Groentje Players Manual

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Contents

WHAT IS THE REINCARNATION

The Reincarnation is a massive multi-player turn-based game, played using your web browser and internet connection, on a The Reincarnation server. The game is ‘massive multi-player’ because 1000’s of players play their mages on a server simultaneously, constantly interacting (allying, warring) in month-long battles for land and power. The game is ‘turn-based’ as each action in the game costs turns. The game is designed for players who have day to day internet access. Players generally log in once/twice a day, to check their kingdoms status, and spend their accumulated turns. Some players are online for long periods of the day, just monitoring their kingdoms and hoping for the ideal opportunity to enlarge their power. Playing the game is entirely free. Players voluntary donate money to communally pay for server hosting only.

Turns and Time

Turns accumulate automatically as time passes by, whether you are online or not. Turns generate fastest on ‘blitz’ servers: 1 turn / 5 minutes, and slower on other servers: 1 turn / 10 or 15 minutes. A player can only stock up a maximum amount of turns though (Blitz-type servers: 200 turns; other servers: 150-300 turns). Players log in regularly (semi-daily) to be able to spend as much as possible of their accumulating turns.

The game has a strong real-time element too. You never know when another player decides to spend turns and what will happen to your kingdom. Also, you never know how many turns another player may have stocked up at a specific time. Therefore, the game records when battles took place. It lets you browse the record (‘chronicle’), so you can make educated guesses about the activities of other players. Timing your actions by login in and spending turns at the right time, is an essential part of the game and can be a real thrill. The game runs for a couple of months (real time), after which the server resets and The Reincarnation starts over again with a fresh competition. Scheduled server resets are announced by the developers. It is also possible that players themselves trigger an early reset of a server, when 7 of them successfully cast the awesome Armageddon spell.

Competition

Each player plays his/her own mage and manages its kingdom. Ultimately, only one mage will turn out the dominant mage on a server. However, players are encouraged to coordinate their actions (within some regulations) to group their kingdoms (so-called ‘guilds’) and support each other with battle power and strategy. The names of the 10 most powerful mages of the old world may be immortalised (in the Hall of Immortals), but all that rests the players is to hatch a new mage for The Reincarnation.

Mage specialities (colours)

The mages that rule the kingdoms in ‘The Reincarnation’ belong to one of five orders, each with its own speciality and colour. The strengths of the specialities are well balanced: there is no colour that dominates all other colours; it is possible to maintain high ranks with any colour. Any colour can win any battle against any colour, although in some cases this requires a lot of skill. Each speciality has its own qualities and associated strategies. For example, their magic differs (see: MAGIC) and the units they can recruit differ (see: INTERIOR). It is easy to learn the basics of each speciality, but it is very hard to master a speciality, and it is very-very-very hard to master all specialities.

Players choose their speciality when reincarnating, i.e. when starting the life of their mage on a server, or let the server pick a color at random. Afterwards, the speciality cannot be changed, unless the character is deleted and a new one is reincarnated. Mages can attack other mages of the same speciality just like they can attack mages of other specialities. Mages can ally and team up with any other mage, regardless of their specialities.

HOW TO START

Creating a New Mage

Validating your Mage

Login to Play a Mage

Web navigation in ‘The Reincarnation’

The First 120 Turns

Trouble Logging In

THRONE ROOM

Status Report

In-game messaging

Account options

Your Mage Description

Meditation

Changing Your Password

Deleting Your Mage

Skin Directory

Audience

INTERIOR

Exploring and Wilderness

Buildings and Resources

Farmland and Population

Towns and Geld

Workshops and Building Rates

Barracks and Barrack Troops

Nodes and Magic Power

Mage-guilds and Items

Fortresses and defence

Barriers and spell resistance

Gelding

Recruiting

Ways to create your army

Barrack troops

Disbanding troops

Failing to pay upkeep (geld, population, m.p.)

CHAPTER V: MAGIC

Adjacent and opposing Magic Specialities

Researching Spells

Spell complexity and spell books

Spell level

Researching spells

Concentration

M.P. Charging

Casting Spells

Non-battle spells

Battle-use spells

Casting Armageddon

Enchantments

Upkeep of enchantments

Dispelling of enchantments

Using Magic Items

Non-battle items

Battle-use items

Other types of items

WAR

Attack Limitation

Protection

Counter attacks

Types of Combat

Pillaging

Regular attack

Siege attack

Defensive assignments

Strange combat results

Clues to understand your battle report

Lining up for the battle

Fighting the battle

Unit initiative

Units that do not attack

Frequently used terms for attacks

Social Norms

Checking Mage Descriptions

Multi Attacking

Counter-countering

Bullying newbies

Guild diplomacy

SOOTHSAYER

Rank lists, Chronicle and Arena

Rank lists

Chronicle Terra

The Arena

Encyclopedia

Quest for Glory

Black Market

Bidding in general

Antique Store – Item selling

Spawning Hatchery

Swords for Hire

Exotic Mageware

Heroes

Types of heroes, experience levels

The Tavern o' Heroes

=== Heroes in combat

Altar of Darkness

Gods of Terra

Lady Luck

Unique Items

The Holy Grail

DIPLOMACY

Allies

Selecting an Ally

Registering an Alliance

Why allies are useful

Coordinated actions within game rules

Guilds

General

Joining a guild

Benefits for guild members

Guild specific Rules of Engagement

Allied guilds, guild-coordinated actions within game rules

Differences between allies and guild mates

Non Aggression Pacts (NAPs)

Managing guilds (features for leaders and co-leaders)

Registering a new guild

Managing a new guild

Recruiting more members

MISCELLANEOUS

The Cemetery

The Decalogue

Punishments for violations

Reporting misconducts

Multi-maging and Milking

How to appeal when you are punished

The Reincarnations Bulletin Boards