serenity leaves your own spells on then.
I once serenitied my blue ally with M's favor and took away 5 enemy
spells in ONE cast without removing the Concentration and Wheater
Summoning of his own. MAGIC's favor RULED in this case.
If you want a serenity to be effective, the one casting it should be near to
you in rank.
If you want a serenity to be effective, you have to bypass your barriers (if
they still exist ;)). The way to do it is have a green ALLY cast the spell on
you. Your own and your ALLIES spells and items don't get blocked....
If you don't have a green ally (you SHOULD!) Let the green that is going
to serenity offer you an alliance... You can drop an old alliance and accept
a new in 1 single turn. After dispelling, sometimes you need new pop.
Allies are the best to use Books of Prophecy on too. Pillaging an ALLY is
FORBIDDEN. Iteming is allowed.
SERENITY doesn't always work. Barriers and Mindbar can block it, and
even if it goes through it can not be strong enough. The green that
serenities should have 200 turns, so he can charge and cast another time,
and another time.
The one with the spells should wait for 150-200 turns, to be able to rebuild
as soon as the spells have removed. In War: be carefull... the spell-caster
might cast them again and again. Spend the rebuild turns quick, but not
more then 10 at a turn..
GREENS ONLY: You can serenity YOURSELF!
A green who serenities himself (type in your OWN number, don't leave it
blank) will remove >2 spells. Especially during hostile condintions, it is
wise to save >400.000 m.p. when you log off so you can always serenity
yourself clean when you log in.
TO REMOVE A SPELL WITHOUT SERENITY:
3 methods, tricky but fun... watch you status report after each action.. ;)
don't spend more then 4 turns at a time.
if you run 0 geld, you'll loose half of your forts each time
so 16 forts will let you move ->8->4->2->1->DEAD = 4 turns, you die on
the 5th. THAT is the time you really need to use a Sage Stone (1-2 million
geld) or a treasure chest (500K geld) or sell an item and wait for Black
market to get it sold (you can ask a friend to bid a redicoulous amount of
geld on the item, and transfer it. The max amount you get from a sold
item is 500,000,000 K for a MI or MC and less for an ordinary LESSER
item.
(1) If you still have rescourses you can spend some turns PILLAGing the
one that spelled you. You have a chance to dispell it 'during battle' no
matter if you win or loose the battle.
SO just set a recruit on militia (1 turn, you need barracks)
and pillage the spell caster (2/turns each time) with the militia, until the
spell is removed (takes 10 pillages or so). This method will hurt you if
have more then one spell running on your country
(2) If you have a lot of workshops (>500) you can sit out D&D without real
big damage by just building max. amount of workshops + 2 max amount
of towns + 1 max amount of farms (=4 turns) each time
for about 12 times (=48 turns, the spell exists 49 turns)
Your nodes and guilds will be destroyed... but you'll have enough
Don't do this if you have BOTH D&D and MS on you AND are low in
population and geld, 'cause you can't finance this method than due to
loosing pop. low pop = low geld income.... = negative geld usually.
(3) if the enemy is far below you (at 50-80%)- just regular/siege the guy.
You could win land AND remove a spell... If they are below 50%, drop
some power first. Please note CONFUSE is a spell that won't give you a
counter....
IF YOU HAVE A COUPLE OF SPELLS:
first try to get rid of D&D, MS, CL (by any of the above methods) then get
rid of SL, Conf and Lazy:
the latter are less harming, and the counters of SL and Lazy last for more
turns, so you can overpower under the spell, and use it to attack someone
at 50-80% of your power, instead of >80%.... Again please note CONFUSE
is a spell that won't give you a counter....
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