Gods General Info
Gods have several purposes in the game, their main uses fall into two types, home & army.
Home Gods are worshipped in the city and are the bottom list of spells displayed on the God card, also known as "Effects", typically they increase a single unit power (Only when marching from that city) or increase resource production.
Army Gods are the spells that are on the top half of the card and are used to damage enemy troops or increase power to yours while in combat.
I personally keep all my gods as they can be handy for unification, especially 3 or 4 starred ones as they can simply hold more spells. Any home card effects will only come into play into said city when that God is being worshipped, you can only worship one God at a time also. Army spells are in play typically when you select the God to fight a cave/city etc
God Levels
Level 1: God effect lasts for one round
Levels 2-4: God effect lasts for two rounds
Levels 5-7: God effect lasts for three rounds
Levels 8-9: God effect lasts for four rounds
Level 10: God effect lasts for five rounds
Unification
Explanation: The idea of unifying is simply to replace a certain spell with another. The reason for this is to create the best God cards possible, I personally like to use as low a level gods as possible as although it decreases the chance of success, the cost/faith drop required more than makes up for it in my opinion, so I always try and fuse the lowest level gods I can as the success chance isn't much different. The card on the left is the base card and is the card you want to keep and get the new spell on, the spell you select is the one you want to replace. The space on the right is for the "merging" card, this is the card that will disappear whether the unification is complete or not, but should it not be successful, it will obviously disappear for nothing.
Example: If you start the game with the 4 star Persephone, she starts with Natures Growth, Earth's Growth and Overwhelming Peace, if you select "Unifiy", you will notice there are two spaces for God cards, the space on the left is the "Base" Card and the space on the right is the "Merging" card. The Base card you want to select as Persephone, while choosing the Overwhelming peace spell (as that's the one you want to exchange) with another god that has fertility as the "Merging" Card, it typically takes a few times as it is usually unsuccessful, but upon completion, you will gain the Flourish spell.
God Spells worth keeping:
"Block Cards"
Blasphemy: Spear wielding units
Dead wind: Archers
Eathquake: Infantry units
Frightened: Any Units in current round
Holyblock: Units in odd round
Magic forbidden: axe wielding units
Natureblock: Units in a even round
Psychic seal: Sword wielding units
Raging flame: Cavalry units
"Damage Cards"
Beast’s Death: Cavalry Units
Heavens Lightning: Units in current round
Killer flash: Archers
Shatter earth: Infantry units
Wandering plauge: Units in a odd round
Critical maim: Units in a even round
"Troop Cards"
Earths Realism: Increase power to your infantry
Storm Realism: Increase power to your Archers
The WIld Pack: Increase power to your mounted
"Other Cards"
Bloodthirsty: Increase power of your troops in current round
God’s shield: Reduces damage taken in current round
Rebirth: Relive power that was killed last round
God's Power: Adds power to each of your troops in current round
"Merged Cards"
Flourish: Increase all production by 10% per except Gold by 50%
Distillation: Increase training, building & researching speed.
4 Star Gods will have special abilities and are always worth keeping, I also try to keep all my 3 stars and merge the spells worth keeping into one card, that makes it easier when trying to level up the cards and for ease of use when selecting.
Gods have several purposes in the game, their main uses fall into two types, home & army.
Home Gods are worshipped in the city and are the bottom list of spells displayed on the God card, also known as "Effects", typically they increase a single unit power (Only when marching from that city) or increase resource production.
Army Gods are the spells that are on the top half of the card and are used to damage enemy troops or increase power to yours while in combat.
I personally keep all my gods as they can be handy for unification, especially 3 or 4 starred ones as they can simply hold more spells. Any home card effects will only come into play into said city when that God is being worshipped, you can only worship one God at a time also. Army spells are in play typically when you select the God to fight a cave/city etc
God Levels
Level 1: God effect lasts for one round
Levels 2-4: God effect lasts for two rounds
Levels 5-7: God effect lasts for three rounds
Levels 8-9: God effect lasts for four rounds
Level 10: God effect lasts for five rounds
Unification
Explanation: The idea of unifying is simply to replace a certain spell with another. The reason for this is to create the best God cards possible, I personally like to use as low a level gods as possible as although it decreases the chance of success, the cost/faith drop required more than makes up for it in my opinion, so I always try and fuse the lowest level gods I can as the success chance isn't much different. The card on the left is the base card and is the card you want to keep and get the new spell on, the spell you select is the one you want to replace. The space on the right is for the "merging" card, this is the card that will disappear whether the unification is complete or not, but should it not be successful, it will obviously disappear for nothing.
Example: If you start the game with the 4 star Persephone, she starts with Natures Growth, Earth's Growth and Overwhelming Peace, if you select "Unifiy", you will notice there are two spaces for God cards, the space on the left is the "Base" Card and the space on the right is the "Merging" card. The Base card you want to select as Persephone, while choosing the Overwhelming peace spell (as that's the one you want to exchange) with another god that has fertility as the "Merging" Card, it typically takes a few times as it is usually unsuccessful, but upon completion, you will gain the Flourish spell.
God Spells worth keeping:
"Block Cards"
Blasphemy: Spear wielding units
Dead wind: Archers
Eathquake: Infantry units
Frightened: Any Units in current round
Holyblock: Units in odd round
Magic forbidden: axe wielding units
Natureblock: Units in a even round
Psychic seal: Sword wielding units
Raging flame: Cavalry units
"Damage Cards"
Beast’s Death: Cavalry Units
Heavens Lightning: Units in current round
Killer flash: Archers
Shatter earth: Infantry units
Wandering plauge: Units in a odd round
Critical maim: Units in a even round
"Troop Cards"
Earths Realism: Increase power to your infantry
Storm Realism: Increase power to your Archers
The WIld Pack: Increase power to your mounted
"Other Cards"
Bloodthirsty: Increase power of your troops in current round
God’s shield: Reduces damage taken in current round
Rebirth: Relive power that was killed last round
God's Power: Adds power to each of your troops in current round
"Merged Cards"
Flourish: Increase all production by 10% per except Gold by 50%
Distillation: Increase training, building & researching speed.
4 Star Gods will have special abilities and are always worth keeping, I also try to keep all my 3 stars and merge the spells worth keeping into one card, that makes it easier when trying to level up the cards and for ease of use when selecting.