Strategy ImageDispelling

    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


    ---
    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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