Leprechauns

Roleplay Info

"Glory unto the Leprechaun, the most perfect of the races of Shadowmere. Joyous of heart, fleet of foot, and with a perverse love for abusing the neighbours." - Dismortis, Keeper of the Leprenomicon.

YOU WANT TO PLAY LEPRECHAUNS!!! YOU WANT TO PLAY LEPRECHAUNS!!!

Leprechauns are smaller than most races but are deadly, powerful magicians and very skilled thieves, and they have also been known to teleport at will. The ogre scholar Dongo once said smashing rocks with hand is good, smashing with mind is scary. Leprechauns have a strong natural affinity to gold that borders to the perverse, which enables them to create gold from raw magic and inclines them to want to 'safekeep' all the gold in the world! The fact that they can teleport at will makes it difficult at times to find the leprechauns and reclaim the loot.


Strengths

Excellent Mana generation, excellent Mages, excellent at Looting, and low food consumption.

Weaknesses

Poor Fighters, Rangers, and Assassins, below average building, poor food production, poor Weapons and Armor usage, and poor assassination potential.

Special Ability

Alchemy - Using their incredible lust for gold, leprechauns can make gold out of worthless metals. Magic skill and population determine the amount of gold created when using Alchemy.

Teleport - To avoid being caught by the scruff of their neck and having to pay out the fabled pots of gold, leprechauns can teleport their gold with themselves on top of it to safety in an instant. Don't rely on Teleportation too heavily for enemies can still find you.


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The Numbers

Troop Percentages

Troop Quality Description
Archers 175% Archers are offensive Troops and needed for bombardings
Assassins 40% Assassins are covered and offensive troops. Leps dont assassinate well, but we need some of them to protect our troops from other Assassins.
Clerics 175% Clerics mostly help to absorb enemy damage potential. If your Absorption is higher than enemies Damage you defended your Land.
Fighters 30% Fighters are good to have, when some brute race is Raiding you. Its count nearly as an personal attack to say to an Ogre he is fighting like a Leprechaun.
Mages 500% 500% Mages! Use as much you can, but never hold more than all other combat troops together. 2nd best in the world of Shadowmere.
Rangers 40% Rangers help defending covered operations and find out who the enemy troops sent to you. If you have no Rangers you will not know, who attacked you. If you ever plan to send them to the Unknown be happy, when they find the way back home.
Thieves 200% Thieves help a bit again covered operations and are very useful to Loot other kingdoms gold. 2nd best in the world of Shadowmere.


Food Modifiers

Type Modifier Description
Food Consumed 0.8 For every 1 unit of population or military, 0.8 food is consumed.
Food Produced 0.75 For every 5 farm parts, 750 food is produced.
Population 0.2 Population will grow by 20% per turn if housing is available.
Cannibalism 0 More information on Cannibalism


Equipment/Construction

Type Modifier Description
Build Rate 0.7 Laborers are 70% as effective as normal laborers when constructing Buildings.
Build Equipment Rate 0.3 Laborers are 30% as effective as normal laborers when constructing Weapons, Armor, and War Machines.
Armor Usage 0.3 Armor usage is 30% of normal.
Weapon Usage 0.5 Weapon usage is 50% of normal.
Armor Study 0.1 Armor usage is below normal.
Weapon Study 0.1 Weapon usage is below normal.
War Machines Production Quality 30.3 War Machines are produced at 30% of the studied quality. (i.e. 100% study means 30% war machines.)
Laborers per War Machine 1.9 Number of Laborers required to handle a War Machine is 190% of normal.


Misc.

Type Modifier Description
Assassinate 0.4 Assassins are 40% as effective as normal assassins when trying to assassinate others.
Loot 2.5 Thieves are 250% as effective as normal thieves when trying to steal from others.
Mana 6.5 Population will produce mana at the same rate as a normal population 650% of its size.
Morale 3 Morale changes at a rate 300% that of the normal rate.
Mutiny 1.4 Read more about Mutiny.
Search 0.65 Rangers are 65% as effective as normal rangers when exploring for land or food.
Spy 2.5 Spies are 250% as effective as normal spies.
General Study 0.8 Study of non-magic areas and general magic skill proceeds at 80% of the normal study rate.
Spell Study 1.5 Study in realms of magic proceeds at 150% of the normal spell study rate.

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Strategies


Study

To increase your Manaseed is MOST IMPORTANT for a leprechaun kingdom. It is worth to find out How to study.

Especially the sections about Mana and Population, Mana and Magic Skill and Mana and Buildings are very important to read.


Sirens Call

Sirens Call, within the Illusion/Mind Magic sphere, is a spell that really fits Leprechauns. Especially in the lower ranges it is usually very hard to find the Leprechaun kingdom compared to the gains from potential retaliations. Advanced Leprechaun terrorism will cast the spell Sirens Call obscured (as much mana into obscuring as into the spell). That way it is harder to guess who cast it and the victim can only retaliate from twice your score, not higher. to study Sirens Call you need 3000% Illusion/Mind Magic. it is quasi impossible to get this spell early in the reset. the advantage is that you will have Fear Barrier and Spell steal Barrier as well, if you study the Illusion realm.


Spell Steal Barrier

To study the Illusion/Mind Magic sphere until you get Sirens Call inst very effective any more, because it is way too easy for your opponents to get a powerful spell resistance. In result the troops you will call are not so much especially early in the reset, when you haven't studied your Magic Skills much. But anyway. this realm is still very useful. Just stop your study at 2000% after you got Spell Steal Barrier. On the way to it you also will pick up Confusion Barrier and Fear Barrier, which are very useful spells as well. when you which to finish taking turns, it is very important to keep in mind, that every other mana race (like Dark Elves, High Elves and Sprites and of cause other Leprechauns as well) can down your Spell Steal Barrier by sapping it away or just overcast it with a Dispel Spell. All other casted spells on your kingdom the Spell steal Barrier will catch and transform into a Scroll of that spells with half of cast mana. That is why it is most important to make your barriers as powerful as possible!!! And there are some little tricks do increase the manapower of your barriers:

  • Its much easier to cast hough barriers on allied kingdoms than on your own. If you are a member of an Alliance you can provide other allies with your barriers and all will love you (this is only in the Universes of Sera and Hadro possible)! to cast a useful barrier you have to spend some turns on it. Firstly be sure your ally don't need to move more. when he is ready cast a Fear Barrier with a duration of one turn on your ally. If you cast the Fear Barrier multiple on him the mana from your spells get added for the result that this barrier scares attackers much more and the chance they may flee in terror is much higher. After you gave your alliance member the Fear Barrier cast the Spell Steal Barrier with a duration of 3 turns on him, followed by a Spell Steal Barrier with a duration of 1 and at last use an other turn to do what ever you want to accumulate some mana and cast a finally Spell Steal Barrier with a duration of 1 on your mate. this Barrier isn't easy to dispel. Only other mana races have a realistic chance to do it. But maybe you think this barrier still isn't big enough for your ally. than just cast the first Spell steal Barrier with a duration of 5 at first. After you did that cast a Spell Steal Barrier duration 1 twice and spend 3 turns instead of only 1 before you finish with the last Spell Steal Barrier. also its all times good, when this ally is online as well and can tell you the currently mana power of the barrier.
  • There are 3 totally different ways to barrier your own kingdom:
  1. One possibility is to make some barrier Scrolls while you are moving. Every time you have to spend much turns to build up big building structures or you spend turns while searching for kingdoms or studying, what ever, make a barrier scroll after you moved 6-7 turns without using mana. You will need at minimum 2 scrolls (one Fear Barrier scroll duration 2 and one Spell Steal Barrier duration 4). if you want more mana in the Fear Barrier make an other Fear Barrier Scroll duration 4 as well. than just continue what you did before. At the end of your run cast the scrolls on you. But the right combination is high important!! Start with the Fear Barrier scroll duration 4 followed by the Spell Steal Barrier scroll duration 4. After this use the Fear Barrier scroll duration 2 and cast a Spell Steal Barrier with all stored mana at last. This technique will bring you decent results. but sometimes you think a less powerful barrier does the job as well, or you think you need a much more powerful.
  2. If you dont need a big barrier just cast the barriers you have on your own. Count all barriers you like to cast and use this number as duration for the first barrier. Than only reduce the duration by every cast Barrier. Keep in mind that different barriers need a different amount of mana for maximum effect. Death Barriers and Reflection Barriers work very well with only 10k mana/duration in it. Fear Barriers and Confusion Barriers need a lot of mana and the rule for Physical Barriers, Dispel Barriers and Spell Steal Barriers is easy: "as more as better!!" That is why cast your Spell Steal Barrier all times at last.
  3. But sometimes later, when you understood the most important mechanism of the game, you may think you need a very very strong barrier. Than there is one technique to get them, if you studied the Spell Mana Sap in the Death Magic realm already and have some turns left to use. To prepare your kingdom for a huge barrier create some Mana Sap scrolls while you are moving. As more scrolls you create as more powerful your barrier will be, but all the work will be wast if you don't make 5 scrolls or more (i used up to 20 scrolls for a barrier in the past). When you are planing to barrier your kingdom cast Aphrodisia with a duration of 50 on your own and continue it until the mana of your Aphrodisia multiplied by the duration is higher than the added mana of all your scrolls plus 3-4 times of the power of one scroll. Now you will have a hough Aphrodisia on your kingdom and the mana is waiting to get sapped. For this just spend 2-3 turns to build up defence structures or use it in other ways to accumulate your stored mana and start than casting the created Mana Sap scrolls on your own kingdom. When you used all your scrolls you can cast a super big Spell Steal Barrier.


Healing/Resurrection

If you study the Life Magic sphere first, you will get Healing very early (within the first 300-350 turns normally), than you can bring back to life your dead troops. You can also "hunt" for vampires. Cast it on Vampires and take the land. Be careful!! Vampires are notorious for regaining score and troops so be sure that you can grow enough to protect what you gained from retaliations. You can for example wait and save turns till you get retaliations, then take the land of a vamp first. Search for other kingdoms and cast Scrying on them. when you find one with unprotected gold, Loot it and take your retaliations at last. You will have a nice score advantage to the vampire now.

Keep in mind, that it is possible for vamps to hold tons of troops in the Regeneration Buffer. All it takes is for the Vampire to take enough turns for their troops to rise from the grave again. So it is always prudent to check Recent Wars before attacking to see if he was recently attacked and he hasn't moved yet, if so he can be deadly. But all in one: Vampires a normally very good targets.


Earth Quake/ Volcano and more

This spells you will get, if you study the Nature Magic realm and are very very useful for an expanding kingdom. also you will get some other very useful spells while you study for earth quake (volcano is useful only later in the reset, when other kingdoms build castles). if you like to take land by force this realm is a must for leprechauns!!! so lets talk about ever single spell:


  • at 600% nature magic you will learn the spell Poisoned Water. Use it, when you got attacked to retaliate on your opponent, if he has no Scholars. Without any Scholars he will have zero spell defense so a spell of 1000 mana does full 10% damage on all troops. After 5 preparation spells he will have lost most of his troops and you can take your land easy back. but if you don't have retaliations be more carefully with this spell, your potential target may lose so much score that your Mutiny will get too high to take land after preparing.
  • also you will learn Gaea's Presence. always use this spell on your own kingdom. If it runes out just cast it again with the maximum duration of 30. This spell will increase your Farms outcome by 15%, you have the chance of free build Farms and you will receive spontaneous Food presents.
  • at 750% you will learn the spell Fire. This spell has a high duration and if you cast the spell Bless before on a target you you can really harm them. mostly Vampires and Werewolves hate this combination. if you like to take land from them (and in the case of the Vampires, if you don't have Healing nor Resurrection) than cast a Bless on them followed by a Fire, both with a duration of 1. Repeat this 4 times. for your last spell slot cast Bless duration 25 5-6 Times on them and finish with a Fire of duration 20. This will turn the Bless into a duration 22 Purgatory. Now your target should be open for your military actions. Finally you don't need to fear the retaliations, because when Purgatory is cast on Vampires and Werewolves, they don't regenerate and your opponent still need to get ride of this duration 22 spell, so he can not take turns until an ally of him dispelled it away. When he tries to run through it, he will lose most of his troops. (this works best again solo players)
  • at 1000% you will learn the spell Flood, which you can use again races like Ogres and other which don't hold many Mages. Use this spell like the Poisoned Water spell, in the case your opponent has scholars, but no mages. Again: if you found one without mages a spell of 1000 mana will kill 10% of the troops and destroy 10% of the buildings as well. if you ever should found a kingdom with no Scholars nor Mages. use the Poisoned Water spell. Why wasting Turns while construct buildings, when you can overtake them!
  • finally you will get the great spell of earth quake at 1600% You really will love this spell!! Use it on every kind of Race, when your targets troops occupied mostly all Barracks. To find out how much percent of the targets barracks are empty use Stein's calculators. Be carefully and check out how much of this combat troops are mages and compare it with the opponents Mage Towers. Maybe some (or all) of the mages are housed in Mage Towers. Mana Races (Leprechauns, Sprites, High Elves and Dark Elves) use this buildings mostly, so all other races are much more vulnerable to earth quake than them. Now its time to take the land by force!! Cast 5 earth quakes on your target and scry it again. if you copy/past the Spy Report into steins calculator you will see how much troops are unhoused. This troops don't fight in battle, but give your opponent kingdom Score!!! that means you can hold a lot more troops while you attack without a too high chance of Mutiny. The bad side of this spell is that it is very mana intensive. So you have to have decent Magic Skills and to move between every casted earthquake to accumulate mana. if you used enough mana you will get fantastic results. With maximum effect earth quake destroys 20% of the barracks and 10% of the Mage towers! That means that after you cast it 5 times on a full housed kingdom 66% of the troop will get unhoused and don't fight. On the other side it means as well that you need circa double housings for your combat troops and mostly all mages housed in mage towers to be saved from an earth quake attack on your kingdom. But you still can take down the most of your farms to build extra barracks, when you finishing your run.
  • Later, when your opponents start to build up big Castles, a new nature realm study will be useful. when you studied it up to 2500% you will learn the spell Volcano. Use it like the Earth quake spell, if your target use much castles to house the troops. Take a look at your opponents barracks as well. Volcanoes destroy mostly castles and don't touch the barracks much.


Enchantment Magic and the so called CF Economy

When you managed to study up your Magic Skills up and when you learned the Spell "Create Food" at 400% Enchantment Magic you have the possibility to rebuild your kingdoms economy. Just destroy all your farms and build more villages, cathedrals and coliseums. Try to have a bit more cathedrals than villages. In result you will seed much more mana than before and your income will increase significantly cause of the higher population. The bad thing of the CF economy is that you need Turns to cast create food on your own kingdom. With every cast Create Food Spell you will receive 150% of the mana you put in in food. So this mode don't work if you have not studied enough Magic Skills. Also keep in mind that the food providing mana is limited to twice your population. e.g.: with a population of 100.000 people you can cast a CF spell on you with duration of 10 and 2.000.000 mana in it. This spell will provide you with 300.000 food per turn for the next 9 turns.


Looting run

Leprechauns are the second best Thieves in the World of Shadowmere. To be a successfully Lep you have to loot your opponents and one of the best is it to do it methodically.

at first you need nearly 200 turns stored and some gold in your hands. You also can loot this gold randomly from other kingdoms lower in score than you, but you should have a nice amount of gold, when you start your tactical Looting run. if you have the gold watch the rankings and copy/past it into a Private Mail to yourself. now watch the Open Market for Fighters and Archers. when it is possible to buy hugh amount of highest quality troops, than buy only 20 of the Fighters (or Archers). Now copy/past the Rankings again and find out, if there is a change of the score of an Ogre, Troll or Centaur. when you found a changing score, cast a Scry on this kingdom to find out if it can protect the gold. thats for take a look at the enemies Vaults, Castles, Guard Towers, Rangers, Thieves and Assassins if you can loot the gold, buy as much of this troops you can. if you have gold left buy 20 troops of the second best quality and compare the kingdoms score. if it changed again buy all troops of this quality as well. Now loot all your gold back and buy 20 of the best from an other troop type. if you find an other kingdom with a different score continue like above.

its mostly useful to focus on some Troops/Races.

There will come the time when you cant house more troops. than destroy buildings you not urgent need, like everything but Barracks, Outposts, Guard Towers and Villages and replace them with much more Barracks. by every looting and more while you buy your opponents troops your score will inflate much more, but don't stop until you looted every kingdom in your range. keep an eye all times on the food market, because soon your kingdom is build only with Barracks and Outposts. Than you have to buy your food every time you move. After your looting run the open market will be under your control and your kingdom will look like a hough fortress. you cant move much with all the troops and no food production, so just stay where you are (mostly at the top of an universe). now you have to wait, till all your retaliations expire. in this time you will get attacked by all the pissed off ruling kingdoms, but if you did everything right you will not lose much land, because of the Land penalty and that millions combat troops which are fighting for you. at all you can sell all the troops you don't need and rebuild your kingdom after the retaliations expire and you will have a large profit from that. Just log in from time to time, that you can reinvest your incoming gold, because there are Halflings which only wait for your billions of gold.


Down Enemies Barriers

Your enemy may have some very heavy barriers up, but there is mostly a way to take them down. Different barriers are to dispel in a different way. your fist try should be to use your normal seed to cast a Dispel on your target. now take a careful look at the news report.

  • The news report told you the target is dispelled. so here are no problems. if it told you you dispelled something, but failed to dispel all, just continue until you dispelled everything. Only stop dispelling, if the news tell you that:
  1. your spell got reflected or you failed to dispel a Reflection Barrier.
  2. your spell got caught by a Spell Steal Barrier, or Dispel Barrier
  3. you failed to dispel Plague.
  4. you failed to dispel a Physical Barrier.
  • if you got one of this news react like this:
  1. cast a Spell Steal instead of Dispel. Reflection Barriers don't use much mana and you will save some turns, when you stole this barrier before you continue to dispel.
  2. your Dispel wasn't powerful enough to overcast the Spell Steal Barrier or Dispel Barrier. Check out the Recent Wars of your target and control which Race you plan to attack. If it is an other Mana Race or got tons of friendly spells from a mana race, you will need much more mana. to get it create 5-6 Mana Sap Scrolls, cast multiple Create Food Spells or Aphrodisia on you with a duration of 50. Than move 2-3 Turns before you use your Mana Sap Scrolls to sap away the Mana of your current active spells. this accumulated mana you can use in 3 ways. a) you can just use it and cast a Dispel on your target in the hope the mana is enough to overcast the barriers. b) you can decide to take a saver way and use all the mana to cast Mana Sap on your target. its not important, if the barrier is stronger than the mana sap spell. this way you will sap away an equivalent amount of mana. c) you can cast a Mana Drain on your target. with this spell you can drain the double amount of mana. if you decide to use Mana Sap or Mana Drain, be aware that it is counting as an offensive spell and you will lose one spell slot this way.
  3. a Plague not really count as a barrier, but sometimes kingdoms cover dangerous Death Barriers on this way. The Plague can become undispellable powerful. mostly Vampires, Werewolves and Trolls use this. but sometimes tricky Leprechauns running a hough Plague as well. to explore potential risks cast a Spell Steal with a power of 1000 mana on your target. Every currently active spell will get stolen (or even you will see that the Spell Steal will fail to steal ...) and this way you can uncover other potential barriers. If you found some just use a more powerful Spell Steal to catch it. Now you can ignore the plague. An other posibility is to cast Healings to cure the Plague.
  4. Its nearly the same way to go like again a plague. if you failed to dispel a Physical Barrier cast Enhance with 1000 mana on your target. if you find dangerous barriers or Valor just use a spell steal to remove it. after it cast a 2nd Physical Barrier with 1000 mana and a duration of 50 on your target. When you Bombarding your opponent now, the Barrier should crash down. If not cast an other Physical Barrier duration 50 and 1000 mana on it.

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The Grey Zone

Leprechauns don't take the human constructions like "honour" too serious. Only the gold in your hands is it, what really count. But be warned: This tactics are in the grey zone and sometimes only the success of an operation make it legal.


Please ignore this part of the Help, if you don't know the very basics of the game.


Abusing Opponents Trade Options

sometimes there are kingdoms which trade troops to each other without being in the same alliance. To do this it is needed to set the "Trade Options" to "Accept all times". often they just forget to reset the options after the trades. that is your chance. trade your target tons of useless stuff to inflate his score. you can trade mages or create millions of weapons and armours on your opponent. the key is to send him much more mages than he is housing regular army. the mages will give him score and don't fight for him than. if you aware that your target has for every combat troop equipment, than start to create tons of weapons on it. now you can cast Earthquakes or Infernos on your inflated target and take his land.

No Army Defence/Fishing

for this sell all your troops and rebuild your kingdom with only villages, cathedrals and 100 coliseums. take care that no other kingdom is active in your universe (check Recent Wars). Of cause you need very good Magic Skills for this. if you have build all land into villages and cathedrals cast a Plague duration 30 on your own kingdom. YES on your own kingdom. to get the food you need, you have to cast Create Food and fasting on your own as well. start with a CF of medium duration to get the food you currently need and than stretch it until you make enough food to move over 50 turns. Now create at least 15- 20 Mana Sap scrolls. Every time your plague is down to 2-3 Turns cast an other duration 30 on your own. After 30-50 turns the mana in the plague will be unbelievable high. now cast nasty spells on other mana races in your range. Especially Sprites, High Elves and Dark Elves are very good target. in general every race which is overestimating the own mana seed is a great target. cast one or two nasty spells on everyone of them. But do it fast, very fast!! if you finished the provocations cast a duration 50 reflection barrier on you and teleport. now you can cast the mana sap scrolls on your own. Before your plague is running out cast a new plague duration 30 with minimum mana on you. If you cant accumulate 50-80 million stored mana minimum don't think about this tactic!! to finish your run cast a 10-20 million Spell Steal Barrier duration 2 on your own and use the last move for a Physical Barrier with at least 40 million mana or more. what will happening now? With a bit luck the attacked sprite will use his special to scry you and he will see a totally undefended kingdom. So he will fall into love to all the land he may gain. If he is watching Recent wars he will see also that a lot other kingdoms has retaliations on you. So he has to hurry up to be the first that he can take the most land. He will dispel you and see that the dispel got cached from your Spell Steal Barrier. But he is a Sprite and a Sprite make more mana than a Leprechaun, right? So he is accumulating much more mana and tries to dispel you again. But this dispel get cached again. man!! he is starting to get pissed of. Why to use so much turns to take down the barriers of a total undefended Leprechaun? so he tries to just hit you through the barriers, but the Physical barrier will repel him. at least he accumulate tons of mana again to cast a mana sap or a mana drain on you. :D the Dark Elve is believing in his special as well. he does not much more than to try a single dispel and start to mana sap you as well. Believe me, it is all times the same. Of cause none will sap a pies of your barriers, they will sap only the plague. At the same time they try to take down your Physical barriers by force. They will buy a lot of troops (your troops) from the open market to increase their damage. So one day later you will find your kingdom with nice retaliation possibilities and a lot of gold stored.

Get ride off the plague, rebuild your land, and take the land of this poor opponents :D BUT, like i told before: if they break your Physical Barrier you will have a real problem. At first you will lose most of your land, secondly you may get punished by admins, cause it is again the Rules to stay without troops. you may think, than i just stay with troops, but keep the vampires in mind who can hit you from double score. more troops means more score. and the vampire take double profit of that. so to stay without troops is saver than to stay with.


Using Friendly Spells Offensive

There are many ways to harm enemy kingdoms by friendly spells. one thing is to dispel a moving mana race with more than 500k score. there is a good chance that it is using a Create Food Economy and if your target don't realised that the CF is gone they will starve badly. also to cast a duration 50 CF with 1000 mana on it after dispelling will hurt cause the next CF your opponent is casting is reduced significantly. an other way to harm with friendly spells is to cast Infernal Darkness over an enemy after you killed a lot of his troops. finish it with a spell steal barrier and your opponent will have problems to resurrect his troops.


Domestication of a Vampire

there will be a point, where all your targets have much less land than you. the Land penalty will make it impossible to get land by force. this is a time to make you a vampire pet. for this cast Death Barrier, Fear Barrier and a huge Spell steal Barrier on a vampire of your choice. After you gave nice barriers to that vamp, provide him with useful Scrolls by casting Spells into the barrier. Cast some frenzies duration 6 into the Spell steal Barrier, hough Dispels and Spell Steals, Fear barriers duration 2, high duration Death- and Reflection Barriers. mana intensive Sirens Calls and so on. the vampire can use all of your spells to elevate land into your range. when you got a land fat vampire pet it will come the time where you can gain the fruits of your "work". so when you like to take land from your vampire, never cast resurrections or healings on him. you can prepair him with earthquake or poisoned water (vamps never keep Scholars, because the regenerate their Troops). after you finished your farming, replace his barriers, because he maybe gave out much more retaliations.


Abusing Land Penalty

especially if you are not in the Top position of an universe you can hurt your opponents without too much risk of losing land by using the Land penalty. normally the idea of the land penalty was to stop the so called bottom feeding of the top kingdoms in an universe. before this penalty got part of the game it was common that powerful kingdoms reduce the own score a lot and take more land from kingdoms with much less Score. after they got the "real" score back the attacked kingdom had no chance to retaliate. the concept of Land Penalty reduced the damage of the attacker in relation to the land difference of attacker and defender. (its like a land penalty of 20% reduced damage, when the attacker has double land. with every successfully land take the penalty will increase by circa 7-10%). nowadays it is much more difficult for kingdoms with a high land base to gain more land. on the other side, when you find a target with say 3 times your land, you can loot the gold without much risks of land lose, no matter the score it has. all what is needed to do is to inflate your own score by buying troops and building much Out Posts after it.




Starting Guides


  1. Normal Starting Strategy
  2. Slow Starting Strategy


Links

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Stein's calculator

Stein's calculator


For gameplay other usefull links


Links Description
Getting Started Its much more fun, if you know how to ruling an economy.
General Study Studying really is important for Leprechauns!!
Magic & Spells Spells are your true power.
Military Units How do defend your kingdom or attack other?
Warfare Maybe better prepair your target in the right way?
Buildings Some buildings help to defend other to make gold.
Retaliation System Explanations Retal, yeah!! A good chance to gain some land.
Trades Support your allies or receive useful trades.
Quests A nice way to send resources to allies.



The most famouse Leprechauns

Lepreco, Inc.




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NOW CREATE A LEPRECHAUN KINGDOM!!! NOW CREATE A LEPRECHAUN KINGDOM!!!