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Mages & Spies
Magic and Espionage are an essential aspect of your kingdom's prosperity. You can use powerful spells and underhanded espionage techniques to gather vital information about your enemies to prepare for an attack! Even if you don't want to attack a kingdom you can still use Spells or Spy Techniques to damage your opposition. Note that your mages refuse to cast spells against kingdoms with too big land difference from yours.

A unique aspect only available in Legends of Elveron is the ability to chose the duration of your spells. When choosing the duration of spells keep in mind that the cost of the select spell will decrease to a certain degree (see the table below). Spells that are cast longer or shorter have no penalty, so you are only paying for what you are casting. All spells vary in cost in accordance with your kingdom land size.

Each spy operation cost strength from your spies. Your kingdom start with 100% spy strength. After each tick your strength is regenerated with 5%. The regeneration can be increased with another 3% if you cast the spell Stealth.

The amount of resources you will steal from someone is based on four factors: the amount the target kingdom has stocked, the size difference between the stealing kingdom and the target kingdom, the Spies Per Acre of the stealing kingdom versus the target kingdom, AND the number of spies you send on each mission. Each spy can carry a maximum 100 resources per steal.

Spells
Name Function
Fertility SELF
+10% food production
+2% peasant growth rate
Magic Shield SELF
+5% defense
Energy Charge SELF
Increases your mages per acre number with 30%
Slow SELF, ONE-TIME
Slows down the incoming acres after attacks with 3 hourchanges. The spell have to be active when attacking in order slow the land
Hourchange SELF, INSTANT
Your mages have tried to master the mysteries of time, they have succeded to further your incoming troops, buildings and land one hour. But not resource gains and peasant growth. This spell can only be casted once every three hours
Volcano SELF, INSTANT
Converts highlands to mountains (4% of total land but no more than barren land)
Erosion SELF, INSTANT
Converts mountains to highland (5% of total land but no more than barren land)
Ice Age SELF, INSTANT
Converts grassland to tundra (4% of total land but no more than barren land)
Global Warming SELF, INSTANT
Converts tundra to swamps (5% of total land but no more than barren land)
Dispell SELF, INSTANT
Dispells all SELF spells currently affecting the own kingdom
Lesser Farsight INSTANT
Looks at another kingdoms main overview with 18% inaccuracy
Farsight INSTANT
Looks at another kingdoms main overview with no inaccuracy
Power Farsight INSTANT
Looks at another kingdoms main overview with no inaccuracy. Spell will almost never fail.
Revelation INSTANT
Looks at another kingdoms spells
Blizzard OFFENSIVE
A blizzard reduces your opponents food production with 5% and reduces peasant growth for number of hours you choose. A kingdom can only have one blizzard at a given time
Anarchy OFFENSIVE
When your opponent has this spell active his corruption percentage go up by 4%
Flame Burst OFFENSIVE, INSTANT
Burns 2% of the enemy's resources
Land Warp INSTANT, WAR ONLY
Magically transforms some of the target's barren land into the least used land type
Abrasion INSTANT, WAR ONLY
All your victim's self spells are decreased by three hours
Cripple INSTANT, WAR ONLY
All your victim's heroes in realm service lose experience
Ensnare OFFENSIVE, WAR ONLY
Reduces experience gain for all your victim's heroes by 25%
Stealth SELF
+3% Spy strength regeneration



Race Spells
Name Function
Holy Armor Human, SELF
Decreases military casualties by 15%.
Ore to Power Dwarf, SELF
Increases investment points of iron ore with 30% when spell is active when investing.
Conservation Elf, SELF
Eliminates 80% of all decay.
Pure Goodness Elemental, SELF, ONE-TIME
All offensive bonuses that normally apply vs. evil faiths now apply vs good and the attack bonus that applies vs. the opposite faith now applies to the same faith as this kingdom. Bonuses against opposite faith or alignment are void. Defensive bonuses are not affected.
Night Strike Shinobi, SELF, ONE-TIME
Increases offense by 5% during the night.
Terra Firma Terranoid, SELF
Reduces build time by 4 hours.
Goddess Choice Amazon, SELF
While active, troops train from Witches and rezoning and exploring require Witches.
Kiss of Death Vampire, SELF, ONE-TIME
When attacking and Kiss of Death is active Vampire Lords "kiss" some enemy peasants and turn them into "The Kissed". The spell only works if your target is at least 67% of your land size. The spell won't be used if you fail the attack.
Bloodlust Orc, SELF, ONE-TIME
Increases offense and casualties by 10% for each shaman per acre. The increase is floating. For example, it can be 450 shamans on 1000 acres and then the increase is 4.5%
Brutish Hunger Troll, SELF, ONE-TIME
Converts dead trolls in battles to food.
Teamwork Leshkin, SELF
Increases diamond production by 15%, while decreasing gold production by 5%.
Flame Wave FlameWeaver, WAR ONLY, OFFENSIVE, INSTANT
Kills 2% or max 350 of your enemy's workers



Spy Operations
Name Function
Spy on Military Shows the enemy military manager. Values can be as much off as 18%
Spy on Land Shows the enemy land manager
Spy on Buildings Shows the enemy building manager
Spy on Improvements Shows the enemy improvment screen
Spy on Heros Shows the enemy hero manager
Spy on Quest Party Shows all heroes in realm service in target realm
Spy on Economy Shows the enemy production manager
Buy Newspaper Buys a newspaper in the enemy kingdom
Steal Lumber Steals some lumber from your enemy
Steal Ore Steals some ore from your enemy
Steal Food Steals some food from your enemy
Steal Magic Dust Steals some magic dust from your enemy
Kidnap Kidnaps some enemy slaves and enslaves some enemy peasants
Kill Workers In Training WAR ONLY, Kills all incoming workers that should be fully trained within the hour
Sabotage Mines WAR ONLY, Sabotages some of the enemy mines!