Sunray

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Image:icon_ERADICATION.gif Eradication | Image:icon_VERDANT.gif Verdant | Image:icon_ASCENDANT.gif Ascendant | Image:icon_PHANTASM.gif Phantasm | Image:icon_NETHER.gif Nether | Image:icon_PLAIN.gif Plain

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This enchantment spell will make the sun shine brighter in your country, thus giving mages higher resistance to dark or illusionary magic. It will increase your Nether and Phantasm resistances.

Magic Specialty: Image:icon_VERDANT.gif
Rank:Complex
Type:Enchantment SelfOnly
Cast Turn:10
Cast M.P.:50,000
Research Cost: 5,000
Upkeep:50 MP
Related Unit:None

Effect

The enchantment gives increased protection (spell resistance) against Image:icon_NETHER.gif Nether and Image:icon_PHANTASM.gif Phantasm magic.

  • On-color Image:icon_VERDANT.gif, Spell level 436: 37% resistance to Phantasm and Nether magic
  • Adjacent color Image:icon_ASCENDANT.gif, Image:icon_ERADICATION.gif, spell level 421: 8% resistance to Phantasm and Nether Magic
  • Opposite-color Image:icon_PHANTASM.gif,Image:icon_NETHER.gif: spell level 609: 4% resistance to Phantasm and Nether magic
  • Gods, i.e. on-color Spell level 777: 66% resistance to Phantasm and Nether magic

Usage

On low land, off-color Sunray is hardly worth its upkeep and the ten (10!) turns of casting the spell. For green mages, it is worth maintaining this spell - if you can afford the m.p. next to enchantments like Plant Growth, Weather Summoning, Nature's Favor

On big land, non-green mages may consider to cast Sunray to max out their color resistances

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