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BruteWarsSpells

Page history last edited by PBworks 14 years ago

Return to Guide to Brute Wars Animals

 

Go to Experience, Items, and Treasures Guide

 

Go to Sector Maps

 

Crystals and Casting Magic Spells

 

If you have 1 or more crystals at the end of your turn, you receive another 1 crystal. If you have less than 1 crystal, you receive only half a crystal. Therefore it is most efficient to save at least 1 crystal in your magic pool (until the final turn of combat, when you can spend everything). There does not appear to be any benefit to having crystals left over at the end of combat.

 

Midway through the game, there is a treasure that gives you a 1-turn magic speedup (you start with half a crystal instead of nothing). Late in the game, there is a treasure that lets you hoard lots more than 3 crystals (although I haven't found a use for going beyond 4 crystals).

 

Some of the simplest strategic options are: (1) casting 1-crystal spells (such as Magic Recover 1) whenever you reach 2 or more crystals, or (2) casting 2-crystal spells (such as Brute Drain) whenever you reach 3 or more crystals.

 

Clan Spell Lists

 

Your spell power in each clan is equal to your total number of clan animals (conscious or unconscious), plus 2 if you have the appropriate treasure. If your clan spell power is 0 (you have neither animals nor treasure), you lose access to all spells of that clan. If your clan spell power is 1 or more, you have access to ALL the spells in that clan. However, some spells are quite weak if your power is only 1 … as your clan spell power increases, most clan spells increase in effectiveness. Maximum spell power in a clan is 8 (with 6 clan animals and a +2 treasure).

 

Note: The variable P is your spell power. Round fractional values up to the next integer.

 

Magic Clan

1 Recover 1 All your animals heal 2+(P/2) hit points. (Max: 5 hp reached at level 5)
2 Timestop The turn timer stops for (P/2) turns.
2 Recover 2 Your non-magic animals heal X hit points; your magic animals heal Y hit points. (4/7, 5/9, 5/9, 6/10, 6/10, 7/12, 7/12, 7/12)
3 Revive Each of your unconscious animals has an (40+5)P% chance to revive to half hit points.

 

Recover 1 is a great staple (healing 3-5 hp per animal depending on spell power). Recover 2 is weak – casting Recover 1 twice is often better (unless you're loaded with magic clan). I haven't found much use for Timestop. Revive is a great money-saver, so it might be worth stalling the last enemy to get time to cast it.

 

Fire Clan

1 Flame All non-fire enemies take (3+P)/2 damage (water animals take ~50% additional damage).
2 Megaflame All non-fire enemies take 5+P damage (water animals take ~50% additional damage).
3 Overload All fire enemies drop to a random number of hit points between 1 and at most (20-3P). (Max: limit of 5 hp reached at level 5)

 

Fire spells aren't impressive, although Flame and Megaflame can be micromanaged to finish off enemies (especially against water clan). I've seen Overload cause 40+ damage per fire animal, but it takes way too long to build up 3 crystals – Overload is unfortunately a starter spell at a finisher price.

 

Water Clan

1 Storm All non-water enemies take (3+P)/2 damage (fire animals take ~50% additional damage). (Max: 5 damage reached at level 6)
2 Megastorm All non-water enemies take 5+P damage (fire animals take ~50% additional damage).
3 Lifestream All your animals heal (3+P)/2 hit points per water enemy. (Max: heal 4 hp, reached at level 4.)

 

Water spells aren't impressive, although Storm and Megastorm can be micromanaged to finish off enemies (especially against fire clan) – this is particularly useful to avoid high Counterstrike. Lifestream is inferior to three castings of Recover 1 unless you encounter 4+ water clan foes at once.

 

Brute Clan

1 Counter+ Your brute animals get +P CT until next turn. (Max: +3 CT reached at level 3.) Your non-brute animals get one less CT than your brutes. (Max: +2 CT reached at level 3.)
2 Drain Your animals heal (60+15P)% of the damage they deal until next turn. (Max: 150% damage reached at level 6.)
2 Power+ Your brute animals get +P PW until next turn. (Max: +4 PW reached at level 4.) Your non-brute animals get one less PW than your brutes. (Max: +3 CT reached at level 4.)
3 Action+ Your non-brute animals get +(P/2) AC until next turn. (Max: +2 AC reached at level 3.) Your brute animals get (1+P)/2 AC until next turn. (Max: +3 AC reached at level 4.)

 

Brute's Counter+ compares to Flame and Storm – the latter two are easier to use strategically. Power+ compares to Megaflame and Megastorm – I think the latter two cause more damage in the early game, but Power+ can cause a lot in the endgame (when your creatures all have extra actions). Just be sure to remember to cast it at the beginning of your turn! Drain is a fantastic staple healing spell, especially to fully heal your 3-way attackers on point. Action+ is an enormous finisher spell.

 

Shadow Clan

1 Counter- Your shadow animals are immune to counter damage until the end of this turn.
2 Timesteal Your shadow animals gain +1 AC this turn, but turn timer is decreased by 1.
3 Revive All All unconscious animals, both friend and enemy, are revived to 10+15P% health.

 

Shadow spells are dependent on you using a shadow team. Counter- is a strong maintenance spell (cast every turn). In comparison, Counter- usually saves considerably more hit points than Recover 1 would heal. Timesteal is a staple for inflicting massive damage, although I've rarely had the chance to cast it more than once in a battle. Revive All is an insane spell that will make any bad situation much, much worse.


Brute Wars Animal Guide

Brute Wars Spell Guide

Brute Wars Item Guide

Brute Wars Sector Maps

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