Guide to the Book of Seas
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Cursed Pride
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25-Dec-2008 04:33:59
Last edited on 25-Apr-2009 16:51:23 by Cursed Pride
--- Contents --- Introduction - Page 1, Post 1 Level One Spells - Page 1, Posts 2, 3, 4 Level Two Spells - Page 1, Posts 5, 6, 7 Level Three Spells - Page 1, Posts 8, 9 The Seas Familiar - Page 1, Post 10 Basic Strategy - Page 2, Posts 1, 2 Recommended Spells - Page 2, Posts 3, 4, 5, 6 Recommended Maps - Page 2, Posts 7, 8, 9, 10 Enemies of Seas - Page 3, Posts 1, 2, 3 --- Introduction --- When the Book of Seas first came out, lots of people raved on about how powerful it is, because of the apparently high damage of most of its spells. Then, after the new spellbook craze wore off, people began looking down on the Book of Seas, dismissing it as “weak” as most of its spells hit only a fraction of the damage that’s on the label, and many are very limited in uses. In truth however, Seas is a very powerful Book, and under the right circumstances (which aren’t hard to create) it can almost be a guarantee for victory. Now I don’t claim to be a very skillful Seas user, but I think I can say I’m decent; so here’s my take on this often misunderstood Book. Just a note. The description for the Book of Seas says that it “focuses on diverse attacks from above, below and summoning armies of minions”. In general, however, you won’t be summoning many minions, as both Water Trolls and the Brine Goblin aren’t that great. It*s quite possible to go through a game with Seas without summoning anything but a Water Lord.
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Cursed Pride
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25-Dec-2008 04:34:10
Last edited on 25-Dec-2008 04:54:53 by Cursed Pride
--- Level One Spells --- [Water Ball] The spell description says it can do up to 60 damage, but in truth it is almost completely incapable of doing that much. You’re lucky if it does half that. The main purpose of this spell is to destroy land, which it is quite capable of; for tunneling (though it doesn’t do it very well) or sinking your enemies. If you want your Water Balls to not do less than 10 damage, never fire it at full power unless your opponent is on the other side of the map, and try to make the Water Ball fall on top of your enemy instead of going for direct hits. A mildly useful and rather unknown fact is that if you shoot a Water Ball into the Sea, it will reflect out of the Sea with double the number of water droplets (increasing its maximum damage to 120). However, this is hard to aim and doesn’t really do much damage still, it’s mostly for fun and for destroying LOTS of land. [Summon Water Trolls] You can use them to trap your enemies if you wish, which they do quite well. Don’t always rush to bump them into your enemy for free 5 damage though: if you don’t make them attack on your turn, you can place your Water Trolls at strategic locations so that if your enemy touches them, they get hit and stunned. A good opening tactic is to summon Water Trolls above your target, but a bit to the side. That way one Water Troll will stand on one side of their head (preventing movement that way) while the other one is on the other side of the person a bit further away, without being triggered. Then when your target tries to shake off the Troll on their head by walking in the other direction, they will bump into the other Troll and be stunned. As you may know, Trolls can by Hydrated for more power. I’ll explain that later when I get to the Hydration spell.
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Cursed Pride
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25-Dec-2008 04:34:17
Last edited on 16-Jun-2009 16:02:36 by Cursed Pride
[Deluge] One of the best spells all around, even for non-Sea users. Almost everyone uses Deluge for its high damage and accuracy. Can destroy most Towers and still damage the Arcanist inside for a healthy amount. It is actually quite easy to hit the full 90 damage or close to the full 90 as long as your opponent is exposed. Since it can bounce off land a bit, you can use the landscape to reflect a Deluge onto an otherwise sheltered enemy. Don't expect it to dig through much land though: even an Ice Shield is quite capable at blocking a Deluge attempt. You can also use it to knock someone into the water if they’re close to the edge. Note that although Deluge can be blocked by Fire Shields and Wind Shields, the Shield quickly fails and the suspended water droplets will fall onto your enemy and still dish out healthy damage. [Brine Bolt] Another Seas spell that is commonly used outside of Full Seas. Brine Bolt is one of the most powerful melee spells: you can pin someone to the landscape and use this to obliterate them with 60 damage per turn, if they do not have a melee spell themselves (unlikely, everyone has Drain Bolt at least) you can possibly scrape an easy win. This is Seas’ Bread-And-Butter spell, for holding off enemies while you prepare your tactics: or for peppering them to death if they are incapable of dealing with it.
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Cursed Pride
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25-Dec-2008 04:34:24
Last edited on 25-Dec-2008 04:47:46 by Cursed Pride
[Summon Brine Goblin] An unusual summon in that it is the only one without a recharge, and can be spammed. Unfortunately it isn’t much use at all. Primarily you might want to use it for trapping enemies: theoretically your enemy will be reluctant to destroy it for fear of the explosion. However, the Brine Goblins only actually explode when they land even if they’re dead while they’re flying through the air, so even if the enemy does kill a trapping Goblin with say, Drain Bolt, they’re unlikely to be hurt by it at all. Also, since you can only summon the Goblin close to you, it is likely your enemies will kill it and have it explode in your face. The main problem with it however, is that it simply doesn’t do much damage: even at point blank it does about 40. It does destroy quite a bit of land though. An interesting fact about the Brine Goblin is that if it is hit by a Brine attack, even if it doesn’t kill it, it will immediately explode on the spot. You can thus combine Brine Goblins with Brine Bombs for decent damage if you want.
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Cursed Pride
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25-Dec-2008 04:34:30
Last edited on 03-Jan-2009 04:37:28 by Cursed Pride
--- Level Two Spells --- [Maelstrom] This is probably a Sea User's best friend, and is a good spell overall: however, since it requires the rather useless Water Ball it isn’t that commonly used outside of Full Seas as people would like to. The point of this spell is not its damage, it’s its ability to sink people too close to the Sea: the damage itself is quite pathetic. It doesn’t reach very far up, but still further than many think. Another use of Maelstrom is to create a cave for you to hide in: this is especially useful on maps with lots of land like Grassy Hills and, to a lesser extent, the Graveyard. So it’s a spell good for hiding (creating caves or sinking people near your hiding place) and obliterating hiders. [Hydration] This spell is meant to be used on Water Trolls. Normal Water Trolls grow to 100 HP and 15 damage with one Hydration, and then to 200 HP and 30 damage with another Hydration. People often forget, however, that Hydration itself also does 50 damage, so it can be used as a desperate but reliable ball attack if you need it: to take off a protection shield from a flier, for example. Do note it only has two charges though. Note that Hydration not only power up Trolls, it also “heals” them. So you might want to get the most out of your trolls and have them take damage before you upgrade them. On the other hand, you’re unlikely to find a situation where you can repeatedly use Trolls against your enemy, so this scenario is unlikely: just Hydrate them when you want to. The best way to use Hydration is to stick your Water Trolls next to your enemy and use Hydration on them. That way you upgrade your Trolls as well as hitting 50 damage. You need your Trolls to be close to your enemy for them to work anyway, summoning them in a “safe spot” almost never lets them see action. Remember that large trolls are not very maneuverable and are easily stuck, and they easily hit each other and stun themselves, so don’t summon them in small place.
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Cursed Pride
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25-Dec-2008 04:34:37
Last edited on 25-Apr-2009 16:57:09 by Cursed Pride
[English Summer] This is probably the weakest Seas spell of them all. There are few situations you would find this spell useful, while it can be highly damaging that doesn’t happen until about the third turn it is cast, plenty of time for your target to get away. You’ll mainly be using this spell to force your opponent to leave a tower (if Deluge is unavailable), disable Deflection Shields in the area or if you want to discourage an enemy from standing at an area, such as a place they can attack you from. Being restricted to a single charge doesn’t help either. I’d say only use this spell if there’s nothing else to do, as its few functions can be done better with many other Seas spells. [Brine Bomb] A bomb that is exactly the same as an exploding Brine Goblin: in fact, when a Brine Goblin dies it actually creates a Brine Bomb in its place (you can see this when you Static Ball/Shield a Brine Goblin as it dies). Like the Brine Goblin, it has low damage but a high blast radius. You might be able to use it as a Tower Killer, but it certainly isn’t reliable for that. You can also use them to detonate Brine Goblins to decent effect. In general however, you’ll only use this if you have nothing better to use. It’s restricted to four charges, but that doesn’t really matter since you won’t be using it much anyway, so if you do need it it should always be there.
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Cursed Pride
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25-Dec-2008 04:34:44
Last edited on 25-Dec-2008 04:39:52 by Cursed Pride
[Rain of Clams] This is one of Seas most powerful spells, if completely unreliable. Use this on enemies, or multiple enemies, in a depression: the deeper the depression, the better. The spell can cover a very wide area as the Clams bounce a lot, so be sure to stay well clear and protected, and make sure there’s lots of land around the area so the Clams won’t bounce their way into the sea. If you’re lucky, this spell can do around 150 or even 200 damage, but usually even under good conditions it does 50 – 100. ALWAYS save this for the best circumstances, do not waste it on an opponent on perfectly flat land, on a slope or on a peak. It won’t work. It’s advised to use this spell before using Ocean’s Fury, because chances are Ocean’s Fury will destroy too much land to make this spell work. Note that if the Clams hit something when they bounce upwards, they will chew through it and stick on the top. Just a fun fact though, you can’t really use this ability much as the Clams are quite unpredictable in their behavior.
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Cursed Pride
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25-Dec-2008 04:34:50
Last edited on 16-Jun-2009 16:07:56 by Cursed Pride
--- Level Three Spells --- [Ocean’s Fury] Despite saying it does over 5,000 damage, Ocean’s Fury is not usually high damaging at all except under the best circumstances (i.e. enemies at the edge of the map against a cliff). It usually doesn’t hit the higher portions of the middle of the map, and it completely fails on Arcane Crystals, so take note of that. The initial wave of water droplets destroy lots of land on contact, but most of the water droplets don’t destroy land much at all; so a reasonably thick piece of land can provide sufficient cover. The primary use for this spell is not the damage (although you can do a lot if you use it at the right time), but its land destruction capabilities. As a Seas user you want less land and more Seas exposure, and Ocean’s Fury can provide the perfect environment for Seas users. Of course, this spell is highly dependent on the Map. On some maps it destroys nearly all the land, while on others it doesn’t destroy enough land to benefit you and actually thins out your hiding places, making you more vulnerable. In general, Grassy Hills, Graveyard and Goblin Caves aren’t that good for Ocean’s Fury (though the right rendering could still make them good candidates for a Fury). The other maps, even Arcane Crystals (where Ocean's Fury can actually reach, that is), can be obliterated reasonably well with it.
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Cursed Pride
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25-Dec-2008 04:34:57
Last edited on 25-Apr-2010 04:39:12 by Cursed Pride
[Summon Water Lord] Big and scary. But that’s it. It has no special attacks, only the very weak Water Ball. Essentially the Water Lord is a gigantic meat shield for you. However, it not as good at being a meat shield as its HP implies, since it takes extra damage from spells even when you don’t mount it. It appears that the Water Lord takes double damage normally and triple damage if it hurts the rider, though this doesn't seem to always hold true. Also note that the Water Lord is an Arcane Minion and cannot be zombified, healed or drained: in fact, healing the Water Lord actually damages it slightly. The most important ability of the Water Lord is Dive. As long as your Water Lord is on the sea, you have infinite teleports and can immediately dive into a big chunk of land and create a very safe cave for both of you. If they Aura of Decay you? Dive into another big chunk of land. This Dive ability also knocks things away where the Water Lord dives and resurfaces, so you can use this to knock people into the water. Be careful though, because often the force of the resurfacing throws you off the Water Lord, so try to ensure there’s enough land to smack you back onto it when you Dive.
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Cursed Pride
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25-Dec-2008 04:35:04
Last edited on 25-Dec-2008 04:56:08 by Cursed Pride
--- The Seas Familiar --- [Seahorse] Now this is what makes the Book of Seas shine. All your Seas tactics should be based around this nifty little familiar, which IMO is easily one of the best, if not THE best. At level 1, you gain the ability to swim, along with all your minions. Unfortunately, this includes the monkeys on the Mos Le'Harmless Map… Anyway, as a Seas user you MUST exploit the Swimming ability to its fullest extent. With it you can hide close to the Sea where your opponent must risk being sunk to get to you, while you have no such troubles. The secondary ability of the Seahorse is Water Damage reduction. Note that the only spells that Seahorse protects from are Water Ball, Deluge and English Summer, it does not protect against Maelstrom, Hydration or Ocean’s Fury: even though it says they are Water spells. Also note that it is not necessary to charge it to level 5 if you wish to use Water Protect: level 3 can completely protect you from Deluge and English Summer, and at level 4 Water Ball can only ever do 1 damage to you in one shot. The primary reason you would use the Water Protection ability is either to protect you from enemy Deluges, which is a VERY common spell, and to prevent Water Ball from hurting yourself when you use it (which all too often happens). You can also use it to English Summer yourself without being damaged, but you wouldn’t use English Summer in the first place. Always heal yourself as your charge your Familiar, the Water Protection ability is not that useful and truly isn’t worth the HP. It’s just a nice bonus to build on when you’re twiddling your thumbs waiting for your enemy to come to you.
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