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		<id>https://wiki.the-reincarnation.org/index.php?title=Mana&amp;diff=18179</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Mana&amp;diff=18179"/>
		<updated>2009-04-09T06:52:32Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{resourcesnav}}&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
Magic Power (MP, m.p.) is also known as mana. &lt;br /&gt;
&lt;br /&gt;
MP is generated and stored using your [[nodes]]. &lt;br /&gt;
* The efficiency at which your [[nodes]] generate mana is controlled by the % of land that [[nodes]] occuppy. &lt;br /&gt;
* The capacity for MP storage that your nodes provide, is 1,000 mana per node. You cannot have negative MP storage. You can have an temporarilly overfilled MP storage, e.g. when an enemy is destroying [[nodes]] - spending a [[turns|turn]] will top-off that excess storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* MP is consumed by many army [[units]] and [[heroes]], by magic (spell casting, [[:Category:Enchantments|enchantments]] upkeep, [[defense assignment]]), by [[barriers]]. Your status report breaks down the total upkeep.&lt;br /&gt;
* On most servers (except ARCH), summoning is restricted by your m.p. income:&lt;br /&gt;
** when your income is negative, you cannot summon, recruit or buy more troops and your enchantments will no longer yield units. &lt;br /&gt;
* There are also game features that alter the efficiency of your [[nodes]]: when [[items]], [[heroes]] or [[enchantments]] reduce your MP production, that is called 'Hidden upkeep'.&lt;br /&gt;
&lt;br /&gt;
==MP charging==&lt;br /&gt;
MP charging generates MP based on your &amp;quot;Income&amp;quot;: it doubles what your nodes generate normally.&lt;br /&gt;
&lt;br /&gt;
* MP charging a good part of the [[turns]] in your [[turns|turn cycle]] is essential for day-to-day oversummoning, and in upkeeping a huge army on relative small land, and an important part for strategies for many colors.&lt;br /&gt;
&lt;br /&gt;
* MP charging for an amount of turns that would overfill your nodes, is NOT a good idea: MP charge yield is accounted for early in the order of calculations, then topped off, and after that the m.p. upkeep for the amount of [[turns]] is calculated - resulting in underfilled nodes, even though you would have charged them full if you charged [[turns|turn-by-turn]].&lt;br /&gt;
&lt;br /&gt;
* Some [[items|unique items]] are charged while m.p. charging.&lt;br /&gt;
&lt;br /&gt;
==zero m.p.==&lt;br /&gt;
'Zero m.p.' is the case of fully depleting your magic power, complete stacks of m.p. consuming units may disband themselves (in random order: you may be able to keep supporting some of your smaller stacks); maintained [[enchantments]] may cancel themselves; and ultimately you may lose the [[barriers]] that you build.&lt;br /&gt;
=Advanced=&lt;br /&gt;
==Game features affecting M.P.==&lt;br /&gt;
&amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Mana Crystal]] (lesser item) generates MP for your kingdom (random amount). &lt;br /&gt;
* [[Mana Vortex]] (lesser item) destroys MP in target kingdom (random amount). &lt;br /&gt;
* [[Efreeti Bottle]] (unique item) can refill your MP on using.&lt;br /&gt;
* Some Uniques reduce your nodes MP generation (e.g. hidden upkeep)&lt;br /&gt;
* Some Uniques boost your nodes MP generation (e.g. hidden bonus m.p.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Enchantments&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[The Holy Light]] reduces your nodes MP generation (e.g. hidden upkeep)&lt;br /&gt;
* [[Black Sabbath]] makes your MP generation fluctuate, but on average increases production in exchange for 666 [[population]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Earthquake]] will destroys part of targets MP, as well as a LOT of your own.&lt;br /&gt;
* [[Wish]] can make you lose MP (100k) or give you Efreeti Bottle which can give you MP. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Heroes&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Shaman]] ability 'channeling' increases node MP generation. The higher the hero level, the more efficient the channeling but also the more the upkeep for the hero. As a result there is shifting a break even point where the hero's channeling produces more extra MP than its upkeep, causing it to only be paying off on big land (&amp;gt;5,000 acres).&lt;br /&gt;
* [[Devil Prince]] after [[Contract of Soul]] reduces your nodes MP generation (e.g. hidden upkeep). [[Devil Prince]] and [[Black Sabbath]] effects even out about.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gods&amp;lt;/b&amp;gt;&lt;br /&gt;
* Getting favour of any god, may refill part of your MP storage&lt;br /&gt;
* Moon [[GodFavour|god favour]] and most favour increases node MP generation (by 10% resp. 20%)&lt;br /&gt;
* Moon [[GodFavour|god disfavour]] and hatred decreases node MP generation (by 10% resp. 20%)&lt;br /&gt;
&lt;br /&gt;
=Harvesting Mana from nodes=&lt;br /&gt;
==Mana Graph==&lt;br /&gt;
[[image:AMNodebreakdown.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Effectiveness of Nodes==&lt;br /&gt;
The graph  below illustrates that the more nodes you have, the less each individual nodes generates.&lt;br /&gt;
Above a certain value, therefore it is usually not worth building any more [[nodes]].&lt;br /&gt;
* Building above 55% nodes, will make you able to store more m.p., '''but''' per turn it will lower your net m.p. generation!&lt;br /&gt;
* The production per turn is almost the same for having 45% or 55% nodes. The latter number enables you to store more m.p. though (after charging a lot of turns or popping the mana items).&lt;br /&gt;
* In other words: you can support less m.p.-eating army with 70% nodes than you can on 50% nodes.&lt;br /&gt;
* [[Mana#Mana Charging]] doubles the depicted values (see above)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Typical Usage''&lt;br /&gt;
* If having much m.p. gain for invested node land numbers is your thing, having more than 45% nodes to summon and upkeep your army is typically not worth it.&lt;br /&gt;
** The no-[[oversummoning]] game-change has made it favourable to drop the number of nodes for traditionally mana-heavy colors such as {{green}} Verdancy, {{white}} Ascendant and {{blue}} Phantasm magic. &lt;br /&gt;
** Worrying about keeping your node-number just below a whole number is only important at larger amounts of land.&lt;br /&gt;
* If storing as much m.p. as possible on as little land you have is your goal: building over 45% nodes is worth it.&lt;br /&gt;
** You can use &amp;gt;55% nodes if you have special need for lots of m.p. (eg casting [[Armageddon]], or preparing a [[Volcano Eruption|VE-bombardment]] or prepare to [[Earthquake]] a big mage or whatever).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Details in the graph'' &lt;br /&gt;
* Stepped decreasing linear lines in the graph show decreasing gain-per-node above 10% node land use (LEFT axis) for normal and moons-favour situation.&lt;br /&gt;
* Saw-tooth parabolic-like curves on the graph show what the m.p. yield for a given %percentage of nodes (RIGHT axis) for 2K, 3K, 4K, 5K and 5K+moon's [[GodFavour|favour]] situations.&lt;br /&gt;
&lt;br /&gt;
==Base node yield formula==&lt;br /&gt;
After some investigation, i found out the REAL node yield formula.&lt;br /&gt;
&lt;br /&gt;
Yield = XL/100 + N(100-X)/10 with X=floor(100N/L)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For full percentages this gives:&lt;br /&gt;
&lt;br /&gt;
Yield Y = (10XL+100XL-X²L)/1000 = (110XL-X²L)/1000 = XL(110-X)/1000 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this formula:&lt;br /&gt;
*Rndd= Rounded down function&lt;br /&gt;
*N = amount of nodes&lt;br /&gt;
*L = amount of land&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Example1: Land=5000, N=1000, X=20&lt;br /&gt;
*Yield = 20x5000/100 + 1000(80)/10 = 1000+8000 = 9000. &lt;br /&gt;
&amp;lt;br&amp;gt;Example2: Land=5000, N=2000, X=40&lt;br /&gt;
*Yield = 40x5000/100 + 2000(60)/10 = 2000+12000 = 14000. &lt;br /&gt;
&amp;lt;br&amp;gt;Example3: Land=5000, N=1990, X=39, N/L=39.8&lt;br /&gt;
*Yield = 39x5000/100 + 1990(61)/10 = 1950+12139 = 14089.&lt;br /&gt;
&lt;br /&gt;
*Max gain is thus when the first derative of this formula is 0: (for full percentages)&lt;br /&gt;
** Max Yield for X: (110L-2X)/1000 = 0 &lt;br /&gt;
**              &amp;lt;=&amp;gt; 2X = 110&lt;br /&gt;
**              &amp;lt;=&amp;gt;  X = 55 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Max gain in total is thus indeed at 55.99%.&lt;br /&gt;
&lt;br /&gt;
*Yield Y is your base income. It can now be influenced by:&lt;br /&gt;
** Alchemist : - 0.10 Y&lt;br /&gt;
** Moon's Favour : + 0.10Y&lt;br /&gt;
** Holy Grail : - 1000&lt;br /&gt;
** The Holy Light : - 0.25 Y&lt;br /&gt;
** ...&lt;br /&gt;
&lt;br /&gt;
=Obsolete optimization=&lt;br /&gt;
&amp;lt;b&amp;gt;Local Maxima&amp;lt;/b&amp;gt;&lt;br /&gt;
* Because of an extra rounding in the old m.p. formula, it was better to have (for example) 43.99% than to have 44.0% nodes. Depending on the number of nodes and the amount of land, destroying one could be more beneficial than building one.&lt;br /&gt;
* This extra rounding in the middle of the mana income formula was removed, getting rid of the local maxima and making M.P. income smoothly increase along with nodes at all points (with diminishing returns and until 55% max, as always).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=More?=&lt;br /&gt;
UBB thread of interest: http://ubb.the-reincarnation.com/viewtopic.php?t=12718&lt;br /&gt;
&lt;br /&gt;
{{resourcesnav}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Mana&amp;diff=18178</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Mana&amp;diff=18178"/>
		<updated>2009-04-09T06:51:24Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: Local Maxima in mp income is obsolete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{resourcesnav}}&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
Magic Power (MP, m.p.) is also known as mana. &lt;br /&gt;
&lt;br /&gt;
MP is generated and stored using your [[nodes]]. &lt;br /&gt;
* The efficiency at which your [[nodes]] generate mana is controlled by the % of land that [[nodes]] occuppy. &lt;br /&gt;
* The capacity for MP storage that your nodes provide, is 1,000 mana per node. You cannot have negative MP storage. You can have an temporarilly overfilled MP storage, e.g. when an enemy is destroying [[nodes]] - spending a [[turns|turn]] will top-off that excess storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* MP is consumed by many army [[units]] and [[heroes]], by magic (spell casting, [[:Category:Enchantments|enchantments]] upkeep, [[defense assignment]]), by [[barriers]]. Your status report breaks down the total upkeep.&lt;br /&gt;
* On most servers (except ARCH), summoning is restricted by your m.p. income:&lt;br /&gt;
** when your income is negative, you cannot summon, recruit or buy more troops and your enchantments will no longer yield units. &lt;br /&gt;
* There are also game features that alter the efficiency of your [[nodes]]: when [[items]], [[heroes]] or [[enchantments]] reduce your MP production, that is called 'Hidden upkeep'.&lt;br /&gt;
&lt;br /&gt;
==MP charging==&lt;br /&gt;
MP charging generates MP based on your &amp;quot;Income&amp;quot;: it doubles what your nodes generate normally.&lt;br /&gt;
&lt;br /&gt;
* MP charging a good part of the [[turns]] in your [[turns|turn cycle]] is essential for day-to-day oversummoning, and in upkeeping a huge army on relative small land, and an important part for strategies for many colors.&lt;br /&gt;
&lt;br /&gt;
* MP charging for an amount of turns that would overfill your nodes, is NOT a good idea: MP charge yield is accounted for early in the order of calculations, then topped off, and after that the m.p. upkeep for the amount of [[turns]] is calculated - resulting in underfilled nodes, even though you would have charged them full if you charged [[turns|turn-by-turn]].&lt;br /&gt;
&lt;br /&gt;
* Some [[items|unique items]] are charged while m.p. charging.&lt;br /&gt;
&lt;br /&gt;
==zero m.p.==&lt;br /&gt;
'Zero m.p.' is the case of fully depleting your magic power, complete stacks of m.p. consuming units may disband themselves (in random order: you may be able to keep supporting some of your smaller stacks); maintained [[enchantments]] may cancel themselves; and ultimately you may lose the [[barriers]] that you build.&lt;br /&gt;
=Advanced=&lt;br /&gt;
==Game features affecting M.P.==&lt;br /&gt;
&amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Mana Crystal]] (lesser item) generates MP for your kingdom (random amount). &lt;br /&gt;
* [[Mana Vortex]] (lesser item) destroys MP in target kingdom (random amount). &lt;br /&gt;
* [[Efreeti Bottle]] (unique item) can refill your MP on using.&lt;br /&gt;
* Some Uniques reduce your nodes MP generation (e.g. hidden upkeep)&lt;br /&gt;
* Some Uniques boost your nodes MP generation (e.g. hidden bonus m.p.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Enchantments&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[The Holy Light]] reduces your nodes MP generation (e.g. hidden upkeep)&lt;br /&gt;
* [[Black Sabbath]] makes your MP generation fluctuate, but on average increases production in exchange for 666 [[population]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Earthquake]] will destroys part of targets MP, as well as a LOT of your own.&lt;br /&gt;
* [[Wish]] can make you lose MP (100k) or give you Efreeti Bottle which can give you MP. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Heroes&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Shaman]] ability 'channeling' increases node MP generation. The higher the hero level, the more efficient the channeling but also the more the upkeep for the hero. As a result there is shifting a break even point where the hero's channeling produces more extra MP than its upkeep, causing it to only be paying off on big land (&amp;gt;5,000 acres).&lt;br /&gt;
* [[Devil Prince]] after [[Contract of Soul]] reduces your nodes MP generation (e.g. hidden upkeep). [[Devil Prince]] and [[Black Sabbath]] effects even out about.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gods&amp;lt;/b&amp;gt;&lt;br /&gt;
* Getting favour of any god, may refill part of your MP storage&lt;br /&gt;
* Moon [[GodFavour|god favour]] and most favour increases node MP generation (by 10% resp. 20%)&lt;br /&gt;
* Moon [[GodFavour|god disfavour]] and hatred decreases node MP generation (by 10% resp. 20%)&lt;br /&gt;
&lt;br /&gt;
=Harvesting Mana from nodes=&lt;br /&gt;
==Mana Graph==&lt;br /&gt;
[[image:AMNodebreakdown.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Effectiveness of Nodes==&lt;br /&gt;
The graph  below illustrates that the more nodes you have, the less each individual nodes generates.&lt;br /&gt;
Above a certain value, therefore it is usually not worth building any more [[nodes]].&lt;br /&gt;
* Building above 55% nodes, will make you able to store more m.p., '''but''' per turn it will lower your net m.p. generation!&lt;br /&gt;
* The production per turn is almost the same for having 45% or 55% nodes. The latter number enables you to store more m.p. though (after charging a lot of turns or popping the mana items).&lt;br /&gt;
* In other words: you can support less m.p.-eating army with 70% nodes than you can on 50% nodes.&lt;br /&gt;
* [[Mana#Mana Charging]] doubles the depicted values (see above)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Typical Usage''&lt;br /&gt;
* If having much m.p. gain for invested node land numbers is your thing, having more than 45% nodes to summon and upkeep your army is typically not worth it.&lt;br /&gt;
** The no-[[oversummoning]] game-change has made it favourable to drop the number of nodes for traditionally mana-heavy colors such as {{green}} Verdancy, {{white}} Ascendant and {{blue}} Phantasm magic. &lt;br /&gt;
** Worrying about keeping your node-number just below a whole number is only important at larger amounts of land.&lt;br /&gt;
* If storing as much m.p. as possible on as little land you have is your goal: building over 45% nodes is worth it.&lt;br /&gt;
** You can use &amp;gt;55% nodes if you have special need for lots of m.p. (eg casting [[Armageddon]], or preparing a [[Volcano Eruption|VE-bombardment]] or prepare to [[Earthquake]] a big mage or whatever).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Details in the graph'' &lt;br /&gt;
* Stepped decreasing linear lines in the graph show decreasing gain-per-node above 10% node land use (LEFT axis) for normal and moons-favour situation.&lt;br /&gt;
* Saw-tooth parabolic-like curves on the graph show what the m.p. yield for a given %percentage of nodes (RIGHT axis) for 2K, 3K, 4K, 5K and 5K+moon's [[GodFavour|favour]] situations.&lt;br /&gt;
&lt;br /&gt;
==Base node yield formula==&lt;br /&gt;
After some investigation, i found out the REAL node yield formula.&lt;br /&gt;
&lt;br /&gt;
Yield = XL/100 + N(100-X)/10 with X=floor(100N/L)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For full percentages this gives:&lt;br /&gt;
&lt;br /&gt;
Yield Y = (10XL+100XL-X²L)/1000 = (110XL-X²L)/1000 = XL(110-X)/1000 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this formula:&lt;br /&gt;
*Rndd= Rounded down function&lt;br /&gt;
*N = amount of nodes&lt;br /&gt;
*L = amount of land&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Example1: Land=5000, N=1000, X=20&lt;br /&gt;
*Yield = 20x5000/100 + 1000(80)/10 = 1000+8000 = 9000. &lt;br /&gt;
&amp;lt;br&amp;gt;Example2: Land=5000, N=2000, X=40&lt;br /&gt;
*Yield = 40x5000/100 + 2000(60)/10 = 2000+12000 = 14000. &lt;br /&gt;
&amp;lt;br&amp;gt;Example3: Land=5000, N=1990, X=39, N/L=39.8&lt;br /&gt;
*Yield = 39x5000/100 + 1990(61)/10 = 1950+12139 = 14089.&lt;br /&gt;
&lt;br /&gt;
*Max gain is thus when the first derative of this formula is 0: (for full percentages)&lt;br /&gt;
** Max Yield for X: (110L-2X)/1000 = 0 &lt;br /&gt;
**              &amp;lt;=&amp;gt; 2X = 110&lt;br /&gt;
**              &amp;lt;=&amp;gt;  X = 55 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Max gain in total is thus indeed at 55.99%.&lt;br /&gt;
&lt;br /&gt;
*Yield Y is your base income. It can now be influenced by:&lt;br /&gt;
** Alchemist : - 0.10 Y&lt;br /&gt;
** Moon's Favour : + 0.10Y&lt;br /&gt;
** Holy Grail : - 1000&lt;br /&gt;
** The Holy Light : - 0.25 Y&lt;br /&gt;
** ...&lt;br /&gt;
&lt;br /&gt;
=Obsolete optimization=&lt;br /&gt;
&amp;lt;b&amp;gt;Local Maxima&amp;lt;/b&amp;gt;&lt;br /&gt;
* Because of an extra rounding in the old m.p. formula, it was better to have (for example) 43.99% than to have 44.0% nodes. Depending on the number of nodes and the amount of land, destroying one could be more beneficial than building one.&lt;br /&gt;
* This extra rounding in the middle of the mana income formula was removed, getting rid of the local maxima and making M.P. income smoothly increase along with nodes at all points (until 55% max).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=More?=&lt;br /&gt;
UBB thread of interest: http://ubb.the-reincarnation.com/viewtopic.php?t=12718&lt;br /&gt;
&lt;br /&gt;
{{resourcesnav}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Illusionist&amp;diff=17755</id>
		<title>Illusionist</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Illusionist&amp;diff=17755"/>
		<updated>2008-10-09T04:04:52Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: cleaned up descriptive text, away from personal opinion/speculation and spammy explanation of an ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NeedsCleanup}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Heronav}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Illusionist's skill is in tricks of the mind, and perception. Undoubtedly the most mischievous of any of the wizard classes, the illusionist can weave powerful psychic spells causing serious brain damage, while protecting his allies from such attacks. Powerful illusionists can even create huge monsters to appear right before your very eyes.&lt;br /&gt;
{|&lt;br /&gt;
|Magic Speciality: ||{{blue}}&lt;br /&gt;
|- &lt;br /&gt;
|Attribute: ||MERCENARY&lt;br /&gt;
|-&lt;br /&gt;
|Race: ||MINDRIPPER&lt;br /&gt;
|-&lt;br /&gt;
|Gender: ||MALE&lt;br /&gt;
|-&lt;br /&gt;
|Attack Power: ||5000 + 2500*level &lt;br /&gt;
|-&lt;br /&gt;
|Attack Type: ||RANGED PSYCHIC&lt;br /&gt;
|-&lt;br /&gt;
|Counter Attack: ||-&lt;br /&gt;
|-&lt;br /&gt;
|Hitpoints: ||1600 + 800*level&lt;br /&gt;
|-&lt;br /&gt;
|Upkeep Costs: ||50 + 5*level m.p. 1000 + 1000*level gold &lt;br /&gt;
|-&lt;br /&gt;
|Abilities: ||[[Mind Blast]] (9), [[Mind Shield]] (14), [[Illusion]] (18)&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
The Illusionist doesn't have all that much going for it at low levels.  They have low health, relatively low attack and don't have many abilities. Their [[Mind Shield]] protects against only a small number of psychic units, who besides Mind Rippers and Unholy Reavers, simply aren't that powerful or common. Their [[Mind Blast]] power does relatively little damage and can be resisted.  They do have the benefit of being rather cheap, however. If they are leading a group of Mind Rippers they will also give it an [[efficiency]] bonus.&lt;br /&gt;
&lt;br /&gt;
At higher levels, the Illusionist becomes extremely powerful and could be a truly potent weapon. At lvl 20, it can create an extra 15 Dominions or 12 Titans for instance. This can be especially deadly at lower ranks and for catfishers (people who purposefully stay low in net power to try and kill targets who are injured) where such a boost in net power could be a large percentage increase.&lt;br /&gt;
&lt;br /&gt;
[[category:heroes]] [[category:battle heroes]] [[category:phantasm Heroes]]&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Siege&amp;diff=17625</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Siege&amp;diff=17625"/>
		<updated>2008-09-27T09:04:33Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: better accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;!!! Siege is a word with double meaning in TR !!!&amp;lt;/B&amp;gt;&lt;br /&gt;
* It is a type of attacking (the one that is hardest to win, but can take up to 10% of land including forts)&lt;br /&gt;
* It is also a [[Unit Abilities|Unit Ability]] (giving some bonus in battles to some [[Units]])&lt;br /&gt;
&lt;br /&gt;
=Siege Attack=&lt;br /&gt;
The biggest form of attack in the game, involving a larger part of a kingdom, including its [[forts]]. &lt;br /&gt;
* The defender loses max 10% of his land (won [[Regular]] attack would give max 5%). The sieging attacker gains 1/3 of that, if the attacker was within 200% of defender [[net power]] before the battle (as in any attack). &lt;br /&gt;
* To conquer the maximum amount of land in a siege attack, a sufficient number of [[units]] needs to have survived the battle to occupy each newly gained acre. The same goes to win [[forts]].&lt;br /&gt;
* For eradication mages ({{red}}'s ''only!''), the enchantment [[Battle Chant]] makes that you also capture geld (like in a [[Pillage]]) after a won [[Siege]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege attacks are more difficult to win than [[regular]] attacks, because: &lt;br /&gt;
* Since [[forts]] are involved, the targeted mage is granted defensive bonuses when defending. &lt;br /&gt;
* On top of that, the sieging army receives a 10% [[accuracy]] penalty (base [[accuracy]] is 30%, in a [[Siege]] it becomes 20%, not taking the [[Siege]] unit ability into account).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A [[Siege]] takes 2 [[turns]]&lt;br /&gt;
* A [[Siege]] can be blocked by [[Hallucination]] - the attacker loses 2 [[turns]] + [[war expense]]&lt;br /&gt;
* The [[Battle Chant]] [[enchantments|enchantment]] can give [[geld]] to a succesful invader of [[Eradication]] {{Red}} speciality.&lt;br /&gt;
* [[Epidemics]] can be transferred from attacker to defender and from defender to attacker in Regulars.&lt;br /&gt;
* [[Enchantments]] can be dispelled by [[Siege]] attacking, no matter if you win or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Attack types]]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=wvbaT7aASwM video of a siege]&lt;br /&gt;
&lt;br /&gt;
=Unit ability SIEGE=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Siege ability negates the natural 10% [[accuracy]] penalty when sieging an enemy mage. &lt;br /&gt;
&lt;br /&gt;
It has no effect when on defence or when attacking in a [[Regular]] battle.&lt;br /&gt;
&lt;br /&gt;
The spell [[Phase Step]] gives Siege unit ability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt;Units with ability SIEGE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{White}} White   &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Catapult]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Titan]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Green}} Green   &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Red}} Red     &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Black}} Black   &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Blue}} Blue    &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Plain}} Plain   &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Iron Golem]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Unit Abilities]]''' | '''[[Units]]''' [[Category: Unit Abilities]]&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Regular&amp;diff=17624</id>
		<title>Regular</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Regular&amp;diff=17624"/>
		<updated>2008-09-27T09:00:40Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: wrong info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Regular Attack=&lt;br /&gt;
A form of attack in the game, involving a modest part of a kingdom. &lt;br /&gt;
* A succesful Regular attack gains land from the defeated mage. &lt;br /&gt;
* The defender loses max 5% of his land (won [[Siege]] attack would give max 10%). The attacker gains 1/3 of that, if the attacker was within 200% of defender [[net power]] before the battle (as in any attack). &lt;br /&gt;
* To conquer the maximum amount of land in a regular attack, a sufficient number of [[units]] needs to have survived the battle to occupy each newly gained acre. &lt;br /&gt;
&lt;br /&gt;
* A [[Regular]] attack takes 2 [[turns]]&lt;br /&gt;
* A [[Regular]] attack can be blocked by [[Hallucination]] - the attacker loses 2 [[turns]] + [[war expense]]&lt;br /&gt;
* The [[Battle Chant]] [[enchantments|enchantment]] can give [[geld]] to a succesful invader of [[Eradication]] (red) speciality.&lt;br /&gt;
* [[Epidemics]] can be transferred from attacker to defender and from defender to attacker in Regulars.&lt;br /&gt;
* [[enchantments]] can be dispelled by [[Regular]] attacking, no matter if you win or not.&lt;br /&gt;
&lt;br /&gt;
[[Category:Attack types]]&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=17532</id>
		<title>War Formulae from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=17532"/>
		<updated>2008-09-22T07:03:11Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: dispelling enchantments conjecture irrelevant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days. In the [[Ronin Assassins]], we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Huge kudos to Pi/Optima from ROM for piecing together the final solution to this equation. So simple in the end, but the appearance of a (seemingly) random rounding factor threw everyone for a loop. &lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a possible fort steal = (target's land rounded up to the nearest multiple of 50) &lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a definite fort steal = (target's land rounded up to the nearest multiple of 50) + 50 &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras &amp;lt;br&amp;gt;&lt;br /&gt;
10-19: 1 extra &amp;lt;br&amp;gt;&lt;br /&gt;
20-29: 2 extra &amp;lt;br&amp;gt;&lt;br /&gt;
30-39: 3 extra &amp;lt;br&amp;gt;&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of towns destroyed&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60) &amp;lt;br&amp;gt;&lt;br /&gt;
Towns burned = round_down(X * 25) &amp;lt;br&amp;gt;&lt;br /&gt;
Workshops burned = round_down(X * 10) &amp;lt;br&amp;gt;&lt;br /&gt;
Guilds burned = round_down(X * 5) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=17531</id>
		<title>War Formulae from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=17531"/>
		<updated>2008-09-22T06:56:27Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: cutting the fluff that was from the original UBB post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days. In the [[Ronin Assassins]], we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Huge kudos to Pi/Optima from ROM for piecing together the final solution to this equation. So simple in the end, but the appearance of a (seemingly) random rounding factor threw everyone for a loop. &lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a possible fort steal = (target's land rounded up to the nearest multiple of 50) &lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a definite fort steal = (target's land rounded up to the nearest multiple of 50) + 50 &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras &amp;lt;br&amp;gt;&lt;br /&gt;
10-19: 1 extra &amp;lt;br&amp;gt;&lt;br /&gt;
20-29: 2 extra &amp;lt;br&amp;gt;&lt;br /&gt;
30-39: 3 extra &amp;lt;br&amp;gt;&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of towns destroyed&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60) &amp;lt;br&amp;gt;&lt;br /&gt;
Towns burned = round_down(X * 25) &amp;lt;br&amp;gt;&lt;br /&gt;
Workshops burned = round_down(X * 10) &amp;lt;br&amp;gt;&lt;br /&gt;
Guilds burned = round_down(X * 5) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Holy_Light&amp;diff=17461</id>
		<title>The Holy Light</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Holy_Light&amp;diff=17461"/>
		<updated>2008-09-20T19:25:59Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: angels aren't melee and already have holy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spellnav}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This enchantment spell is the advanced version of the Sword of Light spell. By sacrificing a percentage of your mana income, you gain the favor of heaven. All your melee weapons will glow in bright white light, and all your troops will fight in godly inspiration which will increase their attack power and accuracy in the battle. This enchantment is one of the most powerful Ascendant magic, and is especially effective when used together with Sword of Light spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|Magic Specialty:&lt;br /&gt;
|{{white}}&lt;br /&gt;
|-&lt;br /&gt;
|Rank:||[[:Category:Ultimate Spells|Ultimate]]&lt;br /&gt;
|-&lt;br /&gt;
|Type:||[[Enchantment]] [[SelfOnly]]&lt;br /&gt;
|-&lt;br /&gt;
|Cast Turn:||10&lt;br /&gt;
|-&lt;br /&gt;
|Cast M.P.:||200,000&lt;br /&gt;
|-&lt;br /&gt;
|Research Cost:|| 25,000&lt;br /&gt;
|-&lt;br /&gt;
|Upkeep:||50 m.p. + hidden decrease of 15% of your mana income&lt;br /&gt;
|-&lt;br /&gt;
|Related Unit:||None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Effects=&lt;br /&gt;
[[The Holy Light]] has 3 effects :&lt;br /&gt;
{{NeedsConfirm}}&lt;br /&gt;
==Adds Holy attack type==&lt;br /&gt;
Adds [[HOLY]] to ''each PRIMARY'' attack type, if this unit is [[:category:Ascendant Units|Ascendant]] and HAS a [[MELEE]] attack. It does not matter if the MELEE attack is primary or secondary.&lt;br /&gt;
&lt;br /&gt;
Units affected :&lt;br /&gt;
&lt;br /&gt;
*[[Crusader]], [[Knight]], [[Knight Templar]], [[Pegasus]], [[Preacher]], [[Unicorn]] units are affected.&lt;br /&gt;
*[[Paladin]], [[Spirit Warrior]] and [[Titan]] units aren't affected by this effect since their primary attack is already MELEE HOLY.&lt;br /&gt;
* Other [[:Category:Ascendant Units|Ascendant Units]] aren't affected.&lt;br /&gt;
&lt;br /&gt;
==Increases Accuracy==&lt;br /&gt;
&lt;br /&gt;
Increases [[accuracy]] of ALL {{white}} [[:category:Ascendant Units|Ascendant units]] by a fixed percentage.&lt;br /&gt;
Gain = 0.016 (??) % * skill level (and then rounded down on percentages) (not exact)&lt;br /&gt;
* Ex. Lvl 421: 6% (someone please re-confirm this) &lt;br /&gt;
* Ex. Lvl 442: 7%&lt;br /&gt;
* Ex. Lvl 506: 8%&lt;br /&gt;
&lt;br /&gt;
==Increases Primary Attack Power and Counter==&lt;br /&gt;
Increases Primary [[Attack Power]]/[[Counter]] of ALL {{white}} [[:category:Ascendant Units|Ascendant units]] by a fixed percentage :&lt;br /&gt;
Gain = 0.03% * spell level (and then rounded down on percentages) &lt;br /&gt;
* Ex. Lvl 421: 13%&lt;br /&gt;
* Ex. Lvl 500: 15%&lt;br /&gt;
* God Lvl 777: 23%&lt;br /&gt;
&lt;br /&gt;
=Effects combined with Sword of Light=&lt;br /&gt;
&lt;br /&gt;
Combined with [[Sword of Light]], THL+SoL give [[HOLY]] too ALL {{white}} [[:category:Ascendant Units|unit's]] primaries&lt;br /&gt;
* [[Sword of Light]]'s +42% AP Bonus is not applied to non-[[MELEE]] units.&lt;br /&gt;
* Accuracy bonus is approximately 1/2 damage bonus, may be subject to rounding&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Notes :&lt;br /&gt;
&lt;br /&gt;
* UBB-discussion: http://ubb.the-reincarnation.com/viewtopic.php?t=10466&lt;br /&gt;
* Accuracy Bonus on God THL (spell level 777): 12% (tested on wraiths, needs a test and update)&lt;br /&gt;
http://www.the-reincarnation.com/viewtopic.php?f=2&amp;amp;t=18090&lt;br /&gt;
..almost double of a regular THL.. whoo!&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Ascendant Spells]]&lt;br /&gt;
[[Category:Enchantments]]&lt;br /&gt;
[[Category:Ultimate Spells]]&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=5929</id>
		<title>War Formulas from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=5929"/>
		<updated>2006-05-27T13:52:35Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: text edits, no new formulas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written '''by''' Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days. In Ronin, we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff. At this point we feel that it will be good for the community overall to release these findings to the public to try to help raise the bar on the level of competition.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Optima from ROM for piecing together the final solution to this equation. So simple in the end, but the appearance of a (seemingly) random rounding factor threw everyone for a loop. &lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a ''possible'' fort steal = (target's land rounded up to the nearest multiple of 50) &lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a '''definite''' fort steal = (target's land rounded up to the nearest multiple of 50) + 50 &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras&amp;lt;br&amp;gt;&lt;br /&gt;
10-19: 1 extra&amp;lt;br&amp;gt;&lt;br /&gt;
20-29: 2 extra&amp;lt;br&amp;gt;&lt;br /&gt;
30-39: 3 extra&amp;lt;br&amp;gt;&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of Farms burned&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of Farms burned&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of Towns burned&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60)&amp;lt;br&amp;gt;&lt;br /&gt;
Towns burned = round_down(X * 25)&amp;lt;br&amp;gt;&lt;br /&gt;
Workshops burned = round_down(X * 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds burned = round_down(X * 5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Watch for future updates.&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=2304</id>
		<title>War Formulas from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=2304"/>
		<updated>2006-02-01T22:59:23Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
Hello all. The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days, and while it's debateable whether we wrote the book on app war or not, it's certain that we [http://www.maddcow.org/Ronin/viewtopic.php?t=2817 sold the most copies] :D . In Ronin, we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Lately it's getting harder and harder to not admit for most of us that the general level of competition is just not there anymore. We've maintained a high level of growth in skill and tactics since AM (even with a heavily changing member base), and it's simply not happening for many other guilds. So at this point we feel that it will be good for the community overall to release this stuff to the public to try to help raise the bar on the level of competition.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you. We'll simply give you the fish, you can decide if you want to learn to fish or not.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Huge kudos to Pi/Optima from ROM for piecing together the final solution to this equation. So simple in the end, but the appearance of a (seemingly) random rounding factor threw everyone for a loop. &lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a possible fort steal = (target's land rounded up to the nearest multiple of 50) &lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a definite fort steal = (target's land rounded up to the nearest multiple of 50) + 50 &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras&amp;lt;br&amp;gt;&lt;br /&gt;
10-19: 1 extra&amp;lt;br&amp;gt;&lt;br /&gt;
20-29: 2 extra&amp;lt;br&amp;gt;&lt;br /&gt;
30-39: 3 extra&amp;lt;br&amp;gt;&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of Farms burned&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of Farms burned&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of Towns burned&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60)&amp;lt;br&amp;gt;&lt;br /&gt;
Towns burned = round_down(X * 25)&amp;lt;br&amp;gt;&lt;br /&gt;
Workshops burned = round_down(X * 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds burned = round_down(X * 5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=2166</id>
		<title>War Formulas from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=2166"/>
		<updated>2006-01-31T16:31:21Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
Hello all. The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days, and while it's debateable whether we wrote the book on app war or not, it's certain that we [http://www.maddcow.org/Ronin/viewtopic.php?t=2817 sold the most copies] :D . In Ronin, we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Lately it's getting harder and harder to not admit for most of us that the general level of competition is just not there anymore. We've maintained a high level of growth in skill and tactics since AM (even with a heavily changing member base), and it's simply not happening for many other guilds. So at this point we feel that it will be good for the community overall to release this stuff to the public to try to help raise the bar on the level of competition.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you. We'll simply give you the fish, you can decide if you want to learn to fish or not.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Huge kudos to Pi/Optima from ROM for piecing together the final solution to this equation. So simple in the end, but the appearance of a (seemingly) random rounding factor threw everyone for a loop. &lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a possible fort steal = (target's land rounded up to the nearest multiple of 50) &lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a definite fort steal = (target's land rounded up to the nearest multiple of 50) + 50 &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras&amp;lt;br&amp;gt;&lt;br /&gt;
10-19: 1 extra&amp;lt;br&amp;gt;&lt;br /&gt;
20-29: 2 extra&amp;lt;br&amp;gt;&lt;br /&gt;
30-39: 3 extra&amp;lt;br&amp;gt;&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of towns destroyed&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60)&amp;lt;br&amp;gt;&lt;br /&gt;
Towns burned = round_down(X * 25)&amp;lt;br&amp;gt;&lt;br /&gt;
Workshops burned = round_down(X * 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds burned = round_down(X * 5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=2165</id>
		<title>War Formulas from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=2165"/>
		<updated>2006-01-31T16:30:03Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
Hello all. The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days, and while it's debateable whether we wrote the book on app war or not, it's certain that we [http://www.maddcow.org/Ronin/viewtopic.php?t=2817 sold the most copies] :D . In Ronin, we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Lately it's getting harder and harder to not admit for most of us that the general level of competition is just not there anymore. We've maintained a high level of growth in skill and tactics since AM (even with a heavily changing member base), and it's simply not happening for many other guilds. So at this point we feel that it will be good for the community overall to release this stuff to the public to try to help raise the bar on the level of competition.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you. We'll simply give you the fish, you can decide if you want to learn to fish or not.&lt;br /&gt;
[br][br]&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Huge kudos to Pi/Optima from ROM for piecing together the final solution to this equation. So simple in the end, but the appearance of a (seemingly) random rounding factor threw everyone for a loop. &lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a possible fort steal = (target's land rounded up to the nearest multiple of 50) &lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a definite fort steal = (target's land rounded up to the nearest multiple of 50) + 50 &lt;br /&gt;
[br][br]&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras[br]&lt;br /&gt;
10-19: 1 extra[br]&lt;br /&gt;
20-29: 2 extra[br]&lt;br /&gt;
30-39: 3 extra[br]&lt;br /&gt;
etc.&lt;br /&gt;
[br][br]&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
[br][br]&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
[br][br]&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of towns destroyed&lt;br /&gt;
[br][br]&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60)[br]&lt;br /&gt;
Towns burned = round_down(X * 25)[br]&lt;br /&gt;
Workshops burned = round_down(X * 10)[br]&lt;br /&gt;
Guilds burned = round_down(X * 5)[br]&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
[br][br]&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
[br][br]&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=1972</id>
		<title>War Formulae from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=1972"/>
		<updated>2006-01-30T17:06:42Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
Hello all. The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days, and while it's debateable whether we wrote the book on app war or not, it's certain that we sold the most copies. In the [[Ronin Assassins]], we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Lately it's getting harder and harder to not admit for most of us that the general level of competition is just not there anymore. We've maintained a high level of growth in skill and tactics since AM (even with a heavily changing member base), and it's simply not happening for many other guilds. So at this point we feel that it will be good for the community overall to release this stuff to the public to try to help raise the bar on the level of competition.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you. We'll simply give you the fish, you can decide if you want to learn to fish or not.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Huge kudos to Pi/Optima from ROM for piecing together the final solution to this equation. So simple in the end, but the appearance of a (seemingly) random rounding factor threw everyone for a loop. &lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a possible fort steal = (target's land rounded up to the nearest multiple of 50) &lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a definite fort steal = (target's land rounded up to the nearest multiple of 50) + 50 &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras &amp;lt;br&amp;gt;&lt;br /&gt;
10-19: 1 extra &amp;lt;br&amp;gt;&lt;br /&gt;
20-29: 2 extra &amp;lt;br&amp;gt;&lt;br /&gt;
30-39: 3 extra &amp;lt;br&amp;gt;&lt;br /&gt;
etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of towns destroyed&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60) &amp;lt;br&amp;gt;&lt;br /&gt;
Towns burned = round_down(X * 25) &amp;lt;br&amp;gt;&lt;br /&gt;
Workshops burned = round_down(X * 10) &amp;lt;br&amp;gt;&lt;br /&gt;
Guilds burned = round_down(X * 5) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=1971</id>
		<title>War Formulae from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=1971"/>
		<updated>2006-01-30T17:02:47Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
Hello all. The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days, and while it's debateable whether we wrote the book on app war or not, it's certain that we sold the most copies. In the [[Ronin Assassins]], we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Lately it's getting harder and harder to not admit for most of us that the general level of competition is just not there anymore. We've maintained a high level of growth in skill and tactics since AM (even with a heavily changing member base), and it's simply not happening for many other guilds. So at this point we feel that it will be good for the community overall to release this stuff to the public to try to help raise the bar on the level of competition.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you. We'll simply give you the fish, you can decide if you want to learn to fish or not.&lt;br /&gt;
&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Huge kudos to Pi/Optima from ROM for piecing together the final solution to this equation. So simple in the end, but the appearance of a (seemingly) random rounding factor threw everyone for a loop. &lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a possible fort steal = (target's land rounded up to the nearest multiple of 50) &lt;br /&gt;
&lt;br /&gt;
Minimum amount of surviving troops needed for a definite fort steal = (target's land rounded up to the nearest multiple of 50) + 50 &lt;br /&gt;
&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras &amp;lt;br&amp;gt;&lt;br /&gt;
10-19: 1 extra &amp;lt;br&amp;gt;&lt;br /&gt;
20-29: 2 extra &amp;lt;br&amp;gt;&lt;br /&gt;
30-39: 3 extra &amp;lt;br&amp;gt;&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of towns destroyed&lt;br /&gt;
&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60) &amp;lt;br&amp;gt;&lt;br /&gt;
Towns burned = round_down(X * 25) &amp;lt;br&amp;gt;&lt;br /&gt;
Workshops burned = round_down(X * 10) &amp;lt;br&amp;gt;&lt;br /&gt;
Guilds burned = round_down(X * 5) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=1940</id>
		<title>War Formulae from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=1940"/>
		<updated>2006-01-30T13:58:24Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
Hello all. The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days, and while it's debateable whether we wrote the book on app war or not, it's certain that we sold the most copies. In the [[Ronin Assassins]], we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Lately it's getting harder and harder to not admit for most of us that the general level of competition is just not there anymore. We've maintained a high level of growth in skill and tactics since AM (even with a heavily changing member base), and it's simply not happening for many other guilds. So at this point we feel that it will be good for the community overall to release this stuff to the public to try to help raise the bar on the level of competition.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you. We'll simply give you the fish, you can decide if you want to learn to fish or not.&lt;br /&gt;
&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is one of the most important formulas, but seems to be the toughest to figure out. Currently this is still unknown, and the most recent discussion on it was brought public already here.&lt;br /&gt;
&lt;br /&gt;
However, for general purposes in the normal catfishing range (1k-2k)where minimum troop number for fort steal is an issue, we have narrowed the gap down significantly to a good estimate figure.&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Surviving troops needed to steal a fort = 1.125 * (target's land)&lt;br /&gt;
&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras &amp;lt;br&amp;gt;&lt;br /&gt;
10-19: 1 extra &amp;lt;br&amp;gt;&lt;br /&gt;
20-29: 2 extra &amp;lt;br&amp;gt;&lt;br /&gt;
30-39: 3 extra &amp;lt;br&amp;gt;&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of towns destroyed&lt;br /&gt;
&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60) &amp;lt;br&amp;gt;&lt;br /&gt;
Towns burned = round_down(X * 25) &amp;lt;br&amp;gt;&lt;br /&gt;
Workshops burned = round_down(X * 10) &amp;lt;br&amp;gt;&lt;br /&gt;
Guilds burned = round_down(X * 5) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=1939</id>
		<title>War Formulae from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulae_from_the_Ronin_Assassins&amp;diff=1939"/>
		<updated>2006-01-30T13:58:05Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
Hello all. The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days, and while it's debateable whether we wrote the book on app war or not, it's certain that we sold the most copies. In the [[Ronin Assassins]], we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Lately it's getting harder and harder to not admit for most of us that the general level of competition is just not there anymore. We've maintained a high level of growth in skill and tactics since AM (even with a heavily changing member base), and it's simply not happening for many other guilds. So at this point we feel that it will be good for the community overall to release this stuff to the public to try to help raise the bar on the level of competition.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you. We'll simply give you the fish, you can decide if you want to learn to fish or not.&lt;br /&gt;
&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is one of the most important formulas, but seems to be the toughest to figure out. Currently this is still unknown, and the most recent discussion on it was brought public already here.&lt;br /&gt;
&lt;br /&gt;
However, for general purposes in the normal catfishing range (1k-2k)where minimum troop number for fort steal is an issue, we have narrowed the gap down significantly to a good estimate figure.&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Surviving troops needed to steal a fort = 1.125 * (target's land)&lt;br /&gt;
&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras&lt;br /&gt;
10-19: 1 extra &amp;lt;br&amp;gt;&lt;br /&gt;
20-29: 2 extra &amp;lt;br&amp;gt;&lt;br /&gt;
30-39: 3 extra &amp;lt;br&amp;gt;&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of towns destroyed&lt;br /&gt;
&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60) &amp;lt;br&amp;gt;&lt;br /&gt;
Towns burned = round_down(X * 25) &amp;lt;br&amp;gt;&lt;br /&gt;
Workshops burned = round_down(X * 10) &amp;lt;br&amp;gt;&lt;br /&gt;
Guilds burned = round_down(X * 5) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=1934</id>
		<title>War Formulas from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=1934"/>
		<updated>2006-01-30T13:53:39Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
Hello all. The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days, and while it's debateable whether we wrote the book on app war or not, it's certain that we [http://www.maddcow.org/Ronin/viewtopic.php?t=2817 sold the most copies] :D . In Ronin, we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Lately it's getting harder and harder to not admit for most of us that the general level of competition is just not there anymore. We've maintained a high level of growth in skill and tactics since AM (even with a heavily changing member base), and it's simply not happening for many other guilds. So at this point we feel that it will be good for the community overall to release this stuff to the public to try to help raise the bar on the level of competition.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you. We'll simply give you the fish, you can decide if you want to learn to fish or not.&lt;br /&gt;
&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is one of the most important formulas, but seems to be the toughest to figure out. Currently this is still unknown, and the most recent discussion on it was brought public already here.&lt;br /&gt;
&lt;br /&gt;
However, for general purposes in the normal catfishing range (1k-2k)where minimum troop number for fort steal is an issue, we have narrowed the gap down significantly to a good estimate figure.&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Surviving troops needed to steal a fort = 1.125 * (target's land)&lt;br /&gt;
&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras&lt;br /&gt;
10-19: 1 extra&lt;br /&gt;
20-29: 2 extra&lt;br /&gt;
30-39: 3 extra&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of towns destroyed&lt;br /&gt;
&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60)&lt;br /&gt;
Towns burned = round_down(X * 25)&lt;br /&gt;
Workshops burned = round_down(X * 10)&lt;br /&gt;
Guilds burned = round_down(X * 5)&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=1931</id>
		<title>War Formulas from the Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=War_Formulas_from_the_Ronin_Assassins&amp;diff=1931"/>
		<updated>2006-01-30T13:53:04Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by Arathorn, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
Hello all. The following is basically all of the confirmed useful basic war formulas that the [[Ronin Assassins]] have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days, and while it's debateable whether we wrote the book on app war or not, it's certain that we [http://www.maddcow.org/Ronin/viewtopic.php?t=2817 sold the most copies] :D . In the [[Ronin Assassins]], we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.&lt;br /&gt;
&lt;br /&gt;
Lately it's getting harder and harder to not admit for most of us that the general level of competition is just not there anymore. We've maintained a high level of growth in skill and tactics since AM (even with a heavily changing member base), and it's simply not happening for many other guilds. So at this point we feel that it will be good for the community overall to release this stuff to the public to try to help raise the bar on the level of competition.&lt;br /&gt;
&lt;br /&gt;
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by &amp;quot;feel&amp;quot; alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.&lt;br /&gt;
&lt;br /&gt;
I'd also like to thank [[Rifters of Matter]] and [[Dead Men Walking]] who helped contribute to some of the following findings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===DISCLAIMER=== &lt;br /&gt;
&lt;br /&gt;
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you. We'll simply give you the fish, you can decide if you want to learn to fish or not.&lt;br /&gt;
&lt;br /&gt;
== Stealing a Fort ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is one of the most important formulas, but seems to be the toughest to figure out. Currently this is still unknown, and the most recent discussion on it was brought public already here.&lt;br /&gt;
&lt;br /&gt;
However, for general purposes in the normal catfishing range (1k-2k)where minimum troop number for fort steal is an issue, we have narrowed the gap down significantly to a good estimate figure.&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Surviving troops needed to steal a fort = 1.125 * (target's land)&lt;br /&gt;
&lt;br /&gt;
== Destroying Extra Forts==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)&lt;br /&gt;
&lt;br /&gt;
rounded up to the nearest 50.&lt;br /&gt;
&lt;br /&gt;
max X = rounddown( target's forts / 10 )&lt;br /&gt;
&lt;br /&gt;
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:&lt;br /&gt;
&lt;br /&gt;
0-9: you can't destroy any extras&lt;br /&gt;
10-19: 1 extra&lt;br /&gt;
20-29: 2 extra&lt;br /&gt;
30-39: 3 extra&lt;br /&gt;
etc.&lt;br /&gt;
&lt;br /&gt;
== Taking Maximum Land ==&lt;br /&gt;
&lt;br /&gt;
===On siege===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(10%) land: 5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
===On regular===&lt;br /&gt;
&lt;br /&gt;
Troops needed to take max(5%) land: 2.5 * (target's land)&lt;br /&gt;
&lt;br /&gt;
== Stealing an Item with Pillage ==&lt;br /&gt;
&lt;br /&gt;
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)&lt;br /&gt;
&lt;br /&gt;
== Resources taken through Pillage ==&lt;br /&gt;
&lt;br /&gt;
% Pop stolen = (1/6) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Pop killed = (1/3) * % of farms destroyed&lt;br /&gt;
&lt;br /&gt;
% Gold stolen = (1/5) * % of towns destroyed&lt;br /&gt;
&lt;br /&gt;
== Buildings destroyed through Pillage ==&lt;br /&gt;
&lt;br /&gt;
X = .005 * NP of troops sent / target's land&lt;br /&gt;
&lt;br /&gt;
(maximum X value is 1...basically it marks the portion of each building type destroyed).&lt;br /&gt;
&lt;br /&gt;
Farms burned = round_down(X * 60)&lt;br /&gt;
Towns burned = round_down(X * 25)&lt;br /&gt;
Workshops burned = round_down(X * 10)&lt;br /&gt;
Guilds burned = round_down(X * 5)&lt;br /&gt;
&lt;br /&gt;
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.&lt;br /&gt;
&lt;br /&gt;
== Pillage Protection ==&lt;br /&gt;
&lt;br /&gt;
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.&lt;br /&gt;
&lt;br /&gt;
== Dispelling offensive enchantments ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:&lt;br /&gt;
&lt;br /&gt;
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)&lt;br /&gt;
&lt;br /&gt;
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.&lt;br /&gt;
&lt;br /&gt;
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Ronin_Assassins&amp;diff=1927</id>
		<title>Ronin Assassins</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Ronin_Assassins&amp;diff=1927"/>
		<updated>2006-01-30T13:47:37Z</updated>

		<summary type="html">&lt;p&gt;Arathorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=100&amp;gt;'''Name:'''&amp;lt;/td&amp;gt;&amp;lt;td width=50 rowspan=14&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ronin Assassins&amp;lt;/td&amp;gt;&amp;lt;td rowspan=14 width=210&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td rowspan=14&amp;gt;http://www.maddcow.org/Ronin/templates/Solaris/images/forumlogo.jpg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Shortname:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ronin&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Server:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AM / TR Apprentice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Leader:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Everyone&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Website:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[http://www.maddcow.org/Ronin/index.php Who's your daddy?]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''IRC:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;#ronin&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Status:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;you never know...&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Who cares? They're just kena, that's all there is to it :p&lt;br /&gt;
&lt;br /&gt;
Ara says: don't get you panties in a wad, we'll get the history up sometime :P&lt;/div&gt;</summary>
		<author><name>Arathorn</name></author>
		
	</entry>
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