Background[]
World Spells are powerful spells, that can be used only once in a game. Every civilization has its own World Spell.
List of World Spells[]
- Arcane Larcuna
- Ardor
- Divine Retribution
- For the Horde
- Gifts of Nantosuelta
- Hyborem's Whisper
- Into the Mist
- Legends
- March of the Trees
- Mother Lode
- Raging Seas
- Rally
- Religious Fervor
- Revelry
- River of Blood
- Sanctuary
- Stasis
- Veil of Night
- Warcry
- Wild Hunt
- Worldbreak
Strategy[]
If a civilization constructs the Birthright Regained ritual, they will regain the use of their World Spell for one more use.
This means that they can cast their World Spell a total of 2 times during the game.
This is particularly useful for civilizations such as:
- Grigori (an extra reset of the Great Person counter)
- Illians (extra Stasis in the late-game during wars)
- Luchuirp (extra Golden Hammers for a city with epic production)
- Elohim (an extra set of turns with guaranteed peace)
- Balseraphs (a second free 2x-duration Golden Age
Situationally, the following civs can also take advantage of birthright Regained:
- Sheaim (if the AC is very high)
- Sidar (to stealth an invasion force)
- Bannor (to force a wave of unit production from Towns)
Civilizations that should never consider doing this are the following:
- Ljosalfar (in the late game, turning your Ancient Forests to New Forests and Treants is almost guaranteed to kill your economy and starve your people to death; and in the late game, Treants aren't worth the cost, as you would have ready access to stronger, better units)
Fall from Heaven II | |||
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Civilizations | Leaders | Religion | Units |
Buildings | Scenarios | Guilds | Wonders & Rituals |
Spells | Promotions | Game Concepts | Traits |