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Guide to the Book of Overlight

by City of Wonder

~ Introduction ~

Overlight is considered to be one of the weaker books, as it lacks powerful one hit spells and is usually avoided by many players due to the fact it takes alot of strategic skill in order to pull off a win with Overlight. A normal player will only ever buy Overlight for 3 to 4 main spells, which are considered to be the �better � ones.
Now let�s get started, the Book of Overlight focuses on Stalling, and healing while slowly draining down your opponents HP. If you are a player who enjoys winning in a matter of minutes this book is not for you, as in most cases you should be prepared for a 30 minute or more match. Some may say this is a waste of their time, although if you use Overlight correctly it will never fail you.
Overlight is generally very susceptible to a quick death before turn 5, luckily though I will show you more than enough ways to get around this minor problem. The key to this book is that when you are getting low on HP; Stalling = HP Gain. ;] 

~ Level One Spells ~


[Protection Shield]

For Overlight, this spell is your best friend, who wouldn�t deny an easy source of 50HP which recharges every 5 turns. Not only will it give your opponent more frustration as you continue to gain HP it also acts as an Anti-Flash, as when you are in Perm-Flight with Shining Power if you do not have any protection on you can and most likely will be flashed off.
Protection Shield is a common spell in which almost all other players will have unless they are using a full book of sorts, so you must bear in mind that if you intend to stall and shield up, your opponent very well may do the same, another great thing about Protection shields is that you can stack them continuously, until of course you become a glowing, flying blob in which case you know that you have enough shields. : P


[Shining Bolt*

This is Overlights basic hard hit spell without the recharge, it is rather effective if you feel that no other spell would be as useful at the current time, It is also rather good at taking down 9/10th�s of a protection shield. In which when followed up by an arcane arrow or two it can form a deadly combination in which flight is gone and the other arrows will provide a small bit of knock back which can sometimes be used to force a player off the edge of the map.
This spell is also deadly when used against a Lich, hitting them for a rather nasty 90 damage, this is by far the most feared spell for a Lich due to the fact that it has infinite charges, and cannot be avoided very easily like Sky Ray; more on that later. One other thing to note with shining bolt is that it is less effected by gravity than other spells, which means it can be rather hard to aim without alot of practice due to the power needed not been that of an average spell. 

[Sphere of Healing]


This spell can be very useful for when you are low HP and in a position where you cannot be harmed from your opponent; it heals you and any other minions around you for 25 health, although it can also heal the opponent if they are in close range of when this spell is cast.

Not only is this spell great for healing but it is also deadly against any Lich�* that you may encounter, hitting them and any undead minions for 50 damage, not only that but it has high knockback of that which equals a flash and when used in close proximity it would also act as it normally would and heal you. What more could you want; Healing, Damaging and a built in Flash.

[Forest Seed]


This rather useful spell creates a magical tree to appear at its desired location, it can be drained for HP and cannot be destroyed until the tree has taken sufficient damage then will become part of the terrain in which it can be then destroyed. While the opponent is trapped by the Forest Seed they cannot tower, and attacks such as Shock Shields can be absorbed by the tree.

Another use for the tree is for creating a �Base� as such down the side of the map in which you are safe for a few turns, although this can backfire very easily with arrow attacks, Maelstrom and Stone level 3 Spells which are meteor and Fissure. 

[Summon Pegasus]

Hailed as the best stalling weapon in all of Arcanists, this seemingly useless minion can become your enemies� worst nightmare and you will want to marry it, really. This mountable flying minion is your ticket to winning, it can act as a blocking tool to stall a few more turns to do as you wish, whether it be shielding up or bringing out other minions. It can also be used for transport if you wish to get somewhere before Shining Power is available.
Not only that but it can also be mounted by other minions such as; Dark Knight, Paladin and Recall Device. The Pegasus can also shield itself with a protection shield for 50 damage, another less known fact is that if a minion such as Pegasus or Paladin has a protection shield still activated on them and a death spell is casted upon it then the minion will die rather than becoming your enemies� undead minion. Pegasus�s were made for the Grassy Hills map, as they conveniently fit just perfectly round the sides and can be the perfect stalling weapon for you to hide down the sides of the map. 

~ Level Two Spells ~


*Sky Ray]

This is Overlights only rechargeable, accurate Arial attack since Rising Star is inaccurate, it deals 50 damage and can be aimed anywhere on the map although gets blocked by land. The spell itself when coming down from above has a rather small span so it can sometimes pass through little gaps to hit your enemy. Like all other Overlight spells this does double damage to the Undead, hitting them for a ruthless 100 damage. Although since it has a 5 turn recharge you may want to consider using it sparingly.
This spell can be a very useful spell at making opponents think twice before coming into the open to attack you, or come to get you. Since most opponents will cast Flight and then Protection Shield, this creates an opening of which when they come close to attack you, you can Sky Ray them for 50 Damage which takes out their Protection shield in which leaves them open to been sunk by the next attack. This can be vital to giving you a few extra turns.


[Summon Pixies]

These little devils have being vastly under-rated until the �Pixie Book� started to spread around in which they were nearly unstoppable, and still are to a certain extent. Although with Overlight they serve a different purpose, some people like to summon them and then drain to get back to almost full HP with a level 5 Familiar although I find them much more useful as a teleport device, they have the ability to teleport friendly units to that pixies position, this can be useful for if you Paladin is without a Pegasus, or if you are in a tight spot where your opponent has pinned you down. They are also useful for trapping, although rather delicate and can be �one-hit-drained� they are useful from a stalling aspect, although their real ability is in their teleporting. 

[Rising Star]

This spell I personally consider to be a �filler� spell, if you cannot think of anything better to do with your turn you may as well use this, although it says that it can do 300 damage, this is very misleading as in actual fact you will be lucky to do 25/50 with this spell. It is inaccurate yet can serve a purpose of disposing a Dark den, once it hits with a small star you can finish off a den with a sky ray. Rising star starts off weak, and increases each turn by adding one star which deals 25 damage, until turn 5 in which a massive star comes down from above and obliterates any land below it and causes 50 damage, however spells such as Blizzard or English summer can disrupt the spells angle.


[Castle of Light]

This one use only castle is rather dependant on how you use it, since it only has one use and is rendered useless once you use Shining Power it�s sometimes difficult to find a chance to use it. I personally find that trapping my opponent or moving to a spot where I cannot be hit works wonders with this tower, as while your opponent struggles to get to you, you are inside a cosy tower. Although this has one use it makes up for it with its rather valuable ability, each turn that you remain in this tower you will gain 10HP. Nifty eh? 

[Paladin]

This spell can single headedly win you the match, it acts almost as a mini you but without the ability to jump very high. Paladin can cast; Heal Sphere, Protection Shield, Summon Pegasus and its own special move, Sunder. Sunder hits for 75 damage and acts like a flash, it doesn�t deal double damage to Lich�s. Paladin may be powerful yet its nonexistent ability to move around easily can cause problems if you are without a Pegasus. Paladin can easily last forever against somebody who continuously drains it since it has the ability to shield itself.
Paladin only has one charge so you must use it well, when it is mounted on a Pegasus it can be flashed off so it is always best to keep it in an unflashable spot or keep the opponent pinned to the ground with the Paladin on its head. Another useful thing about the Paladin�s attack Sunder is that it doesn�t hurt you or your minions when you are close by, yet will still give minor knockback. 

~ Level Three Spells~


[Shining Power*

Where to begin, this spell is the key to success with Overlight. It gives you the ability to be in permanent flight which is rather handy, not only that but after each turn of yours you will gain 10HP, this combo�d with all those stalling spells mentioned above such as Pegasus and Forest Seed all you have to do is stall to gain HP when you start to get low. Once you have casted Shining Power you can no longer use Castle of Light, and you are restricted to Arcane and Overlight spells.
Although the ability to have permanent flight maybe useful it can sometimes backfire, due to the fact that you can be flashed if you do not have any protection on and can be flashed from Pegasus. This spell is also amazingly useful later into the match if you play on a Field where the Armageddon destroys the map.


[Invulnerability Shield]

This shield is best saved for when you are in a major issue and have a high chance of dying within the next 1-2 turns. This one use only like most other Level Three Spells lasts for up to three turns. It will block all damage to you as long as you do not cast a spell. Although it will disappear if you cast a spell, get knocked into the water or get caught in a Sanctuary�s Aura.
A handy tip when using this spell is that if you have a Paladin summoned then while you are invulnerable to all attacks you can attack with the Paladin and still keep the shield as you, yourself are not casting a spell. This combination can be deadly when used at the right time and can easily, quickly and effectively turn a match around. 

~ The Overlight Familiar ~

This rather handy familiar may seem like a rip off to most, and when you look at it, it does seem that way. Although the ability to gain 1HP Shield per charge, for up to 5 per turn is nothing to snivel at. After 20 turns of your familiar been at full power it has already done what it was worth, given you 100hp worth of shielding for 100hp. After turn 20 anything you get off this divine Familiar is a bonus and considering Overlight matches are notoriously time-consuming in the long term this familiar pays!
When this Familiar is at level Five combined with Shining Power means that in total you will be gaining 15HP each and every turn, which can really make your opponents attacks seem pitiful. Some people like to fully charge this Familiar right at the start of the game, although I prefer to withheld its charges until later because taking an instant 100 HP loss at the start of a match can sometimes put you in a major disadvantage if you become trapped by your opponent. 

~ Basic Strategy ~

For an Overlight user, the start is the most important part of the entire match. Overlight is extremely weak at the beginning so you must stall your brains out for the first 5-10 turns until you can get into a nice hiding spot in which you are safe from the enemy. After reading through this guide you should have the basis of how to use the Overlight book. By stalling you will be gaining protection and HP, use this to your advantage as usually your opponent will coming after you so they will play offensively instead of defensively.
While you are stalling and trying to keep an opponent at bay you should prepare your offensive onslaught as it is easy to forget about offensive when using Overlight. Overlight has 2 main �finisher� moves. Paladin and Imps, the Paladin takes much less preparation than Imps to set up although Imps will always be superior once they are set up. 

~ Imps; The Key ~

Yep, you heard me, these cute Imps are your key to completely annihilating your opponent if they under-estimate them. The main problem you will have when using Imps is actually trying to get them out in the first place! Since they only have 10HP they are very susceptible to been all killed in one turn. Although there are several ways to get around this problem of summoning them.

#1: You can trap the opponent with a Pegasus or a Forest Seed then summon your Imps, although you should be careful as to notice what Arial attacks your opponent has. For example if they have Sky Ray then you should try to summon them under a plot of land as to avoid this.

#2: This method tends not to work as well as they are easily disposed of and usually die 90% of the time. Summon them on your opponents head, although usually the opponent would Shock Shield or Drain Bolt thus making your Imp�s lives short lived. :<

#3: My favourite method, first you must trap your opponent with a Minion or a Forest seed, then you find a suitable place where you can summon all 3 Imps where they should be on different levels of the terrain so they cannot be hit all at once. This usually guarantees that either 1 or all 3 Imps will survive.

#4: When faced with a map with alot of hiding places this can be your best bet, you can also make your own hiding spots on maps such as Grassy Hills but more on that later. You should stall your opponent off until you can safely get Imps out then charge them up. The only problem with this is that sometimes you create a hiding place that your imps themselves cannot get out of. 

With Imps you must consider them as your �Rod�, they are deadly when used correctly and you only have a few chances to get them out. With charging some people like to use glyphs while in Shining Power but I find this is too much of a hassle. Arcane Arrows works wonders. The basis of charging them is to charge them against a wall twice.
Doing this you will get 3 Imps at around 65-90 HP, you can then blow up those imps by the opponent to achieve 2 150-170 Imps then blowing those up will get you a lovely 250 Imp in which the opponent usually resorts to desperate measures.
If they tower and are close to the water line you should blow up the Imp as it acts like a fissure, and they will take damage from the Imp and sink, although this does not work with Ice towers. Imps also have fairly high knockback once they reach 150+ so you can place them appropriately to cause your opponent to fly off the map with no hope at all next turn. 

~ Recommended Spells ~


[Arcane Gate] - 10/10

Must have for any book, no exceptions.


[Arcane Flash] - 9/10

A great spell for any book, who wouldn�* want to send their opponent flying off the map?
Also is good for if you have Imps out and can land a flash, consider it an extra charge.


[Arcane Arrows] � 8.5/10

I would highly recommend this spell due to the fact you can charge imps with it, it** very good for side hiders and it is good for when you are hiding yourself you can swerve around the landscape.


[Arcane Zero] � 7/10

This spell, if you get first turn allows you to get Imps out safely or to not be flashed off the map; the problem with this spell is not having room for it, as you must sacrifice one other very useful spell.

[Summon Imps] � 8.5/10

This spell is rather obvious, these babies are your key to victory, although some people like to not use Imps and go for a stronger alternative such as Paladin.

[Drain Bolt] � 7/10

Some people like to summon pixies and them drain them for a quick 90 health or 120 when places by a Forest Seed or the opponent. I personally find it more of a waste since after Shining Power it is rendered useless.

[Dark Knight] � 7.5/10

This is a good alternative to Imps although its inability to jump makes it rely on a Pegasus too much for my liking, that been said it can easily sweep an opponent off its feet by taking off more than 150+ per attack. 

[Summon Mantrap] � 7/10

This charming Minion has the ability to entangle your opponent while you are in Shining Power, although once it dies you will not be able to summon another and it is rather subject to where your opponent is. That being said its one of the best stalling tactics since you can use the Minion to trap and to tangle while you are out of harm�s way.


[Entangle] � 6.5/10

Same can be said for above although this is alot simpler, yet once Shining Power has been activated it is rendered useless. So abuse it while you can if you put this in your book.

[Deluge] � 7/10

Some people like to hide it out and stall while leaving their opponents on the top struggling to get to them. Since Overlight lacks an accurate and powerful Arial spell this can be of some use for an easy 90 damage or quickly taking care of a Tower. 

~ Recommended Maps ~


[Grassy Fields] - 9/10

Perfect map for stalling due to Pegasus can perfectly fit down the sides to cause a nice stall, also the top is rather flat usually so you can make the most of that and Imps are easy to move about.


[Giants Mountain] - 7/10

This map is rather odd, it can work both ways, Imps are very hard to move about on this map, not only due to the landscape but the napalm�s can cause problems. Although later into the game when there is no land left you have the advantage of Permanent Flight. Although that been said it will still be a hard win.


[Elven Isles] - 6.5/10

Good map for hiding but if you get the flat landscape your doomed unless you can survive for the first few turns then it will flip and you have a massive advantage.


[Goblin Caves] - 8.5/10

Perfect map for Overlight, holes to hide and heal in all ready for you. At turn 15~ Imps become useless and at around turn 25~ there will be hardly any land left, this is where Overlight shines, since there will be little to no map all you have to do is continuously sink your opponent while dodging the incoming Fissures.


[Murky Swamp] - 7.5/10

This map is also rather odd, at the start there will be alot of hiding places for you, although surviving against your opponent�s onslaught can prove difficult. After some while in the game there will be little to no land left, this is where you must outwit your opponent and get lucky, if you manage to sink them after this the match should be yours as long as you do not get sunk yourself by the Armageddon. 

[Graveyard] - 6.5/10

This map lacks places to hide since it usually spawns flat with little to no cover sometimes. The only upside to this map is that you may encounter a Lich, in which the match is won instantly if you play smart.


*Sky Castles] - 6.5/10

Alot of places to hide and Imps have alot of places to run about and hide also, although the Armageddon is weak and may as well not be there. Also moving around can sometimes prove difficult


[Mos Le�Harmless] - 6/10

This map isn�t the best for Overlight since if you play on this map half the time you will be cowering in the holes hiding from the Monkeys who will cause large damage if you under estimate them.


[Arcane Crystals] - 7.5/10

This map is huge for a start so moving round in a certain time zone can be an issue, although the best part about this map is its Armageddon is that it will charge your imps for you. 

~ Enemies of Overlight ~


[Entangle] - 8/10

This spell is more of an annoyance rather than a real threat, although when you first realise your opponent has this spell you must change you plans accordingly and make sure that in the future you don�t drift over open water.


[Sanctuary] � 7.5/10

This spell is also more of an annoyance than anything, it�s main advantage over you is that since Overlight lacks a powerful move you will not be able to kill it in one turn, and it will put an end to your party and remove all of your shields which you may have been stacking.


[Imp Destruct] � 9/10

This move by an opponent can be a killer if used at the correct time, although not many players will ever think of carrying this move unless they have previous knowledge of you using Imps.


[Full Fire] � 7.5/10

These players can be a real handful since they focus on large blast radii, and hard hitting spells combined with Overlights initial starting weakness these players can put an end to you very quickly indeed. Not to mention hiding on some maps would be useless due to their super Volcanoes and Fire Arrows.


[Full Stone] � 7/10

These guys are not to be under estimated by any means. The fact that they have Fissure and Meteor means that hiding and the sides or a map or in a hole is Suicide. You can try to force them to use these spells under controlled circumstances although it can be risky. Since light lacks power spells these players will not go down easy by any means. The only way to kill Full Stone Users is with Imps, Paladin or Dark Knight.


[Full Sea�s] � 8/10

Come across a good Sea�s user and you are done for on certain maps. They will focus on map destruction which will not at all help your attempts to hide and heal, on top of that once Most of the map has gone if they use entangle and you have nowhere to go your as good as road kill. 

==The end==

Thank you for readin my Guide to the Book of Overlight for the wonderful game created by Jagex LTD, Arcanists. This guide was originally posted on www.funorb.com under my username Cursed Pride. This guide may only be produced on www.funorb.com and www.supercheats.com.