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	<id>https://wiki.the-reincarnation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aromatomato</id>
	<title>TheReincarnation - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/Special:Contributions/Aromatomato"/>
	<updated>2026-04-08T11:03:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Flight&amp;diff=51958</id>
		<title>Flight</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Flight&amp;diff=51958"/>
		<updated>2023-01-28T19:53:38Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Fixed typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Spellstats&lt;br /&gt;
| description = &lt;br /&gt;
This spell will grant your troops wings of eagles for the duration of the battle. Your enemy can only look up helplessly at the sight of this awesome display of power. However, because of this the unit affected by flight may become easy target for enemy units. Area of effect: 1 random group.&lt;br /&gt;
| image = &lt;br /&gt;
| unit = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
Adds Flying abilities to one of your stacks. On-color flight also reduces enemy accuracy by 5%&lt;br /&gt;
&lt;br /&gt;
NOTE: Effective in defense with a mono ground stack&lt;br /&gt;
&lt;br /&gt;
fckLR&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]] [[Category:Phantasm Spells]] [[Category:Battle Spells]] [[Category:Complex Spells]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51950</id>
		<title>Spell level</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51950"/>
		<updated>2022-12-12T17:43:47Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Corrected nether on GW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Spell Level =&lt;br /&gt;
&lt;br /&gt;
Spell Level indicates a mage's skill in handling magic. Spell Level is acquired by learning new [[Spells|spells]] and is usually the primary factor in determining the strength of a mage's [[Spells|spells]]. It is advisable to [[Groentje_Players_Manual_Ch5#Researching_Spells|research]] all available [[Spells|spells]] early after the creation of a mage in order to utilize higher Spell Level (and therefore stronger spells).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
*The number and difficulty of your spells known determine your actual SL -- researching or purchasing spells will also increase your spell level. &lt;br /&gt;
*[[GodFavour|Favor or Disfavor]] from Magic can temporarily affect Spell Level. &lt;br /&gt;
*Some [[Spells|Spells]]' effects are not based on Spell Level. &lt;br /&gt;
*A change in spell level does not immediately affect [[Enchantments|enchantments]] that were already cast and still in effect. &lt;br /&gt;
**For example, if you cast [[Plant_Growth|Plant Growth]] with +20 spell level because of [[GodFavour|Magic's Favor]], it keeps in effect as long as you maintain the upkeep, usually weeks longer than the god favor lasts. &lt;br /&gt;
**A trick to update already cast&amp;amp;nbsp;[[Enchantments|enchantments]]&amp;amp;nbsp;is to raise the skill [[Grand_Enchanter|Grand Enchanter]]&amp;amp;nbsp;by 1. When the additional + Spell Level from another level in&amp;amp;nbsp;[[Grand_Enchanter|Grand Enchanter]]&amp;amp;nbsp;activates, it updates all of your currently cast&amp;amp;nbsp;[[Enchantments|enchantments]]&amp;amp;nbsp;to your current Max Spell Level.   &lt;br /&gt;
*Spell level also somewhat influences [[Section_6_-_Net_Power_and_Spell_Level|Net Power]]&amp;amp;nbsp;(1000 per spell level) &lt;br /&gt;
*With the skill [[Grand_Enchanter|Grand Enchanter]], [[Enchantments|enchantments]] are more powerful. Level 8 [[Grand_Enchanter|Grand Enchanter]] is comparable to [[GodFavour|Magic's Favor]] bonus in strength for enchantments only (but permanent). &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Standard Spell Levels ==&lt;br /&gt;
&lt;br /&gt;
The spell levels for fully researched mages differ depending on server:&amp;lt;br/&amp;gt; (Last updated&amp;amp;nbsp;2012-2013, except ''italics ''which are from&amp;amp;nbsp;September 2022.)&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;12.5%&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Guildwar&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Blitz&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Arch&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Solo&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Beta&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Lightning&lt;br /&gt;
|-&lt;br /&gt;
| {{Blue}} Blue&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''624''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''667''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''627''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 589&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 624&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''646''&lt;br /&gt;
|-&lt;br /&gt;
| {{White}} White&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''478''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''452''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 428&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''464''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''464''&lt;br /&gt;
|-&lt;br /&gt;
| {{Green}} Green&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''492''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''459''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 428&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''478''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''478''&lt;br /&gt;
|-&lt;br /&gt;
| {{Red}} Red&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 470&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''506''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''473''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 470&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''492''&lt;br /&gt;
|-&lt;br /&gt;
| {{Black}} Black&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''492''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''480''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''485''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''485''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
*By acquiring ancient spells and opposite color complex spells ([[Black_Market|Black Market]] or [[Lucky_Cauldron|Lucky Cauldron]]), mages can further increase their spell level. &lt;br /&gt;
**The max possible base Spell Level is 709 on Beta server (634 + 5 * 15 (5 ancient spells)). &lt;br /&gt;
**With Magic Most Favored and maximum [[Grand_Enchanter|Grand Enchanter]], a beta mage with all 5 Ancient spells can cast enchantments at Spell Level 849.   &lt;br /&gt;
*Gods cast spells at spell level 777 &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Spell Level Contributions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; [[:category:Simple_Spells|Simple Spells]]: +1 SL each&amp;lt;br/&amp;gt; [[:category:Average_Spells|Average Spells]]: +3 SL each&amp;lt;br/&amp;gt; [[:category:Complex_Spells|Complex Spells]]: +7 SL each&amp;lt;br/&amp;gt; [[:category:Ultimate_Spells|Ultimate Spells]]: +20 SL each&amp;lt;br/&amp;gt; [[:category:Ancient_Spells|Ancient Spells]]: +15 SL each&amp;lt;br/&amp;gt; Learning the spell [[Armageddon|Armageddon]] does NOT add to spell level.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Magic Favor ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; [[GodFavour|Magic Favor]] adds a temporary bonus to spell level.&lt;br /&gt;
&lt;br /&gt;
*Magic Most Favored: +40 SL (48 hours) &lt;br /&gt;
*Magic Favor: +20 SL (24 hours) &lt;br /&gt;
*Magic Disfavor: -20 SL (24 hours) &lt;br /&gt;
*Magic Hatred: -40 SL (48 hours) &lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Resist_Elements&amp;diff=51825</id>
		<title>Resist Elements</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Resist_Elements&amp;diff=51825"/>
		<updated>2022-05-07T06:18:26Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spellstats&lt;br /&gt;
| description   = &lt;br /&gt;
Through intense concentration, this spell will create an invisible barrier that increases all your units resistance to enemy eradication spells. Once they're enchanted, they receive effective protection against elemental spells.&lt;br /&gt;
| image         = &lt;br /&gt;
| unit          = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
Adds Eradication Spell Resistance to all units (not Kingdom)&lt;br /&gt;
&lt;br /&gt;
*On color {{white}}: Adds SL*0.05% (~21%). &lt;br /&gt;
*Off color {{blue}}/{{green}}: Adds SL*0.02% (9.4% - 12.4% generally) &lt;br /&gt;
*Opposite color {{red}}/{{black}}: Adds SL*0.01% (~5%) &lt;br /&gt;
*Does NOT apply any damage resistance. &lt;br /&gt;
&lt;br /&gt;
Example: An Ascendant mage with a 500 SL would increase units Eradication spell resistance by 25% (0.0005 * 500) If you want to know what 'Elemental spells' are: check [[Arcfire|Arcfire]] and [[Firestorm|Firestorm]]. This spell does not add Spell Resistance that shows up on your Kingdom Report; it adds Eradication Magic resistance that helps a unit resist spells like Stun, Fireball, Lightning, etc.&lt;br /&gt;
&lt;br /&gt;
==Obsolete==&lt;br /&gt;
* Was believed to add 6% to resistance to fire, cold and lightning in the past. However, it does not appear to add any resistance to the aforementioned elements. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Ascendant Spells]]&lt;br /&gt;
[[Category:Enchantments]]&lt;br /&gt;
[[Category:Complex Spells]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51824</id>
		<title>Spell level</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51824"/>
		<updated>2022-04-25T16:56:39Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Updated erad on Arch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Spell Level =&lt;br /&gt;
&lt;br /&gt;
Spell Level indicates a mage's skill in handling magic. Spell Level is acquired by learning new [[Spells|spells]] and is usually the primary factor in determining the strength of a mage's [[Spells|spells]]. It is advisable to [[Groentje_Players_Manual_Ch5#Researching_Spells|research]] all available [[Spells|spells]] early after the creation of a mage in order to utilize higher Spell Level (and therefore stronger spells).&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
*The number and difficulty of your spells known determine your actual SL -- researching or purchasing spells will also increase your spell level. &lt;br /&gt;
*[[GodFavour|Favour or Disfavour]] from Magic can temporarily affect Spell Level. &lt;br /&gt;
*Some [[Spells|Spells]]' effects are not based on Spell Level. &lt;br /&gt;
*A change in spell level does not immediately affect [[Enchantments|enchantments]] that were already cast and still in effect. &lt;br /&gt;
**For example, if you cast [[Plant_Growth|Plant Growth]] with +20 spell level because of [[GodFavour|Magic's favor]], it keeps in effect as long as you maintain the upkeep, usually weeks longer than the god favor lasts.   &lt;br /&gt;
*Spell level also somewhat influences [[Section_6_-_Net_Power_and_Spell_Level|Net Power]] &lt;br /&gt;
*With the skill [[Grand_Enchanter|Grand Enchanter]], [[Enchantments|enchantments]] are more powerful. Level 8 [[Grand_Enchanter|Grand Enchanter]] is comparable to [[GodFavour|Magic's favour]] bonus in strength for enchantments only (but permanent). &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Standard Spell Levels ==&lt;br /&gt;
&lt;br /&gt;
The spell levels for fully researched mages differ depending on server:&amp;lt;br/&amp;gt; (last updated November 2013, except italics which are from mid-2012.) &amp;lt;tbody&amp;gt; &amp;lt;/tbody&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;12.5%&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Guildwar&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Blitz&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Arch&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Solo&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Beta&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Lightning&lt;br /&gt;
|-&lt;br /&gt;
| {{Blue}} Blue&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''624''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 631&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 627&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 589&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 624&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 617&lt;br /&gt;
|-&lt;br /&gt;
| {{White}} White&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''449''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 452&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 428&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
|-&lt;br /&gt;
| {{Green}} Green&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''456''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 459&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 428&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
|-&lt;br /&gt;
| {{Red}} Red&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''470''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 480&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 470&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
|-&lt;br /&gt;
| {{Black}} Black&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''470''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 480&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 470&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
*By acquiring ancient spells and opposite color complex spells (&amp;lt;a href=&amp;quot;Black%20Market&amp;quot;&amp;gt;Black Market&amp;lt;/a&amp;gt;), mages can further increase their spell level. &lt;br /&gt;
**The max possible base Spell Level is 709 on Beta server (634 + 5 * 15 (5 ancient spells)). &lt;br /&gt;
**With Magic Most Favored and maximum &amp;lt;a href=&amp;quot;Grand%20Enchanter&amp;quot;&amp;gt;Grand Enchanter&amp;lt;/a&amp;gt;, a beta mage with all 5 Ancient spells can cast enchantments at Spell Level 849.   &lt;br /&gt;
*Gods cast spells at spell level 777&lt;br /&gt;
&lt;br /&gt;
== Spell Level Contributions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; [[:category:Simple_Spells|Simple Spells]]: +1 SL each&amp;lt;br/&amp;gt; [[:category:Average_Spells|Average Spells]]: +3 SL each&amp;lt;br/&amp;gt; [[:category:Complex_Spells|Complex Spells]]: +7 SL each&amp;lt;br/&amp;gt; [[:category:Ultimate_Spells|Ultimate Spells]]: +20 SL each&amp;lt;br/&amp;gt; [[:category:Ancient_Spells|Ancient Spells]]: +15 SL each&amp;lt;br/&amp;gt; Learning the spell [[Armageddon|Armageddon]] does NOT add to spell level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; [[GodFavour|Magic Favor]] adds a temporary bonus to spell level&amp;lt;br/&amp;gt; Magic Most Favored: +40 SL (48 hours)&amp;lt;br/&amp;gt; Magic Favor: +20 SL (24 hours)&amp;lt;br/&amp;gt; Magic Disfavor: -20 SL (24 hours)&amp;lt;br/&amp;gt; Magic Hatred: -40 SL (48 hours)&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Storm_Giant&amp;diff=51820</id>
		<title>Storm Giant</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Storm_Giant&amp;diff=51820"/>
		<updated>2022-03-10T07:35:59Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = These unusual creatures were created by the Goddess of Magic. By combining a Yeti and a Naga Queen in cauldron of cold fusion, a large creature that exhales lightning was born. Like their yeti brethren, they prefer living in the high, frigid peaks of mountains, and are very resistant to cold. During the fusion process, Storm Giants gained immunity to lightning and resistance to fire, but lost all resistance to magic, missiles, and paralysis. &lt;br /&gt;
| labelcolor = {{Color Eradication}}&lt;br /&gt;
| color = [[ERADICATION]]&lt;br /&gt;
| image = [[Image:IntfERADICATION.gif]]&lt;br /&gt;
| item = &lt;br /&gt;
| hero = [[Warlord]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
fckLR&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Eradication Units]] [[Category:Lightning Units]] [[Category:Breath Units]] [[Category:Giants]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Ice_Elemental&amp;diff=51819</id>
		<title>Ice Elemental</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Ice_Elemental&amp;diff=51819"/>
		<updated>2022-02-25T06:32:23Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Improve description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Ice elementals hail from an other-worldly plane covered in ice and snow. They stand 20 feet high, glistening with the reflection from their slowly melting bodies. Immune to cold, poison, and paralysis, they are greatly harmed by fire and breath.  In battle, they exhale massive clouds of ice and freezing rain.&lt;br /&gt;
&lt;br /&gt;
| labelcolor = {{Color Phantasm}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[PHANTASM]]&lt;br /&gt;
| race = [[ELEMENTAL]]&lt;br /&gt;
| attrib = [[SUMMON]] [[NOMARKET]]&lt;br /&gt;
| power = 21,800&lt;br /&gt;
| ap = 200,000&lt;br /&gt;
| type = [[COLD]] [[RANGED]]&lt;br /&gt;
| init = 1&lt;br /&gt;
| counter = 10,000&lt;br /&gt;
| xap = 300,000&lt;br /&gt;
| xtype = [[COLD]] [[RANGED]]&lt;br /&gt;
| xinit = 3&lt;br /&gt;
| hp = 90,000&lt;br /&gt;
| recruit = -&lt;br /&gt;
| upkeep = 70 M.P.&lt;br /&gt;
| ability = [[WEAKNESS TO ATTACKTYPE]] [[FIRE]]&lt;br /&gt;
| spell = [[Conjure Elemental]]&lt;br /&gt;
| item = -&lt;br /&gt;
| hero = [[Valkyrie]]&lt;br /&gt;
| white = 0&lt;br /&gt;
| green = 0&lt;br /&gt;
| red = 80&lt;br /&gt;
| black = 75&lt;br /&gt;
| blue = 35&lt;br /&gt;
| missile = 85&lt;br /&gt;
| fire = 0&lt;br /&gt;
| poison = 100&lt;br /&gt;
| breath = 0&lt;br /&gt;
| magic = 75&lt;br /&gt;
| melee = 85&lt;br /&gt;
| ranged = 85&lt;br /&gt;
| lightning = 80&lt;br /&gt;
| cold = 100&lt;br /&gt;
| paralyze = 100&lt;br /&gt;
| psychic = 50&lt;br /&gt;
| holy = 80&lt;br /&gt;
| image = [[image:IceElemental.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;'''Recommended Role:''' Strategic tank, Cold sniper&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;Recommended Pairing:&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;White - [[Archangel|Archangel]]/[[Knight_Templar|Knight Templar]] to tank, [[Naga_Queen|Naga Queen]]/[[Spirit_Warrior|Spirit Warrior]] to snipe&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;Blue - [[Ice Elemental]] mirror, [[Siren|Siren]] to snipe&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;Black - Light [[Vampire|Vampire]] sacrifice, [[Lich|Lich]] to tank, [[Dark_Elf_Magician|Dark Elf Magician]] to snipe&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;Red - [[Efreeti|Efreeti]]/[[Dwarven_Shaman|Dwarven Shaman]] to tank and trade favorably, Fire sniper&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;Green - [[Griffon|Griffon]]/[[Treant|Treant]] to tank and trade favorably&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Phantasm Units]] [[Category:Cold Units]] [[Category:Ranged Units]] [[Category:Ultimates]] [[Category:Elementals]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Stone_Golem&amp;diff=51818</id>
		<title>Stone Golem</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Stone_Golem&amp;diff=51818"/>
		<updated>2022-02-25T06:02:29Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
| description = Stone Golem stands twelve feet tall and is made of dark granite. He resembles a huge human, and weighs around five thousand pounds. He is mindless and fearless, and will only obey the command of his master. He cannot be hurt by normal or fire attacks. In combat, he will use either his fists, or a weapon if one is available. He has the strength of the strongest giants and can damage buildings easily. Sometimes, he will be used as a siege weapon in order to batter down the gates or the city walls.&lt;br /&gt;
| labelcolor = {{Color Plain}}&lt;br /&gt;
| item = -&lt;br /&gt;
| hero = -&lt;br /&gt;
| image = [[Image:IntfPLAIN.gif]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
fckLR&lt;br /&gt;
&lt;br /&gt;
[[Category:Golems]] [[Category:Units]] [[Category:Plain Units]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Gorilla&amp;diff=51817</id>
		<title>Gorilla</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Gorilla&amp;diff=51817"/>
		<updated>2022-02-12T07:15:39Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Remove stone-throwing abiltiy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = A gorilla is a large ape. They are non-aggressive and shy mammals, but they will fight fiercely when forced into combat. They are strong and like to fight with their fists and arms in combat.&lt;br /&gt;
&lt;br /&gt;
| infoboxcolor = &lt;br /&gt;
| labelcolor = {{Color Verdant}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[VERDANT]]&lt;br /&gt;
| race = [[ANIMAL]]&lt;br /&gt;
| attrib = [[SUMMON]]&lt;br /&gt;
| power = 34&lt;br /&gt;
| ap = 240&lt;br /&gt;
| type = [[MELEE]]&lt;br /&gt;
| init = 1&lt;br /&gt;
| counter = 80&lt;br /&gt;
| xap = -&lt;br /&gt;
| xtype = -&lt;br /&gt;
| xinit = -&lt;br /&gt;
| hp = 450&lt;br /&gt;
| recruit = -&lt;br /&gt;
| upkeep = 2.70 Gold, 0.02 M.P.&lt;br /&gt;
| ability = -&lt;br /&gt;
| spell = [[Animal Summoning]]&lt;br /&gt;
| item = [[Peaches]]&lt;br /&gt;
| hero = [[Amazon]]&lt;br /&gt;
| image = [[image:Gorilla.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;'''Recommended Role:''' Fodder&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Verdant Units]] [[Category:Melee Units]] [[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Lizard_Man&amp;diff=51816</id>
		<title>Lizard Man</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Lizard_Man&amp;diff=51816"/>
		<updated>2022-02-12T07:07:04Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Remove shield from description and add scales&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Lizard men are semi-aquatic, reptilian humanoids that live a life of raiding and scavenging. They stand six to seven feet tall and have a lizard-like head. Their tail measures three feet, and their skin tones are usually green and brown. Taller and stronger than a troglodyte, they wield a spear in combat and are covered in scales.&lt;br /&gt;
&lt;br /&gt;
| infoboxcolor = &lt;br /&gt;
| labelcolor = {{Color Eradication}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[ERADICATION]]&lt;br /&gt;
| race = [[REPTILE]]&lt;br /&gt;
| attrib = [[SUMMON]]&lt;br /&gt;
| power = 26&lt;br /&gt;
| ap = 300&lt;br /&gt;
| type = [[MELEE]]&lt;br /&gt;
| init = 1&lt;br /&gt;
| counter = 60&lt;br /&gt;
| hp = 250&lt;br /&gt;
| recruit = -&lt;br /&gt;
| upkeep = 1.2 Gold, 0.015 M.P.&lt;br /&gt;
| ability = [[SCALES]]&lt;br /&gt;
[[ENDURANCE]]&lt;br /&gt;
&lt;br /&gt;
| spell = [[Call Lizardmen]]&lt;br /&gt;
| image = [[Image:Troglodyte.jpg]]&lt;br /&gt;
| hero = [[Assassin_(Hero)|Assassin]]&lt;br /&gt;
}}&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;'''Recommended Role:''' Fodder&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Eradication Units]] [[Category:Melee Units]] [[Category:Reptiles]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Troglodyte&amp;diff=51815</id>
		<title>Troglodyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Troglodyte&amp;diff=51815"/>
		<updated>2022-02-12T07:03:37Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Simplify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Troglodytes are reptilian humanoids who dwell in subterranean caverns. They are similar to lizard men, but smaller in stature. They stand about five to six feet tall with a lizard-like head. Their bodies are covered with scales and they have a chameleon-like ability to change the tone of their skin to match their environment. Their weapons are dipped in a toxic oil that they secrete.  Even the smell is disgusting.&lt;br /&gt;
&lt;br /&gt;
| infoboxcolor = &lt;br /&gt;
| labelcolor = {{Color Eradication}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[ERADICATION]]&lt;br /&gt;
| race = [[REPTILE]]&lt;br /&gt;
| attrib = [[SPECIAL]]&lt;br /&gt;
| power = 22&lt;br /&gt;
| ap = 200&lt;br /&gt;
| type = [[POISON]]&lt;br /&gt;
| init = 1&lt;br /&gt;
| counter = 35&lt;br /&gt;
| hp = 160&lt;br /&gt;
| recruit = 80.0 Gold, 0.1 M.P., 2.00 Population&lt;br /&gt;
| upkeep = 0.6 Gold, 0.015 M.P.&lt;br /&gt;
| ability = [[RECRUIT SPEED]] 35%, [[SCALES]]&lt;br /&gt;
| image = [[Image:Troglodyte.jpg]]&lt;br /&gt;
| hero = [[Assassin_(Hero)|Assassin]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;'''Recommended Role:''' Fodder&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Eradication Units]] [[Category:Poison Units]] [[Category:Recruits]] [[Category:Eradication Recruits]] [[Category:Reptiles]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Lizard_Man&amp;diff=51814</id>
		<title>Lizard Man</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Lizard_Man&amp;diff=51814"/>
		<updated>2022-02-12T06:56:23Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Simplify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Lizard men are semi-aquatic, reptilian humanoids that live a life of raiding and scavenging. They stand six to seven feet tall and have a lizard-like head. Their tail measures three feet, and their skin tones are usually green and brown. They are taller and stronger than a troglodyte, and wield a weapon and shield in combat.&lt;br /&gt;
&lt;br /&gt;
| infoboxcolor = &lt;br /&gt;
| labelcolor = {{Color Eradication}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[ERADICATION]]&lt;br /&gt;
| race = [[REPTILE]]&lt;br /&gt;
| attrib = [[SUMMON]]&lt;br /&gt;
| power = 26&lt;br /&gt;
| ap = 300&lt;br /&gt;
| type = [[MELEE]]&lt;br /&gt;
| init = 1&lt;br /&gt;
| counter = 60&lt;br /&gt;
| hp = 250&lt;br /&gt;
| recruit = -&lt;br /&gt;
| upkeep = 1.2 Gold, 0.015 M.P.&lt;br /&gt;
| ability = [[SCALES]]&lt;br /&gt;
[[ENDURANCE]]&lt;br /&gt;
&lt;br /&gt;
| spell = [[Call Lizardmen]]&lt;br /&gt;
| image = [[Image:Troglodyte.jpg]]&lt;br /&gt;
| hero = [[Assassin_(Hero)|Assassin]]&lt;br /&gt;
}}&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;'''Recommended Role:''' Fodder&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Eradication Units]] [[Category:Melee Units]] [[Category:Reptiles]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Angel&amp;diff=51813</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Angel&amp;diff=51813"/>
		<updated>2022-02-03T06:13:08Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Corrected spelling and style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Angels are the servants of God. They are supernatural beings with extraordinary powers. Usually they will present themselves as humans with wings and halos. Smaller in stature than archangels, they also lack the durability of their more powerful brethren. &lt;br /&gt;
&lt;br /&gt;
| labelcolor = {{Color Ascendant}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[ASCENDANT]]&lt;br /&gt;
| race = [[ANGEL]]&lt;br /&gt;
| attrib = [[SUMMON]]&lt;br /&gt;
| power = 193&lt;br /&gt;
| ap = 800&lt;br /&gt;
| type = [[HOLY]]&lt;br /&gt;
| init = 2&lt;br /&gt;
| counter = 200&lt;br /&gt;
| xap = -&lt;br /&gt;
| xtype = -&lt;br /&gt;
| xinit = -&lt;br /&gt;
| hp = 1,000&lt;br /&gt;
| recruit = -&lt;br /&gt;
| upkeep = 0.225 M.P.&lt;br /&gt;
| ability = [[FLYING]], [[BEAUTY]], [[HEALING]]&lt;br /&gt;
| spell = [[Summon Angel]], [[Gate]]&lt;br /&gt;
| item = -&lt;br /&gt;
| red = 25&lt;br /&gt;
| black = 65&lt;br /&gt;
| blue = 15&lt;br /&gt;
| missile = 50&lt;br /&gt;
| fire = 50&lt;br /&gt;
| poison = 0&lt;br /&gt;
| breath = 0&lt;br /&gt;
| magic = 50&lt;br /&gt;
| melee = 50&lt;br /&gt;
| ranged = 50&lt;br /&gt;
| lightning = 50&lt;br /&gt;
| cold = 50&lt;br /&gt;
| paralyze = 0&lt;br /&gt;
| psychic = 50&lt;br /&gt;
| holy = 25&lt;br /&gt;
| image = [[image:Angel.jpg]]&lt;br /&gt;
| hero = [[Priestess]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;'''Recommended Role:''' Tactical Tank&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;Recommended Pairing:&amp;lt;/span&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;White - [[Dominion|Dominion]] to snipe, [[Angel]]&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;font color=&amp;quot;#f1c40f&amp;quot;&amp;gt;mirror&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;Blue - [[Water_Elemental|Water Elemental]] to snipe&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;Black - [[Wraith|Wraith]] to snipe&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;Red - [[Chimera|Chimera]] to snipe&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#f1c40f;&amp;quot;&amp;gt;Green - [[Griffon|Griffon]]/[[High_Elf|High Elf]]/[[Venus_Flytrap|Venus Flytrap]] to snipe&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Ascendant Units]] [[Category:Flying Units]] [[Category:Holy Units]] [[Category:Angels]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Polymorph&amp;diff=51812</id>
		<title>Polymorph</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Polymorph&amp;diff=51812"/>
		<updated>2021-11-23T17:11:43Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Clarified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This [[Nether|Nether]] [[Hero_Ability|Hero Ability]]&amp;amp;nbsp;turns one stack of&amp;amp;nbsp;[[Basic|Basic]] or&amp;amp;nbsp;[[Special|Special]] Units into [[Frogs|Frogs]]&amp;amp;nbsp;if any are present.&lt;br /&gt;
&lt;br /&gt;
First it will select the top most [[Basic|Basic]] or [[Special|Special]] Unit Stack by testing the Unit's [[Nether|Nether]] Resistance. If the Ability has successfully made it through the Unit's [[Nether|Nether]] Resistance, it will then kill:&lt;br /&gt;
&lt;br /&gt;
2000 + Ability Level x (Random number between 0 and 1,000) of Units&lt;br /&gt;
&lt;br /&gt;
If it did NOT&amp;amp;nbsp;make it through the Unit's [[Nether|Nether]] Resistance, it will move down to the 2nd highest stack of [[Basic|Basic]] or [[Special|Special]] Units and so on and so forth&lt;br /&gt;
&lt;br /&gt;
Units killed by this [[Hero_Ability|Hero Ability]] are subsequently changed into Frogs that will join your army in the relevant Battle Position&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
I attack with 5,000 Dark Elf Magicians led by a Level 18 Witch&lt;br /&gt;
&lt;br /&gt;
into&lt;br /&gt;
&lt;br /&gt;
2,000 Archangels [Unit Attribute - Summon]&amp;lt;br/&amp;gt; 2,000 Spirit Warriors [Unit Attribute - Summon]&amp;lt;br/&amp;gt; 10,000 Knight Templars [Unit Attribute - Special]&amp;lt;br/&amp;gt; 10,000 Fanatics&amp;amp;nbsp;[Unit Attribute - Special]&amp;lt;br/&amp;gt; 10,000 Archers [Unit Attribute - Basic]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Polymorph is tested on the Knight Templars first because they are the top most Special/Basic Unit - The Ability fails to pass Resistance&amp;lt;br/&amp;gt; Polymorph is then tested on the Fanatics because they are the second highest Special/Basic Unit - The Ability fails to pass Resistance&amp;lt;br/&amp;gt; Polymorph is then tested on Archers and because Archers do not have Nether Resistance, the Ability successfully connects&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; 3,770 Archers were killed [2000 + 590 x 3] (590 was the Random Dice Roll between 0 and 1,000)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Hero abilities]] [[Category:Hero spells]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Weather_Summoning&amp;diff=51811</id>
		<title>Weather Summoning</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Weather_Summoning&amp;diff=51811"/>
		<updated>2021-10-31T19:40:04Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Updated with more recent spell levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Spellstats&lt;br /&gt;
| description = &lt;br /&gt;
This spell will change the weather to the most favorable one, thus producing more fruit crop production and generating more income for your country.&lt;br /&gt;
| image = &lt;br /&gt;
| unit = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
*Increase food production of farms in exchange for the mana upkeep of the spell. &lt;br /&gt;
**+(0.313 x [[Spell_Level|Spell Level]]) food per farm when casted on-color. &lt;br /&gt;
**+(0.140 x [[Spell_Level|Spell Level]]) food per farm when casted by adjacent color mages. &lt;br /&gt;
**+(0.072 x [[Spell_Level|Spell Level]]) food per farm when casted by opposite color mages.   &lt;br /&gt;
*Since each farm produces 500 food, at full [[Spell_Level|Spell Level]] it represents an increase of: &lt;br /&gt;
**{{green}} (0.313*456&amp;amp;nbsp;+ 500)/500 =&amp;gt; +28.5% &lt;br /&gt;
**{{red}} (0.140*470&amp;amp;nbsp;+ 500)/500 =&amp;gt; +13.2% &lt;br /&gt;
**{{white}} (0.140*449&amp;amp;nbsp;+ 500)/500 =&amp;gt; +12.6% &lt;br /&gt;
**{{blue}} (0.072*624&amp;amp;nbsp;+ 500)/500 =&amp;gt; +9.1% &lt;br /&gt;
**{{black}} (0.072*470 + 500)/500 =&amp;gt; +6.8%   &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
**Apr 2014 - SL 672 Weather summoning for a nether increased food production by 9.7729% (about 548.8645 per farm), which gives a slightly higher 0.072715 per SL - Hailer.   &lt;br /&gt;
&lt;br /&gt;
fckLR&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]] [[Category:Verdant Spells]] [[Category:Enchantments]] [[Category:Complex Spells]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51810</id>
		<title>Spell level</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51810"/>
		<updated>2021-10-31T19:35:55Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Updated erad and nether on GL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Spell Level =&lt;br /&gt;
&lt;br /&gt;
Spell Level indicates a mage's skill in handling magic. Spell Level is acquired by learning new [[Spells|spells]] and is usually the primary factor in determining the strength of a mage's [[Spells|spells]]. It is advisable to [[Groentje_Players_Manual_Ch5#Researching_Spells|research]] all available [[Spells|spells]] early after the creation of a mage in order to utilize higher Spell Level (and therefore stronger spells).&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
*The number and difficulty of your spells known determine your actual SL -- researching or purchasing spells will also increase your spell level. &lt;br /&gt;
*[[GodFavour|Favour or Disfavour]] from Magic can temporarily affect Spell Level. &lt;br /&gt;
*Some [[Spells|Spells]]' effects are not based on Spell Level. &lt;br /&gt;
*A change in spell level does not immediately affect [[Enchantments|enchantments]] that were already cast and still in effect. &lt;br /&gt;
**For example, if you cast [[Plant_Growth|Plant Growth]] with +20 spell level because of [[GodFavour|Magic's favor]], it keeps in effect as long as you maintain the upkeep, usually weeks longer than the god favor lasts.   &lt;br /&gt;
*Spell level also somewhat influences [[Section_6_-_Net_Power_and_Spell_Level|Net Power]] &lt;br /&gt;
*With the skill [[Grand_Enchanter|Grand Enchanter]], [[Enchantments|enchantments]] are more powerful. Level 8 [[Grand_Enchanter|Grand Enchanter]] is comparable to [[GodFavour|Magic's favour]] bonus in strength for enchantments only (but permanent). &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Standard Spell Levels ==&lt;br /&gt;
&lt;br /&gt;
The spell levels for fully researched mages differ depending on server:&amp;lt;br/&amp;gt; (last updated November 2013, except italics which are from mid-2012.)&lt;br /&gt;
&amp;lt;tbody&amp;gt; &amp;lt;/tbody&amp;gt; &lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;12.5%&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Guildwar&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Blitz&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Arch&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Solo&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Beta&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Lightning&lt;br /&gt;
|-&lt;br /&gt;
| {{Blue}} Blue&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''624''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 631&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 627&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 589&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 624&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 617&lt;br /&gt;
|-&lt;br /&gt;
| {{White}} White&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''449''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 452&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 428&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
|-&lt;br /&gt;
| {{Green}} Green&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''456''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 459&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 428&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
|-&lt;br /&gt;
| {{Red}} Red&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''470''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 473&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 470&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
|-&lt;br /&gt;
| {{Black}} Black&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''470''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 480&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 470&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
*By acquiring ancient spells and opposite color complex spells (&amp;lt;a href=&amp;quot;Black%20Market&amp;quot;&amp;gt;Black Market&amp;lt;/a&amp;gt;), mages can further increase their spell level. &lt;br /&gt;
**The max possible base Spell Level is 709 on Beta server (634 + 5 * 15 (5 ancient spells)). &lt;br /&gt;
**With Magic Most Favored and maximum &amp;lt;a href=&amp;quot;Grand%20Enchanter&amp;quot;&amp;gt;Grand Enchanter&amp;lt;/a&amp;gt;, a beta mage with all 5 Ancient spells can cast enchantments at Spell Level 849.   &lt;br /&gt;
*Gods cast spells at spell level 777 &lt;br /&gt;
&lt;br /&gt;
== Spell Level Contributions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; [[:category:Simple_Spells|Simple Spells]]: +1 SL each&amp;lt;br/&amp;gt; [[:category:Average_Spells|Average Spells]]: +3 SL each&amp;lt;br/&amp;gt; [[:category:Complex_Spells|Complex Spells]]: +7 SL each&amp;lt;br/&amp;gt; [[:category:Ultimate_Spells|Ultimate Spells]]: +20 SL each&amp;lt;br/&amp;gt; [[:category:Ancient_Spells|Ancient Spells]]: +15 SL each&amp;lt;br/&amp;gt; Learning the spell [[Armageddon|Armageddon]] does NOT add to spell level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; [[GodFavour|Magic Favor]] adds a temporary bonus to spell level&amp;lt;br/&amp;gt; Magic Most Favored: +40 SL (48 hours)&amp;lt;br/&amp;gt; Magic Favor: +20 SL (24 hours)&amp;lt;br/&amp;gt; Magic Disfavor: -20 SL (24 hours)&amp;lt;br/&amp;gt; Magic Hatred: -40 SL (48 hours)&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51684</id>
		<title>Spell level</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51684"/>
		<updated>2021-08-31T01:05:23Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Fix erad SL on GL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spell Level=&lt;br /&gt;
Spell Level indicates a mage's skill in handling magic. Spell Level is acquired by learning new [[spells]] and is usually the primary factor in determining the strength of a mage's [[spells]]. It is advisable to [[Groentje_Players_Manual_Ch5#Researching_Spells|research]] all available [[spells]] early after the creation of a mage in order to utilize higher Spell Level (and therefore stronger spells).&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
* The number and difficulty of your spells known determine your actual SL -- researching or purchasing spells will also increase your spell level.&lt;br /&gt;
* [[GodFavour|Favour or Disfavour]] from Magic can temporarily affect Spell Level.&lt;br /&gt;
* Some [[Spells]]' effects are not based on Spell Level.&lt;br /&gt;
* A change in spell level does not immediately affect [[Enchantments|enchantments]] that were already cast and still in effect. &lt;br /&gt;
** For example, if you cast [[Plant Growth]] with +20 spell level because of [[GodFavour|Magic's favor]], it keeps in effect as long as you maintain the upkeep, usually weeks longer than the god favor lasts.&lt;br /&gt;
* Spell level also somewhat influences [[Section_6_-_Net_Power_and_Spell_Level|Net Power]]&lt;br /&gt;
* With the skill [[Grand Enchanter]], [[enchantments]] are more powerful. Level 8 [[Grand Enchanter]] is comparable to [[GodFavour|Magic's favour]] bonus in strength for enchantments only (but permanent).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-parser-output&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Standard Spell Levels&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The spell levels for fully researched mages differ depending on server:&amp;lt;br /&amp;gt;&lt;br /&gt;
(last updated November 2013, except italics which are from mid-2012.)&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;tbody&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td width=&amp;quot;12.5%&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;th width=&amp;quot;12.5%&amp;quot;&amp;gt;Guildwar&amp;lt;/th&amp;gt;&lt;br /&gt;
			&amp;lt;th width=&amp;quot;12.5%&amp;quot;&amp;gt;Blitz&amp;lt;/th&amp;gt;&lt;br /&gt;
			&amp;lt;th width=&amp;quot;12.5%&amp;quot;&amp;gt;Arch&amp;lt;/th&amp;gt;&lt;br /&gt;
			&amp;lt;th width=&amp;quot;12.5%&amp;quot;&amp;gt;Solo&amp;lt;/th&amp;gt;&lt;br /&gt;
			&amp;lt;th width=&amp;quot;12.5%&amp;quot;&amp;gt;Beta&amp;lt;/th&amp;gt;&lt;br /&gt;
			&amp;lt;th width=&amp;quot;12.5%&amp;quot;&amp;gt;Lightning&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;span class=&amp;quot;fck_mw_template&amp;quot;&amp;gt;{{Blue}}&amp;lt;/span&amp;gt; Blue&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;i&amp;gt;624&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;631&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;627&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;589&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;624&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;617&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;span class=&amp;quot;fck_mw_template&amp;quot;&amp;gt;{{White}}&amp;lt;/span&amp;gt; White&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;i&amp;gt;449&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;456&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;452&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;428&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;449&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;449&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;span class=&amp;quot;fck_mw_template&amp;quot;&amp;gt;{{Green}}&amp;lt;/span&amp;gt; Green&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;i&amp;gt;456&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;463&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;459&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;428&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;456&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;456&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;span class=&amp;quot;fck_mw_template&amp;quot;&amp;gt;{{Red}}&amp;lt;/span&amp;gt; Red&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;i&amp;gt;477&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;477&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;473&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;449&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;470&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;463&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr&amp;gt;&lt;br /&gt;
			&amp;lt;td&amp;gt;&amp;lt;span class=&amp;quot;fck_mw_template&amp;quot;&amp;gt;{{Black}}&amp;lt;/span&amp;gt; Black&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;i&amp;gt;477&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;477&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;480&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;463&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;477&amp;lt;/td&amp;gt;&lt;br /&gt;
			&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;470&amp;lt;/td&amp;gt;&lt;br /&gt;
		&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;/tbody&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;amp;nbsp;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;By acquiring ancient spells and opposite color complex spells (&amp;lt;a href=&amp;quot;Black%20Market&amp;quot;&amp;gt;Black Market&amp;lt;/a&amp;gt;), mages can further increase their spell level.&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;ul&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;The max possible base Spell Level is 709 on Beta server (634 + 5 * 15 (5 ancient spells)).&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li&amp;gt;With Magic Most Favored and maximum &amp;lt;a href=&amp;quot;Grand%20Enchanter&amp;quot;&amp;gt;Grand Enchanter&amp;lt;/a&amp;gt;, a beta mage with all 5 Ancient spells can cast enchantments at Spell Level 849.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;/ul&amp;gt;&lt;br /&gt;
	&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;Gods cast spells at spell level 777&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spell Level Contributions==&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Simple Spells|Simple Spells]]: +1 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Average Spells|Average Spells]]: +3 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Complex Spells|Complex Spells]]: +7 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Ultimate Spells|Ultimate Spells]]: +20 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Ancient Spells|Ancient Spells]]: +15 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;Learning the spell [[Armageddon]] does NOT add to spell level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[GodFavour|Magic Favor]] adds a temporary bonus to spell level&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Most Favored: +40 SL (48 hours)&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Favor: +20 SL (24 hours)&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Disfavor: -20 SL (24 hours)&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Hatred: -40 SL (48 hours)&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51683</id>
		<title>Spell level</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51683"/>
		<updated>2021-08-27T04:58:46Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Updated erad on GL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spell Level=&lt;br /&gt;
Spell Level indicates a mage's skill in handling magic. Spell Level is acquired by learning new [[spells]] and is usually the primary factor in determining the strength of a mage's [[spells]]. It is advisable to [[Groentje_Players_Manual_Ch5#Researching_Spells|research]] all available [[spells]] early after the creation of a mage in order to utilize higher Spell Level (and therefore stronger spells).&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
* The number and difficulty of your spells known determine your actual SL -- researching or purchasing spells will also increase your spell level.&lt;br /&gt;
* [[GodFavour|Favour or Disfavour]] from Magic can temporarily affect Spell Level.&lt;br /&gt;
* Some [[Spells]]' effects are not based on Spell Level.&lt;br /&gt;
* A change in spell level does not immediately affect [[Enchantments|enchantments]] that were already cast and still in effect. &lt;br /&gt;
** For example, if you cast [[Plant Growth]] with +20 spell level because of [[GodFavour|Magic's favor]], it keeps in effect as long as you maintain the upkeep, usually weeks longer than the god favor lasts.&lt;br /&gt;
* Spell level also somewhat influences [[Section_6_-_Net_Power_and_Spell_Level|Net Power]]&lt;br /&gt;
* With the skill [[Grand Enchanter]], [[enchantments]] are more powerful. Level 8 [[Grand Enchanter]] is comparable to [[GodFavour|Magic's favour]] bonus in strength for enchantments only (but permanent).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Standard Spell Levels ==&lt;br /&gt;
&lt;br /&gt;
The spell levels for fully researched mages differ depending on server:&amp;lt;br/&amp;gt; (last updated November 2013, except italics which are from mid-2012.)&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;12.5%&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Guildwar&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Blitz&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Arch&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Solo&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Beta&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Lightning&lt;br /&gt;
|-&lt;br /&gt;
| {{Blue}} Blue&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''624''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 631&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 627&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 589&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 624&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 617&lt;br /&gt;
|-&lt;br /&gt;
| {{White}} White&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''449''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 452&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 428&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
|-&lt;br /&gt;
| {{Green}} Green&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''456''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 459&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 428&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
|-&lt;br /&gt;
| {{Red}} Red&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''477''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 473&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 470&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
|-&lt;br /&gt;
| {{Black}} Black&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''477''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 480&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 470&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
*By acquiring ancient spells and opposite color complex spells ([[Black_Market|Black Market]]), mages can further increase their spell level. &lt;br /&gt;
**The max possible base Spell Level is 709 on Beta server (634 + 5 * 15 (5 ancient spells)). &lt;br /&gt;
**With Magic Most Favored and maximum [[Grand_Enchanter|Grand Enchanter]], a beta mage with all 5 Ancient spells can cast enchantments at Spell Level 849.   &lt;br /&gt;
*Gods cast spells at spell level 777&lt;br /&gt;
&lt;br /&gt;
==Spell Level Contributions==&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Simple Spells|Simple Spells]]: +1 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Average Spells|Average Spells]]: +3 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Complex Spells|Complex Spells]]: +7 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Ultimate Spells|Ultimate Spells]]: +20 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Ancient Spells|Ancient Spells]]: +15 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;Learning the spell [[Armageddon]] does NOT add to spell level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[GodFavour|Magic Favor]] adds a temporary bonus to spell level&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Most Favored: +40 SL (48 hours)&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Favor: +20 SL (24 hours)&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Disfavor: -20 SL (24 hours)&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Hatred: -40 SL (48 hours)&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51682</id>
		<title>Charisma</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51682"/>
		<updated>2021-08-25T04:12:35Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Maybe?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{navigation}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Increases recruit rate by 2% + 1%/lvl. Example: 10 barracks normally provide 100 militia. With charisma it's 103.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hero abilities]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51681</id>
		<title>Charisma</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51681"/>
		<updated>2021-08-25T04:10:40Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Last try&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{navigation}}&lt;br /&gt;
&lt;br /&gt;
{{stub}} Increases recruit rate by 2% + 1%/lvl. &lt;br /&gt;
&lt;br /&gt;
Example: 10 barracks normally provide 100 militia. With charisma it's 103.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hero abilities]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51680</id>
		<title>Charisma</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51680"/>
		<updated>2021-08-25T03:59:32Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Test revert&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{navigation}}&lt;br /&gt;
&lt;br /&gt;
{{stub}} Increases recruit rate by 2% + 1%/lvl. Not very useful as barrack units are fairly weak and are generally only used to powerup during armageddon.&lt;br /&gt;
&lt;br /&gt;
Bard 14 with charisma 1. 10 barracks normally provide 100 militia. Now, it's 103.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hero abilities]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51679</id>
		<title>Charisma</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51679"/>
		<updated>2021-08-25T03:54:12Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Try to fix bizarre formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{navigation}}&lt;br /&gt;
&lt;br /&gt;
{{stub}} Increases recruit rate by 2% + 1%/lvl. Useful for reducing the number of barracks and turns required to recruit a large number of barracks units such as Knight Templars, Fire Giants, and Swanmays.&lt;br /&gt;
&lt;br /&gt;
Bard 14 with charisma 1. 10 barracks normally provide 100 militia. Now, it's 103.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hero abilities]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51678</id>
		<title>Charisma</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51678"/>
		<updated>2021-08-25T03:52:17Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed misleading text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{navigation}}&lt;br /&gt;
&lt;br /&gt;
{{stub}} Increases recruit rate by 2% + 1%/lvl. Useful for reducing the number of barracks and turns required to recruit a large number of barracks units such as Knight Templars, Fire Giants, and Swanmays.&lt;br /&gt;
&lt;br /&gt;
Bard 14 with charisma 1. 10 barracks normally provide 100 militia. Now, it's 103.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hero abilities]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51677</id>
		<title>Charisma</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51677"/>
		<updated>2021-08-25T03:48:41Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Undo revision 51676 by Aromatomato (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{navigation}}&lt;br /&gt;
&lt;br /&gt;
{{stub}} Increases recruit rate by 2% + 1%/lvl. Not very useful as barrack units are fairly weak and are generally only used to powerup during armageddon.&lt;br /&gt;
&lt;br /&gt;
Bard 14 with charisma 1. 10 barracks normally provide 100 militia. Now, it's 103.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hero abilities]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51676</id>
		<title>Charisma</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Charisma&amp;diff=51676"/>
		<updated>2021-08-25T03:46:36Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed misleading text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{navigation}}&lt;br /&gt;
&lt;br /&gt;
{{stub}} Increases recruit rate by 2% + 1%/lvl. Useful for reducing the number of turns required to recruit a larger number of barracks units unique to your color such as Swanmays, Fire Giants, Knight Templars, and Dark Apprentices.&lt;br /&gt;
&lt;br /&gt;
Bard 14 with charisma 1. 10 barracks normally provide 100 militia. Now, it's 103.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hero abilities]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Yeti&amp;diff=51675</id>
		<title>Yeti</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Yeti&amp;diff=51675"/>
		<updated>2021-08-19T04:05:59Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Remove incorrect paralysis resistance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
| description = &amp;lt;i&amp;gt;Oh Ice Age, where art thou?&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;Yetis are abominable ape-like beasts that live in the top of snowy mountains. They are large, resilient creatures covered in frost and snow, and their white fur enables them to ambush their prey. Their large feet permit them to move quickly and quietly through snow. Their touch brings frostbite and their icy breath quickly induces hypothermia. Because of their long years in freezing temperatures, Yetis strongly resist cold and are conversely weak to fire. They also possess a strong immunity to the attacks of angelic beings.&lt;br /&gt;
| labelcolor = {{Color Phantasm}}&lt;br /&gt;
| item = -&lt;br /&gt;
| hero = -&lt;br /&gt;
| image = [[Image:IntfPHANTASM.gif]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
fckLR&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Phantasm Units]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Water_Elemental&amp;diff=51673</id>
		<title>Water Elemental</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Water_Elemental&amp;diff=51673"/>
		<updated>2021-07-01T05:48:02Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Fix upkeep and description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = From the depths of the deepest sea, water elementals are sent by the great god of the oceans to aid in your conquest. Poisonous to the touch and impervious to five types of attacks, water elementals are the bane of Terra.&lt;br /&gt;
&lt;br /&gt;
| labelcolor = {{Color Phantasm}}&lt;br /&gt;
| color = [[PHANTASM]]&lt;br /&gt;
| race = [[ELEMENTAL]]&lt;br /&gt;
| attrib = [[SUMMON]] [[NOMARKET]]&lt;br /&gt;
| power = 19,406&lt;br /&gt;
| ap = 400,000&lt;br /&gt;
| type = [[POISON]] [[RANGED]]&lt;br /&gt;
| init = 2&lt;br /&gt;
| counter = 5,000&lt;br /&gt;
| xap = -&lt;br /&gt;
| xtype = -&lt;br /&gt;
| xinit = -&lt;br /&gt;
| hp = 72,000&lt;br /&gt;
| recruit = -&lt;br /&gt;
| upkeep = 60 M.P.&lt;br /&gt;
| ability = [[ENDURANCE]]&lt;br /&gt;
| spell = [[Conjure Elemental]]&lt;br /&gt;
| item = -&lt;br /&gt;
| hero = [[Valkyrie]]&lt;br /&gt;
| white = 0&lt;br /&gt;
| green = 0&lt;br /&gt;
| red = 80&lt;br /&gt;
| black = 75&lt;br /&gt;
| blue = 35&lt;br /&gt;
| missile = 100&lt;br /&gt;
| fire = 50&lt;br /&gt;
| poison = 100&lt;br /&gt;
| breath = 0&lt;br /&gt;
| magic = 50&lt;br /&gt;
| melee = 100&lt;br /&gt;
| ranged = 75&lt;br /&gt;
| lightning = 100&lt;br /&gt;
| cold = 25&lt;br /&gt;
| paralyze = 100&lt;br /&gt;
| psychic = 50&lt;br /&gt;
| holy = 80&lt;br /&gt;
| image = [[image:WaterElemental.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Phantasm Units]] [[Category:Ranged Units]] [[Category:Poison Units]] [[Category:Ultimates]] [[Category:Elementals]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Air_Elemental&amp;diff=51672</id>
		<title>Air Elemental</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Air_Elemental&amp;diff=51672"/>
		<updated>2021-07-01T05:40:59Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Improved description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Air elementals appear as rotating thunderstorms, measuring ten feet in diameter at the bottom and thirty feet in diameter at the top. Massive bolts of lightning emanate from the clouds and powerful magic drives the high winds that sweep away everything in its path.&lt;br /&gt;
&lt;br /&gt;
| labelcolor = {{Color Phantasm}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[PHANTASM]]&lt;br /&gt;
| race = [[ELEMENTAL]]&lt;br /&gt;
| attrib = [[SUMMON]] [[NOMARKET]]&lt;br /&gt;
| power = 25,000&lt;br /&gt;
| ap = 300,000&lt;br /&gt;
| type = [[LIGHTNING]] [[RANGED]]&lt;br /&gt;
| init = 4&lt;br /&gt;
| counter = 6,500&lt;br /&gt;
| xap = 100,000&lt;br /&gt;
| xtype = [[MAGIC]]&lt;br /&gt;
| xinit = 1&lt;br /&gt;
| hp = 60,000&lt;br /&gt;
| recruit = -&lt;br /&gt;
| upkeep = 68 M.P.&lt;br /&gt;
| ability = [[FLYING]], [[SWIFT]]&lt;br /&gt;
| spell = [[Conjure Elemental]]&lt;br /&gt;
| item = -&lt;br /&gt;
| hero = [[Valkyrie]]&lt;br /&gt;
| white = 0&lt;br /&gt;
| green = 0&lt;br /&gt;
| red = 80&lt;br /&gt;
| black = 75&lt;br /&gt;
| blue = 35&lt;br /&gt;
| missile = 95&lt;br /&gt;
| fire = 50&lt;br /&gt;
| poison = 0&lt;br /&gt;
| breath = 70&lt;br /&gt;
| magic = 55&lt;br /&gt;
| melee = 95&lt;br /&gt;
| ranged = 95&lt;br /&gt;
| lightning = 100&lt;br /&gt;
| cold = 0&lt;br /&gt;
| paralyze = 20&lt;br /&gt;
| psychic = 50&lt;br /&gt;
| holy = 80&lt;br /&gt;
| image = [[image:Image-AirElemental.jpg ]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Phantasm Units]] [[Category:Lightning Units]] [[Category:Ranged Units]] [[Category:Magic Units]] [[Category:Flying Units]] [[Category:Ultimates]] [[Category:Elementals]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Ice_Elemental&amp;diff=51671</id>
		<title>Ice Elemental</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Ice_Elemental&amp;diff=51671"/>
		<updated>2021-07-01T05:34:58Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Fixed upkeep per Aegon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Ice elementals hail from an other-worldly plane covered in ice and snow. They stand 20 feet high, glistening with the reflection from their slowly melting bodies.&lt;br /&gt;
&lt;br /&gt;
| labelcolor = {{Color Phantasm}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[PHANTASM]]&lt;br /&gt;
| race = [[ELEMENTAL]]&lt;br /&gt;
| attrib = [[SUMMON]] [[NOMARKET]]&lt;br /&gt;
| power = 21,800&lt;br /&gt;
| ap = 200,000&lt;br /&gt;
| type = [[COLD]] [[RANGED]]&lt;br /&gt;
| init = 1&lt;br /&gt;
| counter = 10,000&lt;br /&gt;
| xap = 300,000&lt;br /&gt;
| xtype = [[COLD]] [[RANGED]]&lt;br /&gt;
| xinit = 3&lt;br /&gt;
| hp = 90,000&lt;br /&gt;
| recruit = -&lt;br /&gt;
| upkeep = 70 M.P.&lt;br /&gt;
| ability = [[WEAKNESS TO ATTACKTYPE]] [[FIRE]]&lt;br /&gt;
| spell = [[Conjure Elemental]]&lt;br /&gt;
| item = -&lt;br /&gt;
| hero = [[Valkyrie]]&lt;br /&gt;
| white = 0&lt;br /&gt;
| green = 0&lt;br /&gt;
| red = 80&lt;br /&gt;
| black = 75&lt;br /&gt;
| blue = 35&lt;br /&gt;
| missile = 85&lt;br /&gt;
| fire = 0&lt;br /&gt;
| poison = 100&lt;br /&gt;
| breath = 0&lt;br /&gt;
| magic = 75&lt;br /&gt;
| melee = 85&lt;br /&gt;
| ranged = 85&lt;br /&gt;
| lightning = 80&lt;br /&gt;
| cold = 100&lt;br /&gt;
| paralyze = 100&lt;br /&gt;
| psychic = 50&lt;br /&gt;
| holy = 80&lt;br /&gt;
| image = [[image:IceElemental.jpg]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Phantasm Units]] [[Category:Cold Units]] [[Category:Ranged Units]] [[Category:Ultimates]] [[Category:Elementals]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Air_Elemental&amp;diff=51670</id>
		<title>Air Elemental</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Air_Elemental&amp;diff=51670"/>
		<updated>2021-07-01T05:30:41Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Fix upkeep per Aegon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Air elementals appear as rotating thunderstorms, measuring ten feet in diameter at the bottom and thirty feet in diameter at the top. Massive bolts of lightning emanate from the clouds with horrible accuracy and the high winds sweep away everything in its path.&lt;br /&gt;
&lt;br /&gt;
| labelcolor = {{Color Phantasm}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[PHANTASM]]&lt;br /&gt;
| race = [[ELEMENTAL]]&lt;br /&gt;
| attrib = [[SUMMON]] [[NOMARKET]]&lt;br /&gt;
| power = 25,000&lt;br /&gt;
| ap = 300,000&lt;br /&gt;
| type = [[LIGHTNING]] [[RANGED]]&lt;br /&gt;
| init = 4&lt;br /&gt;
| counter = 6,500&lt;br /&gt;
| xap = 100,000&lt;br /&gt;
| xtype = [[MAGIC]]&lt;br /&gt;
| xinit = 1&lt;br /&gt;
| hp = 60,000&lt;br /&gt;
| recruit = -&lt;br /&gt;
| upkeep = 68 M.P.&lt;br /&gt;
| ability = [[FLYING]], [[SWIFT]]&lt;br /&gt;
| spell = [[Conjure Elemental]]&lt;br /&gt;
| item = -&lt;br /&gt;
| hero = [[Valkyrie]]&lt;br /&gt;
| white = 0&lt;br /&gt;
| green = 0&lt;br /&gt;
| red = 80&lt;br /&gt;
| black = 75&lt;br /&gt;
| blue = 35&lt;br /&gt;
| missile = 95&lt;br /&gt;
| fire = 50&lt;br /&gt;
| poison = 0&lt;br /&gt;
| breath = 70&lt;br /&gt;
| magic = 55&lt;br /&gt;
| melee = 95&lt;br /&gt;
| ranged = 95&lt;br /&gt;
| lightning = 100&lt;br /&gt;
| cold = 0&lt;br /&gt;
| paralyze = 20&lt;br /&gt;
| psychic = 50&lt;br /&gt;
| holy = 80&lt;br /&gt;
| image = [[image:Image-AirElemental.jpg ]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Phantasm Units]] [[Category:Lightning Units]] [[Category:Ranged Units]] [[Category:Magic Units]] [[Category:Flying Units]] [[Category:Ultimates]] [[Category:Elementals]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51669</id>
		<title>Spell level</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spell_level&amp;diff=51669"/>
		<updated>2021-07-01T05:27:28Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed extra Eradication ultimate from GW&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spell Level=&lt;br /&gt;
Spell Level indicates a mage's skill in handling magic. Spell Level is acquired by learning new [[spells]] and is usually the primary factor in determining the strength of a mage's [[spells]]. It is advisable to [[Groentje_Players_Manual_Ch5#Researching_Spells|research]] all available [[spells]] early after the creation of a mage in order to utilize higher Spell Level (and therefore stronger spells).&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
* The number and difficulty of your spells known determine your actual SL -- researching or purchasing spells will also increase your spell level.&lt;br /&gt;
* [[GodFavour|Favour or Disfavour]] from Magic can temporarily affect Spell Level.&lt;br /&gt;
* Some [[Spells]]' effects are not based on Spell Level.&lt;br /&gt;
* A change in spell level does not immediately affect [[Enchantments|enchantments]] that were already cast and still in effect. &lt;br /&gt;
** For example, if you cast [[Plant Growth]] with +20 spell level because of [[GodFavour|Magic's favor]], it keeps in effect as long as you maintain the upkeep, usually weeks longer than the god favor lasts.&lt;br /&gt;
* Spell level also somewhat influences [[Section_6_-_Net_Power_and_Spell_Level|Net Power]]&lt;br /&gt;
* With the skill [[Grand Enchanter]], [[enchantments]] are more powerful. Level 8 [[Grand Enchanter]] is comparable to [[GodFavour|Magic's favour]] bonus in strength for enchantments only (but permanent).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Standard Spell Levels ==&lt;br /&gt;
&lt;br /&gt;
The spell levels for fully researched mages differ depending on server:&amp;lt;br/&amp;gt; (last updated November 2013, except italics which are from mid-2012.)&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;12.5%&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Guildwar&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Blitz&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Arch&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Solo&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Beta&lt;br /&gt;
! width=&amp;quot;12.5%&amp;quot; | Lightning&lt;br /&gt;
|-&lt;br /&gt;
| {{Blue}} Blue&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''624''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 631&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 627&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 589&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 624&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 617&lt;br /&gt;
|-&lt;br /&gt;
| {{White}} White&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''449''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 452&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 428&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
|-&lt;br /&gt;
| {{Green}} Green&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''456''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 459&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 428&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 456&lt;br /&gt;
|-&lt;br /&gt;
| {{Red}} Red&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''470''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 473&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 449&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 470&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
|-&lt;br /&gt;
| {{Black}} Black&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ''477''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 480&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 463&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 477&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 470&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
*By acquiring ancient spells and opposite color complex spells ([[Black_Market|Black Market]]), mages can further increase their spell level. &lt;br /&gt;
**The max possible base Spell Level is 709 on Beta server (634 + 5 * 15 (5 ancient spells)). &lt;br /&gt;
**With Magic Most Favored and maximum [[Grand_Enchanter|Grand Enchanter]], a beta mage with all 5 Ancient spells can cast enchantments at Spell Level 849.   &lt;br /&gt;
*Gods cast spells at spell level 777&lt;br /&gt;
&lt;br /&gt;
==Spell Level Contributions==&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Simple Spells|Simple Spells]]: +1 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Average Spells|Average Spells]]: +3 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Complex Spells|Complex Spells]]: +7 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Ultimate Spells|Ultimate Spells]]: +20 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;[[:category:Ancient Spells|Ancient Spells]]: +15 SL each&lt;br /&gt;
&amp;lt;br&amp;gt;Learning the spell [[Armageddon]] does NOT add to spell level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[GodFavour|Magic Favor]] adds a temporary bonus to spell level&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Most Favored: +40 SL (48 hours)&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Favor: +20 SL (24 hours)&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Disfavor: -20 SL (24 hours)&lt;br /&gt;
&amp;lt;br&amp;gt;Magic Hatred: -40 SL (48 hours)&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Air_Elemental&amp;diff=51660</id>
		<title>Air Elemental</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Air_Elemental&amp;diff=51660"/>
		<updated>2021-06-23T01:06:52Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Match description to attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Air elementals appear as rotating thunderstorms, measuring ten feet in diameter at the bottom and thirty feet in diameter at the top. Massive bolts of lightning emanate from the clouds with horrible accuracy and the high winds sweep away everything in its path.&lt;br /&gt;
&lt;br /&gt;
| labelcolor = {{Color Phantasm}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[PHANTASM]]&lt;br /&gt;
| race = [[ELEMENTAL]]&lt;br /&gt;
| attrib = [[SUMMON]] [[NOMARKET]]&lt;br /&gt;
| power = 25,000&lt;br /&gt;
| ap = 300,000&lt;br /&gt;
| type = [[LIGHTNING]] [[RANGED]]&lt;br /&gt;
| init = 4&lt;br /&gt;
| counter = 6,500&lt;br /&gt;
| xap = 100,000&lt;br /&gt;
| xtype = [[MAGIC]]&lt;br /&gt;
| xinit = 1&lt;br /&gt;
| hp = 60,000&lt;br /&gt;
| recruit = -&lt;br /&gt;
| upkeep = 34 M.P.&lt;br /&gt;
| ability = [[FLYING]], [[SWIFT]]&lt;br /&gt;
| spell = [[Conjure Elemental]]&lt;br /&gt;
| item = -&lt;br /&gt;
| hero = [[Valkyrie]]&lt;br /&gt;
| white = 0&lt;br /&gt;
| green = 0&lt;br /&gt;
| red = 80&lt;br /&gt;
| black = 75&lt;br /&gt;
| blue = 35&lt;br /&gt;
| missile = 95&lt;br /&gt;
| fire = 50&lt;br /&gt;
| poison = 0&lt;br /&gt;
| breath = 70&lt;br /&gt;
| magic = 55&lt;br /&gt;
| melee = 95&lt;br /&gt;
| ranged = 95&lt;br /&gt;
| lightning = 100&lt;br /&gt;
| cold = 0&lt;br /&gt;
| paralyze = 20&lt;br /&gt;
| psychic = 50&lt;br /&gt;
| holy = 80&lt;br /&gt;
| image = [[image:Image-AirElemental.jpg ]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Phantasm Units]] [[Category:Lightning Units]] [[Category:Ranged Units]] [[Category:Magic Units]] [[Category:Flying Units]] [[Category:Ultimates]] [[Category:Elementals]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Phantom&amp;diff=51651</id>
		<title>Phantom</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Phantom&amp;diff=51651"/>
		<updated>2021-06-16T23:16:29Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed description with no attack power&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Phantoms are sorcerers who have traded their mortal bodies for an ethereal presence that radiates fear. Although immune to normal and psychic attacks, their conversion has left these sorcerers with little power of attack. However, any who dare to attack them will suffer painful hallucinations that can lead to convulsions and even death.&lt;br /&gt;
| name = [[Phantom]]&lt;br /&gt;
| labelcolor = {{Color Phantasm}}&lt;br /&gt;
| image = [[Image:IntfPHANTASM.gif]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Phantasm Units]] [[Category:Psychic Units]] [[Category:Recruits]] [[Category:Phantasm Recruits]] [[Category:Illusions]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Units&amp;diff=51649</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Units&amp;diff=51649"/>
		<updated>2021-06-11T02:46:22Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Fixed error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
'''Encyclopedia Magika: Volume I: The Book of Units'''&lt;br /&gt;
&lt;br /&gt;
Many creatures wander across Terra in [[The_Reincarnation|TR]]. This book holds the information on these creatures so those who wish to hunt or tame these creatures will have a resource to better understand them.&lt;br /&gt;
&lt;br /&gt;
'''Related Topics:''' [[:Category:Unit_Abilities|Unit Abilities]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Eradication_Units|Eradication]] {{Red}} ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;95%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Red}} Unit&lt;br /&gt;
! [[Primary_Attack|Primary]]&lt;br /&gt;
! [[Extra_Attack|Extra]]&lt;br /&gt;
! [[Unit_Abilities|Abilities]]&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Chimera|Chimera]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| 3 [[Fire|Fire]] [[Breath|Breath]]&lt;br /&gt;
| [[Flying|Flying]], [[Scales|Scales]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarven_Deathseeker|Dwarven Deathseeker]]&lt;br /&gt;
| 1 [[Melee|Melee]] [[Poison|Poison]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Bursting|Bursting]] [[Poison|Poison]] 30&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarven_Elite|Dwarven Elite]]&lt;br /&gt;
| 1 [[Melee|Melee]] [[Poison|Poison]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Racial_Enemy_Against|Racial Enemy Against]] [[Orc|Orc]], [[Endurance|Endurance]], [[Recruit_Speed|Recruit Speed]] 10%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarven_Shaman|Dwarven Shaman]]&lt;br /&gt;
| 2 [[Fire|Fire]]&lt;br /&gt;
| 3 [[Lightning|Lightning]]&lt;br /&gt;
| [[Healing|Healing]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarven_Warrior|Dwarven Warrior]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Racial_Enemy_Against|Racial Enemy Against]] [[Orc|Orc]], [[Endurance|Endurance]], [[Recruit_Speed|Recruit Speed]] 30%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Efreeti|Efreeti]]&lt;br /&gt;
| 4 [[Fire|Fire]] [[Ranged|Ranged]]&lt;br /&gt;
| 2 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Fear|Fear]], [[Marksmanship|Marksmanship]], [[Swift|Swift]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire_Elemental|Fire Elemental]]&lt;br /&gt;
| 1 [[Fire|Fire]]&lt;br /&gt;
| 3 [[Fire|Fire]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Endurance|Endurance]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Cold|Cold]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire_Giant|Fire Giant]]&lt;br /&gt;
| 3 [[Fire|Fire]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Endurance|Endurance]], [[Recruit_Speed|Recruit Speed]] -25%, [[Weakness_to_AttackType|Weakness to AttackType]] [[Cold|Cold]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Beta:Goblin|Goblin]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| 1 [[Ranged|Ranged]] [[Missile|Missile]]&lt;br /&gt;
| [[Clumsiness|Clumsiness]], [[Weaken_Resistance_to|Weaken Resistance to]] [[Psychic|Psychic]], [[Racial_Enemy_Against|Racial Enemy Against]] [[Humans|Humans]] 100%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hell_Hound|Hell Hound]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| 3 [[Fire|Fire]] [[Breath|Breath]]&lt;br /&gt;
| [[Fear|Fear]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Cold|Cold]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydra|Hydra]]&lt;br /&gt;
| 2 [[Melee|Melee]]&lt;br /&gt;
| 2 [[Poison|Poison]] [[Breath|Breath]]&lt;br /&gt;
| [[Additional_Strike|Additional Strike]], [[Endurance|Endurance]], [[Regeneration|Regeneration]], [[Scales|Scales]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Fire|Fire]]&lt;br /&gt;
| Beta/Lightning Server: [[Psychic|Psychic]] [[Resistance|Resistance]] changed from 45% to 80%&lt;br /&gt;
|-&lt;br /&gt;
| [[Lizard_Man|Lizard Man]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Scales|Scales]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre|Ogre]]&lt;br /&gt;
| 2 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Endurance|Endurance]], [[Recruit_Speed|Recruit Speed]] 10%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Red_Dragon|Red Dragon]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| 3 [[Fire|Fire]] [[Breath|Breath]]&lt;br /&gt;
| [[Racial_Enemy_Against|Racial Enemy Against]] [[Elf|Elf]], [[Endurance|Endurance]], [[Fear|Fear]], [[Flying|Flying]], [[Scales|Scales]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Cold|Cold]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salamander|Salamander]]&lt;br /&gt;
| 1 [[Fire|Fire]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Scales|Scales]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Cold|Cold]]&lt;br /&gt;
| Beta/Lightning Server: Possesses [[Racial_Enemy_Against|Racial Enemy Against]] [[Treefolk|Treefolk]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beta:Storm_Giant|Storm Giant]]&lt;br /&gt;
| 3 [[Lightning|Lightning]] [[Breath|Breath]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Endurance|Endurance]], [[Marksmanship|Marksmanship]], [[Siege|Siege]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Troglodyte|Troglodyte]]&lt;br /&gt;
| 1 [[Poison|Poison]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Recruit_Speed|Recruit Speed]] 35%, [[Scales|Scales]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyvern|Wyvern]]&lt;br /&gt;
| 2 [[Melee|Melee]] [[Poison|Poison]]&lt;br /&gt;
| 2 [[Melee|Melee]]&lt;br /&gt;
| [[Endurance|Endurance]], [[Flying|Flying]], [[Scales|Scales]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Verdant_Units|Verdant]] [[File:Icon VERDANT.gif|RTENOTITLE]] ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;95%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Green}} Unit&lt;br /&gt;
! [[Primary_Attack|Primary]]&lt;br /&gt;
! [[Extra_Attack|Extra]]&lt;br /&gt;
! [[Unit_Abilities|Abilities]]&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Creeping_Vines|Creeping Vines]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Regeneration|Regeneration]], [[Steal_Life|Steal Life]] 5%, [[Weakness_to_AttackType|Weakness to AttackType]] [[Fire|Fire]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid|Druid]]&lt;br /&gt;
| 3 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Recruit_Speed|Recruit Speed]] -15%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad|Dryad]]&lt;br /&gt;
| 3 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Charm|Charm]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth_Elemental|Earth Elemental]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| 3 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Endurance|Endurance]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Elven_Archer|Elven Archer]]&lt;br /&gt;
| 3 [[Missile|Missile]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Marksmanship|Marksmanship]], [[Swift|Swift]], [[Recruit_Speed|Recruit Speed]] -10%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Beta:Elven_Blade_Dancer|Elven Blade Dancer]]&lt;br /&gt;
| 4 [[Melee|Melee]]&lt;br /&gt;
| 1 [[Ranged|Ranged]] [[Paralyse|Paralyse]]&lt;br /&gt;
| [[Racial_Enemy_Against|Racial Enemy Against]] [[:Category:Angels|Angels]] 50%, [[Beauty|Beauty]], [[Weakness_to|Weakness to]] [[Cold|Cold]], [[Bursting|Bursting]] [[Melee|Melee]] 3000, [[Additional_Strike|Additional Strike]], [[Swift|Swift]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Elven_Magician|Elven Magician]]&lt;br /&gt;
| 3 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Marksmanship|Marksmanship]], [[Swift|Swift]], [[Recruit_Speed|Recruit Speed]] -10%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Faerie_Dragon|Faerie Dragon]]&lt;br /&gt;
| 5 [[Magic|Magic]] [[Breath|Breath]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Flying|Flying]], [[Swift|Swift]], [[Recruit_Speed|Recruit Speed]] -30%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorilla|Gorilla]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Griffon|Griffon]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| 3 [[Melee|Melee]]&lt;br /&gt;
| [[Endurance|Endurance]], [[Flying|Flying]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[High_Elf|High Elf]]&lt;br /&gt;
| 3 [[Paralyse|Paralyse]] [[Ranged|Ranged]]&lt;br /&gt;
| 3 [[Lightning|Lightning]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Beauty|Beauty]], [[Swift|Swift]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mandrake|Mandrake]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Additional_Strike|Additional Strike]], [[Endurance|Endurance]], [[Regeneration|Regeneration]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Fire|Fire]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Nymph|Nymph]]&lt;br /&gt;
| 3 [[Psychic|Psychic]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Charm|Charm]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoenix|Phoenix]]&lt;br /&gt;
| 1 [[Magic|Magic]]&lt;br /&gt;
| 5 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Bursting|Bursting]] [[Fire|Fire]] 50000, [[Flying|Flying]], [[Regeneration|Regeneration]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Swanmay|Swanmay]]&lt;br /&gt;
| 2 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Marksmanship|Marksmanship]], [[Swift|Swift]], [[Recruit_Speed|Recruit Speed]] -15%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Treant|Treant]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| [[Additional_Strike|Additional Strike]], [[Endurance|Endurance]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Fire|Fire]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Venus_Flytrap|Venus Flytrap]]&lt;br /&gt;
| 1 [[Poison|Poison]] [[Ranged|Ranged]]&lt;br /&gt;
| 3 [[Poison|Poison]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Charm|Charm]], [[Regeneration|Regeneration]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Fire|Fire]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Werebear|Werebear]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Endurance|Endurance]], [[Piercing|Piercing]]&lt;br /&gt;
| Beta/Lightning Server: Base HP set to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Ascendant_Units|Ascendant]] [[File:Icon ASCENDANT.gif|RTENOTITLE]] ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;95%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{White}} Unit&lt;br /&gt;
! [[Primary_Attack|Primary]]&lt;br /&gt;
! [[Extra_Attack|Extra]]&lt;br /&gt;
! [[Unit_Abilities|Abilities]]&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Angel|Angel]]&lt;br /&gt;
| 2 [[Holy|Holy]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Flying|Flying]], [[Healing|Healing]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Archangel|Archangel]]&lt;br /&gt;
| 2 [[Holy|Holy]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Flying|Flying]], [[Healing|Healing]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Astral_Magician|Astral Magician]]&lt;br /&gt;
| 2 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| 4 [[Lightning|Lightning]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Swift|Swift]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Catapult|Catapult]]&lt;br /&gt;
| 4 [[Missile|Missile]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Siege|Siege]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Fire|Fire]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Crusader|Crusader]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Large_Shield|Large Shield]], [[Recruit_Speed|Recruit Speed]] 50%&lt;br /&gt;
| Disabled on [[Beta_Server|Beta Server]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Dominion|Dominion]]&lt;br /&gt;
| 2 [[Holy|Holy]]&lt;br /&gt;
| 3 [[Holy|Holy]]&lt;br /&gt;
| [[Flying|Flying]], [[Healing|Healing]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beta:Empyrean_Inquisitor|Empyrean Inquisitor]]&lt;br /&gt;
| 4 [[Magic|Magic]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| [[Charm|Charm]], [[Marksmanship|Marksmanship]], [[Swift|Swift]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[High_Priest|High Priest]]&lt;br /&gt;
| 3 [[Holy|Holy]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Healing|Healing]], [[Recruit_Speed|Recruit Speed]] -10%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Knight|Knight]]&lt;br /&gt;
| 2 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Large_Shield|Large Shield]], [[Recruit_Speed|Recruit Speed]] -15%&lt;br /&gt;
| Disabled on [[Beta_Server|Beta Server]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Knight_Templar|Knight Templar]]&lt;br /&gt;
| 2 [[Melee|Melee]]&lt;br /&gt;
| 3 [[Holy|Holy]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Healing|Healing]], [[Large_Shield|Large Shield]], [[Recruit_Speed|Recruit Speed]] -8%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Naga_Queen|Naga Queen]]&lt;br /&gt;
| 2 [[Lightning|Lightning]] [[Melee|Melee]]&lt;br /&gt;
| 2 [[Lightning|Lightning]]&lt;br /&gt;
| [[Marksmanship|Marksmanship]], [[Scales|Scales]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Paladin|Paladin]]&lt;br /&gt;
| 2 [[Holy|Holy]] [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Large_Shield|Large Shield]], [[Recruit_Speed|Recruit Speed]] -15%&lt;br /&gt;
| Disabled on [[Beta_Server|Beta Server]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Pegasus|Pegasus]]&lt;br /&gt;
| 2 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Flying|Flying]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Preacher|Preacher]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Healing|Healing]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Soul_Speaker|Soul Speaker]]&lt;br /&gt;
| 3 [[Psychic|Psychic]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Healing|Healing]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit_Warrior|Spirit Warrior]]&lt;br /&gt;
| 2 [[Holy|Holy]] [[Melee|Melee]]&lt;br /&gt;
| 2 [[Holy|Holy]]&lt;br /&gt;
| [[Beauty|Beauty]], [[Charm|Charm]], [[Endurance|Endurance]]&lt;br /&gt;
| Beta/Lightning Server: Possesses [[Racial_Enemy_Against|Racial Enemy Against]] [[Demon|Demons]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titan|Titan]]&lt;br /&gt;
| 1 [[Holy|Holy]] [[Melee|Melee]]&lt;br /&gt;
| 3 [[Lightning|Lightning]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Additional_Strike|Additional Strike]], [[Endurance|Endurance]], [[Marksmanship|Marksmanship]], [[Siege|Siege]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unicorn|Unicorn]]&lt;br /&gt;
| 2 [[Magic|Magic]]&lt;br /&gt;
| 3 [[Melee|Melee]]&lt;br /&gt;
| [[Beauty|Beauty]], [[Swift|Swift]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Phantasm_Units|Phantasm]] [[File:Icon PHANTASM.gif|RTENOTITLE]] ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;95%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Blue}} Unit&lt;br /&gt;
! [[Primary_Attack|Primary]]&lt;br /&gt;
! [[Extra_Attack|Extra]]&lt;br /&gt;
! [[Unit_Abilities|Abilities]]&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Air_Elemental|Air Elemental]]&lt;br /&gt;
| 4 [[Lightning|Lightning]] [[Ranged|Ranged]]&lt;br /&gt;
| 1 [[Magic|Magic]]&lt;br /&gt;
| [[Flying|Flying]], [[Swift|Swift]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Banshee|Banshee]]&lt;br /&gt;
| 3 [[Magic|Magic]]&lt;br /&gt;
| 2 [[Psychic|Psychic]]&lt;br /&gt;
| [[Bursting|Bursting]]&amp;amp;nbsp;[[Cold|Cold]]&amp;amp;nbsp;280,&amp;amp;nbsp;[[Flying|Flying]],&amp;amp;nbsp;[[Swift|Swift]],&amp;amp;nbsp;[[Weakness_to_AttackType|Weakness to AttackType]]&amp;amp;nbsp;[[Paralyze|Paralyze]]&lt;br /&gt;
| Only Active on [[Beta_Server|Beta Server]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Djinni|Djinni]]&lt;br /&gt;
| 2 [[Magic|Magic]]&lt;br /&gt;
| 3 [[Lightning|Lightning]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Flying|Flying]], [[Marksmanship|Marksmanship]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice_Elemental|Ice Elemental]]&lt;br /&gt;
| 1 [[Cold|Cold]] [[Ranged|Ranged]]&lt;br /&gt;
| 3 [[Cold|Cold]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Weakness_to_AttackType|Weakness to AttackType]] [[Fire|Fire]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Leviathan|Leviathan]]&lt;br /&gt;
| 2 [[Melee|Melee]]&lt;br /&gt;
| 3 [[Poison|Poison]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Additional_Strike|Additional Strike]], [[Endurance|Endurance]], [[Marksmanship|Marksmanship]], [[Scales|Scales]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]. Beta/Lightning Server: Possesses [[Racial_Enemy_Against|Racial Enemy Against]] [[Animals|Animals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Medusa|Medusa]]&lt;br /&gt;
| 2 [[Paralyze|Paralyze]]&lt;br /&gt;
| 1 [[Poison|Poison]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Fear|Fear]], [[Scales|Scales]]&lt;br /&gt;
| Beta/Lightning Server: Possesses [[Racial_Enemy_Against|Racial Enemy Against]] [[Humans|Humans]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mind_Ripper|Mind Ripper]]&lt;br /&gt;
| 3 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| 3 [[Psychic|Psychic]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Beta:Phantom|Phantom]]&lt;br /&gt;
| 1 [[Psychic|Psychic]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Fear|Fear]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Psychic_Wisp|Psychic Wisp]]&lt;br /&gt;
| 3 [[Psychic|Psychic]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Swift|Swift]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadow_Monster|Shadow Monster]]&lt;br /&gt;
| 1 [[Psychic|Psychic]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Siren|Siren]]&lt;br /&gt;
| 2 [[Psychic|Psychic]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| [[Beauty|Beauty]], [[Charm|Charm]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sprite|Sprite]]&lt;br /&gt;
| 5 [[Magic|Magic]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Flying|Flying]], [[Swift|Swift]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylph|Sylph]]&lt;br /&gt;
| 3 [[Magic|Magic]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Flying|Flying]], [[Swift|Swift]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Water_Elemental|Water Elemental]]&lt;br /&gt;
| 2 [[Poison|Poison]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Endurance|Endurance]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Yeti|Yeti]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| 3 [[Cold|Cold]] [[Breath|Breath]]&lt;br /&gt;
| [[Marksmanship|Marksmanship]], [[Swift|Swift]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Fire|Fire]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Nether_Units|Nether]] [[File:Icon NETHER.gif|RTENOTITLE]] ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;95%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{Black}} Unit&lt;br /&gt;
! [[Primary_Attack|Primary]]&lt;br /&gt;
! [[Extra_Attack|Extra]]&lt;br /&gt;
! [[Unit_Abilities|Abilities]]&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Beta:Bulwark_Horror|Bulwark Horror]]&lt;br /&gt;
| 1 [[Melee|Melee]] [[Poison|Poison]]&lt;br /&gt;
| 3 [[Cold|Cold]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Endurance|Endurance]], [[Pike|Pike]], [[Large_Shield|Large Shield]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave_Troll|Cave Troll]]&lt;br /&gt;
| 1 [[Poison|Poison]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Regeneration|Regeneration]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Fire|Fire]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark_Apprentice|Dark Apprentice]]&lt;br /&gt;
| 3 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Marksmanship|Marksmanship]], [[Swift|Swift]], [[Recruit_Speed|Recruit Speed]] -10%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark_Elf_Magician|Dark Elf Magician]]&lt;br /&gt;
| 3 [[Fire|Fire]] [[Ranged|Ranged]]&lt;br /&gt;
| 4 [[Lightning|Lightning]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Marksmanship|Marksmanship]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Demon_Knight|Demon Knight]]&lt;br /&gt;
| 2 [[Cold|Cold]] [[Melee|Melee]]&lt;br /&gt;
| 3 [[Poison|Poison]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Additional_Strike|Additional Strike]], [[Endurance|Endurance]], [[Steal_Life|Steal Life]] 5%, [[Swift|Swift]]&lt;br /&gt;
| Beta/Lightning Server: [[Fire|Fire]] [[Damage_Resistance|Resistance]] changed from 60% to 75%&lt;br /&gt;
|-&lt;br /&gt;
| [[Devil|Devil]]&lt;br /&gt;
| 1 [[Fire|Fire]]&lt;br /&gt;
| 3 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Endurance|Endurance]], [[Flying|Flying]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]] from [[Contract_of_the_Soul|Contract of the Soul]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fallen_Angel|Fallen Angel]]&lt;br /&gt;
| 2 [[Magic|Magic]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Flying|Flying]], [[Healing|Healing]]&lt;br /&gt;
| [[Ancient|Ancient Unit]] from [[Corruption|Corruption]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fallen_Archangel|Fallen Archangel]]&lt;br /&gt;
| 2 [[Magic|Magic]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Flying|Flying]], [[Healing|Healing]]&lt;br /&gt;
| [[Ancient|Ancient Unit]] from [[Corruption|Corruption]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fallen_Dominion|Fallen Dominion]]&lt;br /&gt;
| 2 [[Magic|Magic]]&lt;br /&gt;
| 3 [[Magic|Magic]]&lt;br /&gt;
| [[Beauty|Beauty]], [[Fear|Fear]], [[Flying|Flying]], [[Healing|Healing]]&lt;br /&gt;
| [[Ancient|Ancient Unit]] from [[Corruption|Corruption]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gargoyle|Gargoyle]]&lt;br /&gt;
| 2 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Flying|Flying]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul|Ghoul]]&lt;br /&gt;
| 1 [[Paralyze|Paralyze]] [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Steal_Life|Steal Life]] 5%, [[Weakness_to_AttackType|Weakness to AttackType]] [[Holy|Holy]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Horned_Demon|Horned Demon]]&lt;br /&gt;
| 1 [[Poison|Poison]] [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Additional_Strike|Additional Strike]], [[Swift|Swift]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Imp|Imp]]&lt;br /&gt;
| 2 [[Poison|Poison]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Flying|Flying]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich|Lich]]&lt;br /&gt;
| 1 [[Cold|Cold]] [[Ranged|Ranged]]&lt;br /&gt;
| 3 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Fear|Fear]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Holy|Holy]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Orc_Raider|Orc Raider]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Clumsiness|Clumsiness]], [[Recruit_Speed|Recruit Speed]] 50%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Orcish_Archer|Orcish Archer]]&lt;br /&gt;
| 3 [[Missile|Missile]] [[Ranged|Ranged]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Clumsiness|Clumsiness]], [[Recruit_Speed|Recruit Speed]] 50%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadow|Shadow]]&lt;br /&gt;
| 2 [[Magic|Magic]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Steal_Life|Steal Life]] 5%, [[Weakness_to_AttackType|Weakness to AttackType]] [[Holy|Holy]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Skeleton|Skeleton]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Weakness_to_AttackType|Weakness to AttackType]] [[Holy|Holy]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Succubus|Succubus]]&lt;br /&gt;
| 3 [[Psychic|Psychic]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Beauty|Beauty]], [[Charm|Charm]], [[Endurance|Endurance]], [[Flying|Flying]], [[Swift|Swift]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]] from [[Dreams_of_Seduction|Dreams of Seduction]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unholy_Reaver|Unholy Reaver]]&lt;br /&gt;
| 2 [[Paralyze|Paralyze]] [[Melee|Melee]]&lt;br /&gt;
| 3 [[Psychic|Psychic]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Additional_Strike|Additional Strike]], [[Endurance|Endurance]], [[Fear|Fear]], [[Marksmanship|Marksmanship]]&lt;br /&gt;
| [[Ultimate|Ultimate Unit]]. Beta/Lightning Server: Possesses [[Racial_Enemy_Against|Racial Enemy Against]] [[Elemental|Elementals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire|Vampire]]&lt;br /&gt;
| 2 [[Magic|Magic]] [[Paralyze|Paralyze]]&lt;br /&gt;
| 3 [[Magic|Magic]] [[Ranged|Ranged]]&lt;br /&gt;
| [[Charm|Charm]], [[Flying|Flying]], [[Marksmanship|Marksmanship]], [[Steal_Life|Steal Life]] 5%, [[Swift|Swift]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Holy|Holy]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolf_Raider|Wolf Raider]]&lt;br /&gt;
| 2 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Clumsiness|Clumsiness]], [[Recruit_Speed|Recruit Speed]] 33%&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wraith|Wraith]]&lt;br /&gt;
| 2 [[Magic|Magic]] [[Paralyze|Paralyze]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Flying|Flying]], [[Steal_Life|Steal Life]] 5%, [[Weakness_to_AttackType|Weakness to AttackType]] [[Holy|Holy]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| [[Zombie|Zombie]]&lt;br /&gt;
| 1 [[Melee|Melee]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| [[Clumsiness|Clumsiness]], [[Weakness_to_AttackType|Weakness to AttackType]] [[Holy|Holy]]&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Plain_Units|Plain]] [[File:Icon PLAIN.gif|RTENOTITLE]] ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; | &lt;br /&gt;
*[[Archer|Archer]] &lt;br /&gt;
*[[Assassin|Assassin]] &lt;br /&gt;
*[[Bounty_Hunter|Bounty Hunter]] &lt;br /&gt;
*[[Capsule_Monster|Capsule Monster]] &lt;br /&gt;
*[[Cavalry|Cavalry]] &lt;br /&gt;
*[[Falcon|Falcon]] &lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;33%&amp;quot; | &lt;br /&gt;
*[[Fanatic|Fanatic]] &lt;br /&gt;
*[[Frog|Frog]] &lt;br /&gt;
*[[Stone_Golem|Stone Golem]] &lt;br /&gt;
*[[Mercenary|Mercenary]] &lt;br /&gt;
*[[Militia|Militia]] &lt;br /&gt;
*[[Phalanx|Phalanx]] &lt;br /&gt;
*[[Pikeman|Pikeman]] &lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
*[[Renegade_Wizard|Renegade Wizard]] &lt;br /&gt;
*[[Sheep|Sheep]] &lt;br /&gt;
*[[Squirrel|Squirrel]] &lt;br /&gt;
*[[Starving_Peasant|Starving Peasant]] &lt;br /&gt;
*[[Trained_Elephant|Trained Elephant]] &lt;br /&gt;
*[[War_Hound|War Hound]] &lt;br /&gt;
*[[Werewolf|Werewolf]] &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Races|Races]] [[File:Icon ERADICATION.gif|RTENOTITLE]][[File:Icon VERDANT.gif|RTENOTITLE]][[File:Icon ASCENDANT.gif|RTENOTITLE]][[File:Icon PHANTASM.gif|RTENOTITLE]][[File:Icon NETHER.gif|RTENOTITLE]][[File:Icon PLAIN.gif|RTENOTITLE]] ==&lt;br /&gt;
&lt;br /&gt;
''Note all plurals. Also note that in some rare instances, a unit may be two races (i.e. [[Werebear|Werebear]], [[Swanmay|Swanmay]] are Human Animals)''&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;25%&amp;quot; | &lt;br /&gt;
*[[:Category:Angels|Angels]] [[File:Icon ASCENDANT.gif|RTENOTITLE]][[File:Icon NETHER.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Animals|Animals]] [[File:Icon VERDANT.gif|RTENOTITLE]][[File:Icon ASCENDANT.gif|RTENOTITLE]][[File:Icon PLAIN.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Astrals|Astrals]] [[File:Icon ASCENDANT.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Demons|Demons]] [[File:Icon NETHER.gif|RTENOTITLE]][[File:Icon ERADICATION.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Dragons|Dragons]] [[File:Icon ERADICATION.gif|RTENOTITLE]][[File:Icon VERDANT.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Dwarves|Dwarves]] [[File:Icon ERADICATION.gif|RTENOTITLE]] &lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;25%&amp;quot; | &lt;br /&gt;
*[[:Category:Elementals|Elementals]] [[File:Icon ERADICATION.gif|RTENOTITLE]][[File:Icon VERDANT.gif|RTENOTITLE]][[File:Icon ASCENDANT.gif|RTENOTITLE]][[File:Icon PHANTASM.gif|RTENOTITLE]][[File:Icon NETHER.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Elves|Elves]] [[File:Icon VERDANT.gif|RTENOTITLE]][[File:Icon NETHER.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Giants|Giants]] [[File:Icon ERADICATION.gif|RTENOTITLE]][[File:Icon ASCENDANT.gif|RTENOTITLE]][[File:Icon PHANTASM.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Golems|Golems]] [[File:Icon NETHER.gif|RTENOTITLE]][[File:Icon PLAIN.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Humans|Humans]] [[File:Icon VERDANT.gif|RTENOTITLE]][[File:Icon ASCENDANT.gif|RTENOTITLE]][[File:Icon PLAIN.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Illusions|Illusions]] [[File:Icon PHANTASM.gif|RTENOTITLE]] &lt;br /&gt;
&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; width=&amp;quot;25%&amp;quot; | &lt;br /&gt;
*[[:Category:Orcs|Orcs]] [[File:Icon NETHER.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Reptiles|Reptiles]] [[File:Icon ERADICATION.gif|RTENOTITLE]][[File:Icon PHANTASM.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Sprites|Sprites]] [[File:Icon VERDANT.gif|RTENOTITLE]][[File:Icon PHANTASM.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Telepaths|Telepaths]] [[File:Icon PHANTASM.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Treefolk|Treefolk]] [[File:Icon VERDANT.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Trolls|Trolls]] [[File:Icon NETHER.gif|RTENOTITLE]] &lt;br /&gt;
*[[:Category:Undeads|Undead]] [[File:Icon NETHER.gif|RTENOTITLE]] &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Main Pages]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Crusader&amp;diff=51648</id>
		<title>Crusader</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Crusader&amp;diff=51648"/>
		<updated>2021-06-11T02:40:56Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
| description = Crusaders are soldiers gathered under a holy cause, and fight to protect the world from invading evil. Unlike a knight, crusaders do not ride a horse. They are elite phalanx - nearly twice as powerful as ordinary phalanx for double the cost. The cross is the symbol of the crusaders, and victory against evil is what they seek.&lt;br /&gt;
&lt;br /&gt;
| labelcolor = {{Color Ascendant}}&lt;br /&gt;
| item = -&lt;br /&gt;
| hero = [[Shield Maiden]] &amp;amp; [[White Knight]]&lt;br /&gt;
| image = [[Image:IntfASCENDANT.gif]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Ascendant Units]] [[Category:Melee Units]] [[Category:Recruits]] [[Category:Ascendant Recruits]] [[Category:Humans]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Faerie_Dragon&amp;diff=51647</id>
		<title>Faerie Dragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Faerie_Dragon&amp;diff=51647"/>
		<updated>2021-06-11T02:31:59Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
| description = Faerie dragons are very small dragons with butterfly wings. Their body colors range from red to black, and they have a thin tail. They like practical jokes, and appear to be smiling all the time.  They do not breathe fire, but they can become invisible at will and use their breath to ward off intruders. Their magical abilities provide immunity against several types of magic.&lt;br /&gt;
| labelcolor = {{Color Verdant}}&lt;br /&gt;
| item = -&lt;br /&gt;
| hero = -&lt;br /&gt;
| image = [[Image:IntfVERDANT.gif]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
fckLR&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Flying Units]] [[Category:Verdant Units]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Swanmay&amp;diff=51646</id>
		<title>Swanmay</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Swanmay&amp;diff=51646"/>
		<updated>2021-06-11T02:26:05Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description = Swanmays are female shape-shifters who can take the shape of swans. Their magical nature provides some resistance to magic, melee, and missile attacks. All swanmays can move silently through woodlands. In human form, they are indistinguishable from normal human beings. In swan form, they can deftly evade enemy attacks before attacking with weapons in human form.&lt;br /&gt;
&lt;br /&gt;
| infoboxcolor = &lt;br /&gt;
| labelcolor = {{Color Verdant}}&lt;br /&gt;
| textcolor = #000000&lt;br /&gt;
| color = [[VERDANT]]&lt;br /&gt;
| race = [[HUMAN]] [[ANIMAL]]&lt;br /&gt;
| attrib = [[SPECIAL]]&lt;br /&gt;
| power = 35&lt;br /&gt;
| ap = 220&lt;br /&gt;
| type = [[MELEE]]&lt;br /&gt;
| init = 2&lt;br /&gt;
| counter = 60&lt;br /&gt;
| xap = -&lt;br /&gt;
| xtype = -&lt;br /&gt;
| xinit = -&lt;br /&gt;
| hp = 170&lt;br /&gt;
| recruit = 170.0 Gold, 0.20 M.P., 1.00 Population&lt;br /&gt;
| upkeep = 1.6 Gold, 0.01 M.P.&lt;br /&gt;
| ability = [[BEAUTY]], [[SWIFT]], [[MARKSMANSHIP]], &lt;br /&gt;
[[RECRUIT SPEED]] -15%&lt;br /&gt;
&lt;br /&gt;
| red = 10&lt;br /&gt;
| black = 10&lt;br /&gt;
| blue = 5&lt;br /&gt;
| missile = 15&lt;br /&gt;
| magic = 15&lt;br /&gt;
| melee = 15&lt;br /&gt;
| ranged = 15&lt;br /&gt;
| image = [[image:Swanmay.jpg]]&lt;br /&gt;
| hero = [[Amazon]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]] [[Category:Verdant Units]] [[Category:Verdant Recruits]] [[Category:Recruits]] [[Category:Melee Units]] [[Category:Humans]] [[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Alchemist_Lab&amp;diff=51645</id>
		<title>Alchemist Lab</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Alchemist_Lab&amp;diff=51645"/>
		<updated>2021-06-04T04:41:48Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__NOTOC__ &amp;lt;!--Main content--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:relative; margin:auto; background-color:black; overflow:hidden; min-width:600px;&amp;quot;&amp;gt;&amp;lt;!--Background--&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; top:0px; right:0px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Main page bg right 2.png|Main page bg right 2.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; bottom:-90px; left:0px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Main page bg left 2.png|Main page bg left 2.png|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt;Fckmw2fckmw &amp;lt;div style=&amp;quot;position:relative; background-color:transparent; margin:0px; text-align: center;&amp;quot;&amp;gt;&amp;lt;!--Wrapper--&amp;gt; &amp;lt;div style=&amp;quot;display:inline-block; max-width:1200px;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:absolute; width:100%; max-width:1200px; background-color: #000; opacity:0.65; height:2000px; overflow:visible;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:absolute; left:-150px; top:200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Main page border left.png|150px|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; right:-150px; top:0px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Main page border right.png|150px|link=]]&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;Fckmw4fckmw &amp;lt;div style=&amp;quot;position:relative; font-size: 110%; margin-bottom:20px;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to&amp;amp;nbsp;the&amp;amp;nbsp;official The Reincarnation Wiki, the&amp;amp;nbsp;comprehensive reference written and&amp;amp;nbsp;maintained by&amp;amp;nbsp;the&amp;amp;nbsp;players.&lt;br /&gt;
&amp;lt;/div&amp;gt;Fckmw5fckmw &amp;lt;div style=&amp;quot;position:relative; display:inline-block; width:64%; background-color:transparent; vertical-align:top; text-align:left;&amp;quot;&amp;gt;&amp;lt;!--Featured article: title--&amp;gt; &amp;lt;div style=&amp;quot;position:absolute;width:100%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative; margin:18px 151px 0px 10px; background-color:#5d3627; height:35px;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; right:0px; top:18px;&amp;quot;&amp;gt;[[File:Main page stroke 10.png|152px|Main page stroke 10.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; left:50px; top:7px; opacity:0.7;&amp;quot;&amp;gt;[[File:Main page spots 4.png|Main page spots 4.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:relative;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background-color:transparent;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Main page icon Featured.png|Main page icon Featured.png|link=]]&lt;br /&gt;
! &amp;amp;nbsp;'''''About The Reincarnation'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;Fckmw7fckmw &amp;lt;div style=&amp;quot;border-right: 1px dotted #b3b9bc; padding:0px 4%;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to The Reincarnation, a massive multiplayer online game that you can play for free. In this game you take up the role of an ancient mage, guiding your fantasy kingdom with the power of your magic and the strength of your armies. You will be able to interact with many other players from around the world. Some of them may become supporting allies, others will be competing opponents. Use your skills, magic, and army to achieve the ultimate goal -- to become the most powerful mage in Terra!&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;!--&amp;lt;div style=&amp;quot;text-align: right; font-size: 0.8em; font-style: italic; margin: 0.3em 1em;&amp;quot;&amp;gt;[[Guild Wars 2 Wiki:Projects/Featured pages|Featured pages project]] • [[Main Page/featured article|Previously featured articles]]&amp;lt;/div&amp;gt;--&amp;gt;&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;Fckmw9fckmw &amp;lt;div style=&amp;quot;position:relative; display:inline-block; width:32%; background-color:transparent; vertical-align:top; text-align:left;&amp;quot;&amp;gt;&amp;lt;!--News and updates: title--&amp;gt; &amp;lt;div style=&amp;quot;position:absolute;width:100%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative; margin:18px 174px 0px 10px; background-color:#5d3627; height:35px;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; right:0px; top:18px;&amp;quot;&amp;gt;[[File:Main page stroke 1.png|175px|Main page stroke 1.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; left:50px; top:18px;&amp;quot;&amp;gt;[[File:Main page spots 2.png|Main page spots 2.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:relative;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background-color:transparent;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Main page icon News.png|Main page icon News.png|link=]]&lt;br /&gt;
! &amp;amp;nbsp;'''''News and Updates'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;Fckmw11fckmw &amp;lt;div style=&amp;quot;padding:0px 4%;&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;plainlinks&amp;quot; style=&amp;quot;text-align: right; font-size: 0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
;Archwar Server will restart on Tue Apr 3. &lt;br /&gt;
:Armageddon is scheduled for Tue Jun 12 22:00:00 2012. &lt;br /&gt;
:▪&amp;amp;nbsp;Naga Queen secondary AP decreased by 25% &lt;br /&gt;
:▪&amp;amp;nbsp;Minor Elemental removed. &lt;br /&gt;
:▪&amp;amp;nbsp; Fallen units lightning resistance increased by 5% &lt;br /&gt;
:▪&amp;amp;nbsp; Yeti added. &lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;Fckmw12fckmw &amp;lt;div style=&amp;quot;position:relative; display:inline-block; width:32%; background-color:transparent; vertical-align:top; margin-top:20px; text-align:left;&amp;quot;&amp;gt;&amp;lt;!--Game basics: title--&amp;gt; &amp;lt;div style=&amp;quot;position:absolute;width:100%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative; margin:18px 174px 0px 10px; background-color:#5d3627; height:35px;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; right:0px; top:18px;&amp;quot;&amp;gt;[[File:Main page stroke 2.png|175px|Main page stroke 2.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; left:65px; top:4px;&amp;quot;&amp;gt;[[File:Main page spots 5.png|Main page spots 5.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:relative;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background-color:transparent;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Main page icon Basics.png|Main page icon Basics.png|link=]]&lt;br /&gt;
! &amp;amp;nbsp;'''''Game Basics'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;Fckmw14fckmw &amp;lt;div style=&amp;quot;border-right: 1px dotted #b3b9bc; padding:0px 4%;&amp;quot;&amp;gt;&lt;br /&gt;
;[[Encyclopedia|Encyclopedia]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Skills|Skills]] ▪&amp;amp;nbsp;[[Spells|Spells]] ▪&amp;amp;nbsp;[[Items|Items]] ▪&amp;amp;nbsp;[[Units|Units]] ▪&amp;amp;nbsp;[[Heroes|Heroes]] ▪&amp;amp;nbsp;[[Buildings|Buildings]] ▪&amp;amp;nbsp;[[Resources|Resources]] ▪&amp;amp;nbsp;[[Gods|Gods]] &lt;br /&gt;
;[[Schools_of_Magic|Schools of Magic]] [[File:Icon ASCENDANT.gif|RTENOTITLE]][[File:Icon PHANTASM.gif|RTENOTITLE]][[File:Icon NETHER.gif|RTENOTITLE]][[File:Icon ERADICATION.gif|RTENOTITLE]][[File:Icon VERDANT.gif|RTENOTITLE]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Ascendant|Ascendant]] ▪&amp;amp;nbsp;[[Phantasm|Phantasm]] ▪&amp;amp;nbsp;[[Nether|Nether]] ▪&amp;amp;nbsp;[[Eradication|Eradication]] ▪&amp;amp;nbsp;[[Verdant|Verdant]] &lt;br /&gt;
;[[Battle_Mechanics|Battle Mechanics]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Understanding_Stacking|Understanding Stacking]] ▪&amp;amp;nbsp;[[Attack_Power|Attack Power]] ▪&amp;amp;nbsp;[[Efficiency|Efficiency]] ▪&amp;amp;nbsp;[[Accuracy|Accuracy]] ▪&amp;amp;nbsp;[[Resistance|Resistance]] ▪&amp;amp;nbsp;[[Fatigue|Fatigue]] ▪&amp;amp;nbsp;[[Damage_Modifier|Damage Modifier]] &lt;br /&gt;
;[[Common_Terminology|Common Terminology]] &lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;Fckmw15fckmw &amp;lt;div style=&amp;quot;position:relative; display:inline-block; width:32%; background-color:transparent; vertical-align:top; margin-top:20px; text-align:left;&amp;quot;&amp;gt;&amp;lt;!--Gear and inventory: title--&amp;gt; &amp;lt;div style=&amp;quot;position:absolute;width:100%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative; margin:18px 149px 0px 10px; background-color:#5d3627; height:35px;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position:absolute; right:0px; top:18px;&amp;quot;&amp;gt;[[File:Main page stroke 4.png|150px|Main page stroke 4.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; left:50px; top:11px;&amp;quot;&amp;gt;[[File:Main page spots 1.png|Main page spots 1.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:relative;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background-color:transparent;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Guides.png|Guides.png|link=]]&lt;br /&gt;
! &amp;amp;nbsp;'''''Guides and Manuals'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;Fckmw17fckmw &amp;lt;div style=&amp;quot;border-right: 1px dotted #b3b9bc; padding:0px 4%;&amp;quot;&amp;gt;&lt;br /&gt;
;[[Beginner's_Guide|Beginner's Guides]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Researching_for_dummies|Researching for dummies]] ▪&amp;amp;nbsp;[[Beginner's_Guide_to_TR|Beginner's Guide to TR]] ▪&amp;amp;nbsp;[[Guidance_For_New_Players|Guidance For New Players]] ▪&amp;amp;nbsp;[[Mike_Clough's_Strategy_Guide|Mike Clough's Strategy Guide]] ▪&amp;amp;nbsp;[[DoctorEvil’s_Newbie_Guides|DoctorEvil’s Newbie Guides]] &lt;br /&gt;
;[[Advanced_Guide|Advanced Guides]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Topian_Early_Ranking|Topian Early Ranking]] ▪&amp;amp;nbsp;[[Catfishing|Catfishing]] &amp;lt;div style=&amp;quot;display:inline-block; white-space:nowrap;&amp;quot;&amp;gt;▪&amp;amp;nbsp;[[Grahams_War_Guide|Grahams War Guide]]&amp;lt;/div&amp;gt; ▪&amp;amp;nbsp;[[The_Eye_Formula|The Eye Formula]] &lt;br /&gt;
;[[Colour_Specific|Colour Specific]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Alzorath's_Nether_Guide|Alzorath's Nether Guide]] ▪&amp;amp;nbsp;[[Alzorath's_Eradication_Guide|Alzorath's Eradication Guide]] ▪&amp;amp;nbsp;[[Alzorath's_Verdant_Guide|Alzorath's Verdant Guide]] ▪&amp;amp;nbsp;[[Alzorath's_Phantasm_Guide|Alzorath's Phantasm Guides]] ▪&amp;amp;nbsp;[[DL_Snake's_Ascendant_Guide|DL_Snake's Ascendant Guide]] &lt;br /&gt;
;[[IRC|IRC]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[IRC_Guide_for_Archmages|IRC Guide for Archmages]] ▪&amp;amp;nbsp;[[IRC_mIRC|IRC mIRC]] &lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;Fckmw18fckmw &amp;lt;div style=&amp;quot;position:relative; display:inline-block; width:32%; background-color:transparent; vertical-align:top; margin-top:20px; text-align:left;&amp;quot;&amp;gt;&amp;lt;!--PvE: title--&amp;gt; &amp;lt;div style=&amp;quot;position:absolute;width:100%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative; margin:18px 129px 0px 10px; background-color:#5d3627; height:35px;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; right:-15px; top:18px;&amp;quot;&amp;gt;[[File:Main page stroke 5.png|145px|Main page stroke 5.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; left:50px; top:10px;&amp;quot;&amp;gt;[[File:Main page spots 3.png|Main page spots 3.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:relative;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background-color:transparent;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Servers.png|Servers.png|link=]]&lt;br /&gt;
! &amp;amp;nbsp;'''''Game Servers'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;Fckmw20fckmw &amp;lt;div style=&amp;quot;padding:0px 4%;&amp;quot;&amp;gt;&lt;br /&gt;
;[[Guild_Server|Guildwar Server]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Rules|Rules]] ▪&amp;amp;nbsp;[[History|History]] ▪&amp;amp;nbsp;[[Guilds|Guilds]] &lt;br /&gt;
;[[Blitz_Server|Blitz Server]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Rules|Rules]] ▪&amp;amp;nbsp;[[History|History]] ▪&amp;amp;nbsp;[[Guilds|Guilds]] &lt;br /&gt;
;[[Arch_Server|Arch Server]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Rules|Rules]] ▪&amp;amp;nbsp;[[History|History]] ▪&amp;amp;nbsp;[[Guilds|Guilds]] &lt;br /&gt;
;[[Solo_Server|Solo Server]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Rules|Rules]] ▪&amp;amp;nbsp;[[History|History]] ▪&amp;amp;nbsp;[[Guilds|Guilds]] &lt;br /&gt;
;[[Beta_Server|Beta Server]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Rules|Rules]] ▪&amp;amp;nbsp;[[History|History]] ▪&amp;amp;nbsp;[[Guilds|Guilds]] &lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;Fckmw21fckmw &amp;lt;div style=&amp;quot;position:relative; display:inline-block; width:32%; background-color:transparent; vertical-align:top; margin-top:20px; text-align:left;&amp;quot;&amp;gt;&amp;lt;!--Gallery: title--&amp;gt; &amp;lt;div style=&amp;quot;position:absolute;width:100%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative; margin:18px 179px 0px 10px; background-color:#5d3627; height:35px;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; right:-10px; top:18px;&amp;quot;&amp;gt;[[File:Main page stroke 3.png|190px|Main page stroke 3.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; left:50px; top:10px;&amp;quot;&amp;gt;[[File:Main page spots 3.png|Main page spots 3.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:relative;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background-color:transparent;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Gallery.png|Gallery.png|link=]]&lt;br /&gt;
! &amp;amp;nbsp;'''''Gallery'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;Fckmw23fckmw &amp;lt;div style=&amp;quot;border-right: 1px dotted #b3b9bc; padding:0px 4%;&amp;quot;&amp;gt;&lt;br /&gt;
;[[Player_Gallery|Player Gallery]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Bio|Bio]] ▪&amp;amp;nbsp;[[Photo|Photo]] &lt;br /&gt;
;[[Guild_Gallery|Guild Gallery]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[History|History]] ▪&amp;amp;nbsp;[[Wars|Wars]] &lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;Fckmw24fckmw &amp;lt;div style=&amp;quot;position:relative; display:inline-block; width:32%; background-color:transparent; vertical-align:top; margin-top:20px; text-align:left;&amp;quot;&amp;gt;&amp;lt;!--Staff: title--&amp;gt; &amp;lt;div style=&amp;quot;position:absolute;width:100%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative; margin:18px 119px 0px 10px; background-color:#5d3627; height:35px;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; right:0px; top:18px;&amp;quot;&amp;gt;[[File:Main page stroke 7.png|120px|Main page stroke 7.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; left:50px; top:18px;&amp;quot;&amp;gt;[[File:Main page spots 2.png|Main page spots 2.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:relative;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background-color:transparent;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Staff.png|Staff.png|link=]]&lt;br /&gt;
! &amp;amp;nbsp;'''''TR Staff'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;Fckmw26fckmw &amp;lt;div style=&amp;quot;border-right: 1px dotted #b3b9bc; padding:0px 4%;&amp;quot;&amp;gt;&lt;br /&gt;
;[[Developer_Team|Developer Team]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Project_Coordination|Project Coordination]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Server_Administration|Server Administration]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Game_Developers|Game Developers]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Content_Management|Content Management]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[Forum_Moderators|Forum Moderators]] &lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;Fckmw27fckmw &amp;lt;div style=&amp;quot;position:relative; display:inline-block; width:32%; background-color:transparent; vertical-align:top; margin-top:20px; text-align:left;&amp;quot;&amp;gt;&amp;lt;!--Wiki community: title--&amp;gt; &amp;lt;div style=&amp;quot;position:absolute;width:100%;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;position:relative; margin:18px 169px 0px 10px; background-color:#5d3627; height:35px;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; right:0px; top:18px;&amp;quot;&amp;gt;[[File:Main page stroke 6.png|170px|Main page stroke 6.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:absolute; left:50px; top:11px;&amp;quot;&amp;gt;[[File:Main page spots 1.png|Main page spots 1.png|link=]]&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;div style=&amp;quot;position:relative;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;background-color:transparent;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Main page icon Wiki Community.png|Main page icon Wiki Community.png|link=]]&lt;br /&gt;
! &amp;amp;nbsp;'''''Wiki Community'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;Fckmw29fckmw &amp;lt;div style=&amp;quot;padding:0px 4%;&amp;quot;&amp;gt;&lt;br /&gt;
We are currently maintaining [[Special:Statistics|{{NUMBEROFARTICLES}}]]&amp;amp;nbsp;[[Special:AllPages|articles]]!&lt;br /&gt;
&lt;br /&gt;
:▪&amp;amp;nbsp;[[Special:RecentChanges|Recent&amp;amp;nbsp;changes]] ▪&amp;amp;nbsp;[[Special:NewPages|New&amp;amp;nbsp;pages]] ▪&amp;amp;nbsp;[[Special:NewFiles|New&amp;amp;nbsp;files]] &lt;br /&gt;
;[[Rules_for_editing_pages|Rules for editing pages]] &lt;br /&gt;
:▪&amp;amp;nbsp;[[:Category:Stubs|List&amp;amp;nbsp;of&amp;amp;nbsp;articles needing&amp;amp;nbsp;expansion]] &lt;br /&gt;
;[[Help:Contents|Get&amp;amp;nbsp;help,&amp;amp;nbsp;or&amp;amp;nbsp;ask&amp;amp;nbsp;a&amp;amp;nbsp;question]] &lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;Fckmw30fckmw &amp;lt;div style=&amp;quot;position:relative; right:10px; bottom:0px; text-align: right; font-style:italic; font-size:0.8em;&amp;quot;&amp;gt;&lt;br /&gt;
Changes for the main page are proposed [[Main_Page/editcopy|here]].&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; &lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Welcome to the Alchemist Lab. If you are familiar with other wikipedia systems, this is the TR equivalent of the sandbox page wherein you will be free to try out the various commands available to you when you edit or create a page. Feel free to experiment for as long as it follows these [[Rules_for_editing_pages|basic rules]] as well as not editing anything above the Laboratory Proper line.&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== How do I edit? ==&lt;br /&gt;
&lt;br /&gt;
The wiki concept is such that in principle anyone can edit any information (although we have restricted editing of some key pages).&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;95%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;45%&amp;quot; | &lt;br /&gt;
*Login with your UBB portal account, the same one you use for The Reincarnation forum and game servers. Click [[:Special:Userlogin|here]] to login, or move your mouse to '''the upper-right hand corner of a wiki page!''' &lt;br /&gt;
*To change existing text: click edit in the top menu. &lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;5%&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| width=&amp;quot;45%&amp;quot; | &lt;br /&gt;
*To add a new page: insert a link to a non-existing page in an existing one, by surrounding the new page name with double square brackets &amp;lt;nowiki&amp;gt;[[Like This]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
, then click that link and fill the new page. [[:Help:Editing]] &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you want to put in icons, such as this one {{Red}} or this one {{White}}, you can use templates such as&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Red}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
and &amp;lt;nowiki&amp;gt;{{White}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
. &lt;br /&gt;
Also for navigation on the top of the page, there is the&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Navigation}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
template. &amp;lt;nowiki&amp;gt;{{Pentagram}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
gives this pentagram:{{Pentagram}} &lt;br /&gt;
A list of a number of available commands can be found on this [[Help:Editing|help page]] as well as this [http://en.wikipedia.org/wiki/Wikipedia:Cheatsheet Cheatsheet]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Laboratory Proper =&lt;br /&gt;
&lt;br /&gt;
I sign posts using three of these ~ (I think its called a tilde)&amp;lt;br/&amp;gt; [[User:Sammael|Samm]]&amp;lt;br/&amp;gt; I add time by adding one more&amp;lt;br/&amp;gt; [[User:Sammael|Samm]] 08:20, 4 September 2007 (CEST)&lt;br /&gt;
&lt;br /&gt;
Wiki editing practice goes here&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Table test&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Barriers needed to achieve various protection levels, by skill level&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Level&lt;br /&gt;
! 75%&lt;br /&gt;
! 76%&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| 2.50%&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Level&lt;br /&gt;
! 75%&lt;br /&gt;
! 76%&lt;br /&gt;
! 77%&lt;br /&gt;
! 78%&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 2.26%&lt;br /&gt;
| 2.28%&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 2.21%&lt;br /&gt;
| 2.25%&lt;br /&gt;
| 2.28%&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 2.18%&lt;br /&gt;
| 2.21%&lt;br /&gt;
| 2.24%&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 2.13%&lt;br /&gt;
| 2.16%&lt;br /&gt;
| 2.19%&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 2.08%&lt;br /&gt;
| 2.10%&lt;br /&gt;
| 2.12%&lt;br /&gt;
| 2.15%&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 2.03%&lt;br /&gt;
| 2.05%&lt;br /&gt;
| 2.07%&lt;br /&gt;
| 2.10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Skill Level&lt;br /&gt;
! 75%&lt;br /&gt;
! 76%&lt;br /&gt;
! 77%&lt;br /&gt;
! 78%&lt;br /&gt;
! 79%&lt;br /&gt;
! 80%&lt;br /&gt;
! 81%&lt;br /&gt;
! 82%&lt;br /&gt;
! 83%&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 1.98%&lt;br /&gt;
| 2.01%&lt;br /&gt;
| 2.03%&lt;br /&gt;
| 2.05%&lt;br /&gt;
| 2.08%&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 1.93%&lt;br /&gt;
| 1.96%&lt;br /&gt;
| 1.98%&lt;br /&gt;
| 2.02%&lt;br /&gt;
| 2.03%&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 1.87%&lt;br /&gt;
| 1.90%&lt;br /&gt;
| 1.92%&lt;br /&gt;
| 1.96%&lt;br /&gt;
| 1.98%&lt;br /&gt;
| 1.99%&lt;br /&gt;
|-&lt;br /&gt;
! 17&lt;br /&gt;
| 1.82%&lt;br /&gt;
| 1.84%&lt;br /&gt;
| 1.87%&lt;br /&gt;
| 1.89%&lt;br /&gt;
| 1.92%&lt;br /&gt;
| 1.93%&lt;br /&gt;
| 1.96%&lt;br /&gt;
|-&lt;br /&gt;
! 18&lt;br /&gt;
| 1.77%&lt;br /&gt;
| 1.79%&lt;br /&gt;
| 1.81%&lt;br /&gt;
| 1.84%&lt;br /&gt;
| 1.86%&lt;br /&gt;
| 1.89%&lt;br /&gt;
| 1.90%&lt;br /&gt;
|-&lt;br /&gt;
! 19&lt;br /&gt;
| 1.72%&lt;br /&gt;
| 1.74%&lt;br /&gt;
| 1.76%&lt;br /&gt;
| 1.79%&lt;br /&gt;
| 1.81%&lt;br /&gt;
| 1.83%&lt;br /&gt;
| 1.85%&lt;br /&gt;
| 1.88%&lt;br /&gt;
|-&lt;br /&gt;
! 20&lt;br /&gt;
| 1.67%&lt;br /&gt;
| 1.69%&lt;br /&gt;
| 1.71%&lt;br /&gt;
| 1.74%&lt;br /&gt;
| 1.76%&lt;br /&gt;
| 1.78%&lt;br /&gt;
| 1.80%&lt;br /&gt;
| 1.83%&lt;br /&gt;
| 1.84%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
right here&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
--[[User:Omega265|Omega265]] 03:25, 29 April 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
''Wiki editing practice goes here'' '''Wiki editing practice goes here'''&lt;br /&gt;
&lt;br /&gt;
*Wiki &lt;br /&gt;
**editing practice &lt;br /&gt;
***goes [[File:Example.jpg|RTENOTITLE]][[Media:Example.ogg]]&amp;lt;math&amp;gt;a*b=ab&amp;lt;/math&amp;gt;--[[User:199.17.66.203|199.17.66.203]] 23:22, 7 November 2006 (CET)     &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Italic text'''''Bold text'''[http://www.example.com link title][http://www.example.com link title]&lt;br /&gt;
&lt;br /&gt;
fckLR&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:32em; font-size:90%;background-color:&amp;lt;span class=&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{{infoboxcolor&amp;amp;#124;#000000}}};border: solid #FFFFFF;border-width:1px;float:left;margin-right:10px;margin-top:10px;margin-bottom:10px;color:#FFFFFF&amp;quot; cellspacing=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; font-size:larger; background-color:&amp;lt;span class=&amp;quot; | {{{labelcolor&amp;amp;#124;#404040}}}; color:{{{textcolor|#FFFFFF}}};&amp;quot;&amp;gt;'''Unit Statistics'''&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Category:Units|Name]]'''&lt;br /&gt;
| {{{name|data missing}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Category:Magic_Speciality|Magic Speciality]]'''&lt;br /&gt;
| {{{color|data missing}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Category:Races|Race]]'''&lt;br /&gt;
| {{{race|data missing}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[:Category:Attributes|Attributes]]'''&lt;br /&gt;
| {{{attrib|-}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Net_Power|Power Rank]]'''&lt;br /&gt;
| {{{power|data missing}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFFFF&amp;quot; colspan=&amp;quot;2&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;&lt;br /&gt;
| '''[[Attack_Power|Attack Power]]'''&lt;br /&gt;
| {{{ap|-}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Attack_Type|Attack Type]]'''&lt;br /&gt;
| {{{type|-}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Initiative|Attack Initiative]]'''&lt;br /&gt;
| {{{init|-}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Counter_Attack|Counter Attack]]'''&lt;br /&gt;
| {{{counter|-}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFFFF&amp;quot; colspan=&amp;quot;2&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;&lt;br /&gt;
| '''[[Attack_Power|Extra Attack Power]]'''&lt;br /&gt;
| {{{xap|0}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Attack_Type|Extra Attack Type]]'''&lt;br /&gt;
| {{{xtype|0}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Initiative|Extra Attack Initiative]]'''&lt;br /&gt;
| {{{xinit|0}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFFFFF&amp;quot; colspan=&amp;quot;2&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;&lt;br /&gt;
| '''[[Hit_Points|Hit Points]]'''&lt;br /&gt;
| {{{hp|data missing}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Recruit_Cost|Recruit Cost]]'''&lt;br /&gt;
| {{{recruit|-}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Upkeep_Cost|Upkeep Cost]]'''&lt;br /&gt;
| {{{upkeep|-}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFFFFF&amp;quot; colspan=&amp;quot;2&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;&lt;br /&gt;
| '''[[Unit_Abilities|Abilities]]'''&lt;br /&gt;
| {{{ability|-}}}&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#FFFFFF&amp;quot; colspan=&amp;quot;2&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; text-align: left;&amp;quot;&lt;br /&gt;
| '''Related Spell'''&lt;br /&gt;
| {{{spell|-}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:14em; font-size:90%;background-color:&amp;lt;span class=&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{{infoboxcolor&amp;amp;#124;#000000}}};border: solid #FFFFFF;border-width:1px; margin-top:10px;color:#FFFFFF;float:left&amp;quot; cellspacing=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; font-size:larger; background-color:&amp;lt;span class=&amp;quot; | {{{labelcolor&amp;amp;#124;#404040}}}; color:{{{textcolor|#FFFFFF}}};&amp;quot;&amp;gt;'''Spell Resistances'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon ASCENDANT.gif|left|16px|Icon ASCENDANT.gif]]'''[[ASCENDANT|ASCENDANT]]'''&lt;br /&gt;
| {{{white|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon VERDANT.gif|left|16px|Icon VERDANT.gif]]'''[[VERDANT|VERDANT]]'''&lt;br /&gt;
| {{{green|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon ERADICATION.gif|left|16px|Icon ERADICATION.gif]]'''[[ERADICATION|ERADICATION]]'''&lt;br /&gt;
| {{{red|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon NETHER.gif|left|16px|Icon NETHER.gif]]'''[[NETHER|NETHER]]'''&lt;br /&gt;
| {{{black|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon PHANTASM.gif|left|16px|Icon PHANTASM.gif]]'''[[PHANTASM|PHANTASM]]'''&lt;br /&gt;
| {{{blue|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; font-size:larger; background-color:&amp;lt;span class=&amp;quot; | {{{labelcolor&amp;amp;#124;#404040}}}; color:{{{textcolor|#FFFFFF}}};&amp;quot;&amp;gt;'''Attack Resistances'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Missile.jpg|left|25px|Missile.jpg]]'''[[MISSILE|MISSILE]]'''&lt;br /&gt;
| {{{missile|0|}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire.jpg|left|25px|Fire.jpg]]'''[[FIRE|FIRE]]'''&lt;br /&gt;
| {{{fire|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Poison.jpg|left|25px|Poison.jpg]]'''[[POISON|POISON]]'''&lt;br /&gt;
| {{{poison|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Breath.jpg|left|25px|Breath.jpg]]'''[[BREATH|BREATH]]'''&lt;br /&gt;
| {{{breath|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Magic.jpg|left|25px|Magic.jpg]]'''[[MAGIC|MAGIC]]'''&lt;br /&gt;
| {{{magic|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melee.jpg|left|25px|Melee.jpg]]'''[[MELEE|MELEE]]'''&lt;br /&gt;
| {{{melee|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ranged.jpg|left|25px|Ranged.jpg]]'''[[RANGED|RANGED]]'''&lt;br /&gt;
| {{{ranged|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lightning.jpg|left|25px|Lightning.jpg]]'''[[LIGHTNING|LIGHTNING]]'''&lt;br /&gt;
| {{{lightning|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cold.jpg|left|25px|Cold.jpg]]'''[[COLD|COLD]]'''&lt;br /&gt;
| {{{cold|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paralyse.jpg|left|25px|Paralyse.jpg]]'''[[PARALYSE|PARALYSE]]'''&lt;br /&gt;
| {{{paralyse|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Psychic.jpg|left|25px|Psychic.jpg]]'''[[PSYCHIC|PSYCHIC]]'''&lt;br /&gt;
| {{{psychic|0}}}%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Holy.jpg|left|25px|Holy.jpg]]'''[[HOLY|HOLY]]'''&lt;br /&gt;
| {{{holy|0}}}%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:left; margin-top:&amp;lt;span class=&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{{picmargin&amp;amp;#124;10}}}px; margin-left:10px&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{{image|}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages with broken file links]] [[Category:Infobox Templates]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Skills&amp;diff=51644</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Skills&amp;diff=51644"/>
		<updated>2021-06-04T04:37:45Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{skillnav}} &lt;br /&gt;
=Introduction=&lt;br /&gt;
''The mages you can hire in Guilds can spend their time on thaumaturgical research, improving existing magic techniques. All this effort at some point can become useful even to most powerful mages, such as you. When you build Mage Guilds on your land, people working in them can not only help in researching new spells or uncovering ancient artifacts - they will also spend their time on mentioned thaumaturgy.'' &lt;br /&gt;
&lt;br /&gt;
The skills are divided into two groups: speciality-specific ({{White}}{{Red}}{{Green}}{{Blue}}{{Black}}) and non-specific (Plain, {{Plain}}) skills. The first group is the more powerful, but training color-specific skills other than your own color, takes double the time of developing a plain one. &lt;br /&gt;
&lt;br /&gt;
When you train yourself in one skill, you increase your level in it. There are 20 levels in each skill, and attaining each next level is more expensive (see the table below). Off-color skills take twice the investment.&lt;br /&gt;
&lt;br /&gt;
Reaching each new level, costs you its enumerator (at the lack of a better word) worth of ''skill points''. You gain these skill points at a rate based on [[turns|server speed]], and the &amp;lt;b&amp;gt;square root of&amp;lt;/b&amp;gt; the number of [[guilds]] you keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Developing your skills =&lt;br /&gt;
&lt;br /&gt;
From time to time, when you have accumulated enough skill points, you level up the skill that you had activated in the skill page.&lt;br /&gt;
&lt;br /&gt;
There are 10 different skills that a mage can develop slowly over time (see below) You are advised to choose wisely what skill to activate for development. You can switch attention later on of course, but you cannot withdraw invested skill points.&lt;br /&gt;
&lt;br /&gt;
'''(add screen shot)'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| server speed&lt;br /&gt;
| width=&amp;quot;20&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| skill ticks needed&amp;lt;br/&amp;gt; to get one skill point&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| On 600 land&amp;lt;br/&amp;gt; with 5% guild&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| On 2000 land&amp;lt;br/&amp;gt; with 5% guild&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| On 5000 land&amp;lt;br/&amp;gt; with 5% guild&lt;br /&gt;
|-&lt;br /&gt;
| Blitz - 1turn/5min&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ???,???&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| 239 turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| y turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| 34 turns&lt;br /&gt;
|-&lt;br /&gt;
| Beta - 1turn/5min&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ???,???&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| 239 turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| y turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| 34 turns&lt;br /&gt;
|-&lt;br /&gt;
| Solo - 1turn/7min&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ???,???&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| x turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| y turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| z turns&lt;br /&gt;
|-&lt;br /&gt;
| Guildwar - 1turn/7min&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ???,???&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| x turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| y turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| z turns&lt;br /&gt;
|-&lt;br /&gt;
| Arch - 1turn/8min&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ???,???&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| x turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| y turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| z turns&lt;br /&gt;
|-&lt;br /&gt;
| Lightning - 1turn/2min&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| ???,???&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| x turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| y turns&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| z turns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A cast of [[Wish|Wish]] can give you an instant skill point, and thus makes you reach a next skill level dozens of turns faster.&lt;br /&gt;
&lt;br /&gt;
On Beta, the turns required to gain a skill point (if you have 5% guilds) are ~166k / land. That means that at 5k land, you gain a skill point every ~34 turns. So, leveling a skill from 0 to 1 takes 34 turns, while leveling a skill from 19 to 20 requires ~670 turns at 5k land and only ~630 turns, if you gain a free skill point from Wish.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Rank Invest&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Total Invest&lt;br /&gt;
! width=&amp;quot;20&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Rank Invest&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Total Invest&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 11&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 11&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 66&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 78&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 91&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 14&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 105&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 120&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 136&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 28&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 17&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 153&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 36&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 171&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 19&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 190&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 55&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 210&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can easily develop one skill to level 20 over the course of an entire reset. Getting two skills to level 20 requires a much more substantial investment in guilds -- four times as many. Of course, you don't have to take skills all the way to level 20 -- you could get four skills to level 10 each in about the same time it takes to get one skill to level 20.&lt;br /&gt;
&lt;br /&gt;
Developing off-color skills costs double the price of on-color or neutral skills.&lt;br /&gt;
&lt;br /&gt;
=Tips on what skill to develop first=&lt;br /&gt;
Just pointing out the obvious about skills:&lt;br /&gt;
Its not what you take first and what second, its how you adjust skills to your game style.&lt;br /&gt;
A hoarder/defensive mage should obviously pick barrier resistance and grand enchanter to ensure his defense and his income while he masses up lots of money / items etc.&lt;br /&gt;
(also grand enchanter works perfectly for spells like confuse/dnd/Meteor storm, other than the obvious &amp;quot;love and peace&amp;quot; and &amp;quot;weather summoning&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
A war mage on the opposite needs either barrier penetration, legendary commander or grand conqueror&lt;br /&gt;
for the same reasons.&lt;br /&gt;
&lt;br /&gt;
If you are going to attack a lot then boost your attack powers !&lt;br /&gt;
If you are going to defend a lot boost your resistance. At all points choose what you like to do&lt;br /&gt;
in this game and pick the skills so you do it best way possible.&lt;br /&gt;
&lt;br /&gt;
For those people that are a bit more knowledgeable about the game mechanics they could cut their losses.&lt;br /&gt;
That is to pick the skills that make up for your natural disadvantages as a player.&lt;br /&gt;
Someone who cannot play a full run properly due to lack of turns or bad use of mana then &amp;quot;augment summoning&amp;quot; will reduce the castings needed to make an army (thus less mana used also) and the first 3 ranks in the phantasm skill is 3% less mana cost on all spells. ( 4rth rank is -3.6% i dont know further [Edit: lvl 6 is -6%] )&lt;br /&gt;
&lt;br /&gt;
Another thing to consider is how the skill will affect the end-game. The most common thing to do is either level a single skill to 20, or have a couple or more skills at 10. Consider how your choice of skill will leave you compared to other people with their own choice of skill. Will your level 20 Spell Penetration help when everyone has their army boosted by Legendary Commander 20? Will having gotten Grand Enchanter to 5 first mean you have less of the skill you trained second and put you at a disadvantage?&lt;br /&gt;
&lt;br /&gt;
=Old Information=&lt;br /&gt;
Originally, &lt;br /&gt;
* You could store a maximum of 5 unused Skill Credits. If you gain a sixth, it is lost (until Feb. 2007)&lt;br /&gt;
* Spending a skill point took one turn -- discontinued when skill collection was made 'passive' (until Feb. 2007)&lt;br /&gt;
* Skill collection was based &amp;lt;b&amp;gt;linearly&amp;lt;/b&amp;gt; on the number of guilds you had (not on the square root of that number), and only guilds up to 5% of your land total counted.  So most mages ran exactly 5% guiilds, and high-land mages gained skill points 3 or 4 times as fast as normal mages.  (changed ??? early 2009??)&lt;br /&gt;
[[Category:Main Pages]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&amp;diff=51643</id>
		<title>Groentje Players Manual Ch2</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&amp;diff=51643"/>
		<updated>2021-06-04T04:36:22Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello, updated guild to guildwar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= [[Groentje Players Manual Ch1]] =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;back to [[Groentje Players Manual]] content page&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HOW TO START =&lt;br /&gt;
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).&lt;br /&gt;
&lt;br /&gt;
== Creating a The Reincarnation account == &lt;br /&gt;
* First surf to http://www.the-reincarnation.com&lt;br /&gt;
* Then click the 'Register an account' link, to get access to our forum and our game servers&lt;br /&gt;
** You will need a working email-address and click a link in an email to activate your account&lt;br /&gt;
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. &lt;br /&gt;
** Choose a name that is not insulting, sexist, racist or otherwise offensive.&lt;br /&gt;
** If you are the only person using your computer, why not set it to remember your TR password.&lt;br /&gt;
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.&lt;br /&gt;
&lt;br /&gt;
=== Account Creation Trouble ===&lt;br /&gt;
&lt;br /&gt;
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. &lt;br /&gt;
&lt;br /&gt;
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].&lt;br /&gt;
** Use the same email that you used for your Account creation. &lt;br /&gt;
** Admins only answer to known email-adresses. &lt;br /&gt;
** Do not forget to mention the approximate time that you created your account.&lt;br /&gt;
&lt;br /&gt;
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].&lt;br /&gt;
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a New Mage ==&lt;br /&gt;
&lt;br /&gt;
=== Pick your server(s) ===&lt;br /&gt;
&lt;br /&gt;
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice. A new mage is created by giving it a name and selecting a color. But what server to pick?&lt;br /&gt;
&lt;br /&gt;
*The GUILD server is an intermediate speed server with fairly standard mechancis. [[Apprentice_Academy|Apprentice Academy]] operate on the server and teach basic gameplay. Some sets, its higher-learning sister guild [[Apprentice_Academy#Advanced_Academy|Advanced Academy]] is also present. &lt;br /&gt;
*The SOLO server stands out in that it does not have any guilds. Each mage can rely only on himself or herself, and indeed the identity of all mages are hidden under a shroud of anonymity. &lt;br /&gt;
*The ARCH server is great for players who like to focus more on stacking and strategy as the strongest spells and units are not present on this server. It is the home of [[Apprentice_Academy|Apprentice Academy]], the official training guild or TR. &lt;br /&gt;
*The BLITZ server has the fastest turn rate of all. It offers an intensive gaming experience. &lt;br /&gt;
*The BETA server is as fast as blitz, and the place where new game elements are tried and tested before being introduced on the main servers. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
You can only ever have one mage on a server at any given time, but you are welcome to play more than one server. Indeed, many true TR addicts play all servers. If you play multiple servers, you may find playing the same colour on all or most of them helps you learn that colour faster. Playing different colours on every server is challenging, even for veterans.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' ''You may want to bookmark our main page as one of your favourites.''&lt;br /&gt;
&lt;br /&gt;
=== Fair play restriction: Only one mage per player per server allowed ===&lt;br /&gt;
&lt;br /&gt;
'''Important''': ''Players are supposed to play only one mage on a server (see the [[Decalogue|Decalogue]])''.&lt;br /&gt;
&lt;br /&gt;
Players are allowed to play mages on each server, but one per server only. Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Thus:&lt;br /&gt;
&lt;br /&gt;
*You can only have one mage on each server. &lt;br /&gt;
*You can play one mage on each servers. &lt;br /&gt;
*All your mages are tied to your single TR-account (UBB-account). &lt;br /&gt;
&lt;br /&gt;
Admins monitor for players with multiple UBB accounts and multiple mages on a server. Such is considered cheating and associated accounts are deactivated and removed. Note that the rules of TR, the so-called [[Decalogue|Decalogue]] are flashed when you reincarnate your mage. The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]&lt;br /&gt;
&lt;br /&gt;
=== Magename and Magenumber ===&lt;br /&gt;
&lt;br /&gt;
*Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality. &lt;br /&gt;
**You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language). &lt;br /&gt;
**You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).   &lt;br /&gt;
&lt;br /&gt;
*You’ll also receive your mage number, unique to you, that is an additional identifier in the game. &lt;br /&gt;
**You cannot choose your number, they are handed out in order of reincarnation since the beginning of the game round.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sharing a computer ===&lt;br /&gt;
&lt;br /&gt;
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. This information can be found on each of the servers: [http://guildwar.the-reincarnation.com/main/multireg.html Guildwar]&amp;amp;nbsp;| [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] |&amp;amp;nbsp;[http://beta.the-reincarnation.com/main/multireg.html Beta]&lt;br /&gt;
&lt;br /&gt;
*If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). &lt;br /&gt;
*You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.&lt;br /&gt;
&lt;br /&gt;
== Playing your Mage ==&lt;br /&gt;
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.&lt;br /&gt;
&lt;br /&gt;
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''&lt;br /&gt;
&lt;br /&gt;
=== Log In ===&lt;br /&gt;
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.&lt;br /&gt;
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.&lt;br /&gt;
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:&lt;br /&gt;
** Enter your mage name and password exactly as you originally specified &lt;br /&gt;
** Check CapsLock if login fails; passwords and account names are case sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Log In ===&lt;br /&gt;
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. &amp;lt;br&amp;gt;There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.&lt;br /&gt;
&lt;br /&gt;
=== Log Out ===&lt;br /&gt;
* On shared computers, you should log out from the portal page after you are done playing. &lt;br /&gt;
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.&lt;br /&gt;
* If it is just you using your computer for The Reincarnation: don't bother about logging out:&lt;br /&gt;
** just close your browser window when you have had enough of it.&lt;br /&gt;
&lt;br /&gt;
== Web navigation in ‘The Reincarnation’ ==&lt;br /&gt;
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.&lt;br /&gt;
&lt;br /&gt;
=== The First 120 Turns ===&lt;br /&gt;
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.&lt;br /&gt;
&lt;br /&gt;
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.&lt;br /&gt;
&lt;br /&gt;
=== Alternative ways to Log In ===&lt;br /&gt;
&lt;br /&gt;
In the rare case that www.the-reincarnation.com is down, you can try to login through&lt;br /&gt;
&lt;br /&gt;
*[http://guildwar.the-reincarnation.com Guildwar Server directly] - ''use your TR portal name (=UBB name), not your mage name'' &lt;br /&gt;
*[http://arch.the-reincarnation.com Arch&amp;amp;nbsp;server directly] - ''use your TR portal name (=UBB name), not your mage name'' &lt;br /&gt;
*[http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name'' &lt;br /&gt;
*[http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name'' &lt;br /&gt;
*[http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name'' &lt;br /&gt;
&lt;br /&gt;
=== Account deactivated ===&lt;br /&gt;
&lt;br /&gt;
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.&lt;br /&gt;
&lt;br /&gt;
=== Your entry has expired ===&lt;br /&gt;
&lt;br /&gt;
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Encyclopedia|Encyclopedia]] | [[Units|Units]] | [[Spells|Spells]] | [[Items|Items]] | [[Heroes|Heroes]] | [[Buildings|Buildings]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= [[Groentje Players Manual Ch3]] =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;back to [[Groentje Players Manual]] content page&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= [[Groentje Players Manual Ch4]] =&lt;br /&gt;
= [[Groentje Players Manual Ch5]] =&lt;br /&gt;
= [[Groentje Players Manual Ch6]] =&lt;br /&gt;
= [[Groentje Players Manual Ch7]] =&lt;br /&gt;
= [[Groentje Players Manual Ch8]] =&lt;br /&gt;
= [[Groentje Players Manual Ch9]] =&lt;br /&gt;
= [[Groentje Players Manual Ch10]] =&lt;br /&gt;
[[Category:Chapters]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Common_Terminology&amp;diff=51642</id>
		<title>Common Terminology</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Common_Terminology&amp;diff=51642"/>
		<updated>2021-06-04T04:34:39Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Abuse'''&lt;br /&gt;
| Maximizing the benefits of certain mechanics, as in abusing D status, Meditation, P status, etc. Generally speaking, most &amp;quot;abuse&amp;quot; in TR is not referring to something illegal.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''[[Bots|AI]]'''&lt;br /&gt;
| [[Bots|Artificial Intelligence]], refers to non-player controlled mage.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| width=&amp;quot;20&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
| width=&amp;quot;120&amp;quot; | '''AM'''&lt;br /&gt;
| [[Archmage|Archmage]], original version of this type of game, developed by [[MARI|MARI]]. The Reincarnation originates from the [[Archmage|Archmage]] players community.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''App'''&lt;br /&gt;
| Apprentice Server, which has now been renamed Arch Server.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Arena'''&lt;br /&gt;
| Arena Archmage, the game's built in lookup tool&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Arma'''&lt;br /&gt;
| [[Armageddon|Armageddon]], the final days of a reset&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''AS'''&lt;br /&gt;
| Archspace, another game developed by [[MARI|MARI]]. Has had it's own reincarnation ([http://www.archspace.org http://www.archspace.org])&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Asc'''&lt;br /&gt;
| {{White}} [[Ascendant|Ascendant]], a magic speciality&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Bar'''&lt;br /&gt;
| [[Barriers|Barrier]], type of building blocking enemy magic.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Bang'''&lt;br /&gt;
| In TR slang: Coordinated wave of attacks, items, spells targetting a single mage (e.g. a guild enemy)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''BBQ'''&lt;br /&gt;
| In TR slang: An all-out attack, usually by a guild, on one or more mages. Usually includes attacks, spells and items&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''[[BC|BC]]'''&lt;br /&gt;
| It means either [[Battle_Chant|Battle Chant]] (a {{red}} spell) or [[Blood_Curse|Blood Curse]] (a {{black}} spell).&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Black'''&lt;br /&gt;
| {{Black}} [[Nether|Nether]], a magic specialty&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Blitz, B2'''&lt;br /&gt;
| Blitz Guild Server. Also BG or B2, terms from AM&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Blue'''&lt;br /&gt;
| {{Blue}} [[Phantasm|Phantasm]], a magic specialty&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''BR'''&lt;br /&gt;
| Battle Report&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Catfish, Catfishing'''&lt;br /&gt;
| [[Catfishing|Catfishing]] is TR-Slang for deliberately hanging out very low in the ranks, to finish off enemies that your guildmates send down to you (i.e. destroy their last forts). Etymology: Catfish are bottom-feeding scavenging freshwater fish.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''D'''&lt;br /&gt;
| [[Protection#Damage_Protection|Damaged]] status, a form of [[Protection|Protection]] is received.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Description'''&lt;br /&gt;
| text entered by a mage on their Options screen and viewed by other mages via arena / the rank list&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Disposables'''&lt;br /&gt;
| [[Disposable_Mages|Disposable Mages]] reincarnate again and again just to frustrate, annoy and terrorize players that maintain normal mages. It is regarded unwanted behaviour.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Erad'''&lt;br /&gt;
| {{red}} [[Eradication|Eradication]], a magic speciality&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''FoG'''&lt;br /&gt;
| [[Fury_of_God|Fury of God]], a punishment given for [[Multimaging|multimaging]] freezes your account&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Fort'''&lt;br /&gt;
| [[Forts|Fortress]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''[[Gam|Gam]]'''&lt;br /&gt;
| Usually refers to #gam, an IRC channel for Gay Asian Males. Has become AM/TR irc slang&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Geddon'''&lt;br /&gt;
| [[Armageddon|Armageddon]], the final days of a reset&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Gods'''&lt;br /&gt;
| The Pantheon of Immortals in TR, they can grant [[God_Favour|favor or disfavor]] to mages through donations.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Green'''&lt;br /&gt;
| {{Green}} [[Verdant|Verdant]], a magic speciality&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Guild'''&lt;br /&gt;
| Has three meanings:&amp;lt;br/&amp;gt; 1. A group of mages who have registered their intent to coordinate as a team. A team of players.&amp;lt;br/&amp;gt; 2. A type of building in the game, associated to magic (spell research, item generation)&amp;lt;br/&amp;gt; 3. Guild Server. Also Server or S1, terms from AM&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Hall'''&lt;br /&gt;
| See 'HoF'&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''HoF'''&lt;br /&gt;
| Hall of Fame, the highest ranked 10 mages at the end of arma&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''HoI'''&lt;br /&gt;
| [[Hall_of_Immortals|Hall of Immortals]], what the HoF is ''actually'' called&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Kena'''&lt;br /&gt;
| Just... kena. (Malay for: strike! has become AM/TR IRC slang)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''LC'''&lt;br /&gt;
| Land Counters. A mechanic allowing a countering mage to damage the opponent until the number of acres taken or destroyed equals the amount lost in the initial encounter. Not to be confused with Power Counters, which are based on percentages of damage done to the attacked/countered mage, and are calculated separately from Land Counters. LC are not on all servers.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Mage'''&lt;br /&gt;
| A player's account in this game, some players role play they are mages, i.e. wizard-kings.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Med'''&lt;br /&gt;
| [[Meditation|Meditation]], entered through the Options page.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Moving'''&lt;br /&gt;
| A mage spending turns is often described as moving.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''MP, m.p.'''&lt;br /&gt;
| [[Mana|Mana]], Mana Points, Magic Points&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''ND'''&lt;br /&gt;
| Non-Description, an unguilded mage. Comes from AM, where players showed thier guild in thier description&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''NAP'''&lt;br /&gt;
| [[Non_Agression_Pact|Non Agression Pact]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Neth'''&lt;br /&gt;
| {{Black}} [[Nether|Nether]], a magic specialty&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Newbie, Newb, Nub'''&lt;br /&gt;
| Refers to someone that is fairly new to the game. This term is commonly used on IRC and is not meant to be degrading.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''NP'''&lt;br /&gt;
| [[Net_Power|Net Power]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Online'''&lt;br /&gt;
| An attack while a mage is moving, usually while they are disbanded.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Phant'''&lt;br /&gt;
| {{Blue}} [[Phantasm|Phantasm]], a magic speciality&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Prot'''&lt;br /&gt;
| Protection, Protected. Either [[Damage_Protection|Damage Protection]], [[Pillage_Protection|Pillage Protection]] or [[Council_Protection|Council Protection]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''PNAP'''&lt;br /&gt;
| personal [[Non_Aggression_Pact|Non Aggression Pact]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Quad Zero'''&lt;br /&gt;
| This means that you magic, item count, population, and geld has been reduced to 0.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Red'''&lt;br /&gt;
| {{Red}} [[Eradication|Eradication]], a magic speciality&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Reset'''&lt;br /&gt;
| A period of time a server runs for.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''ROE'''&lt;br /&gt;
| [[ROE|ROE]] is short for Rules of Engagement&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Running'''&lt;br /&gt;
| Has two meanings:&amp;lt;br/&amp;gt; 1. A mage spending a large number of [[Turns|turns]] is often described as running.&amp;lt;br/&amp;gt; 1. Also refers to spending turns whilst under offensive [[Enchantments|enchantments]], ie_ running spells&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''SL'''&lt;br /&gt;
| Spell Level&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Snipe, Sniping'''&lt;br /&gt;
| Casting offensive [[Enchantments|enchantments]] on a mage that is using [[Turns|turns]], in the hope they will die.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Solo, B3'''&lt;br /&gt;
| Blitz Solo Server. No longer present in TR due to rampant cheating. Also B3, a term from [[Archmage|Archmage]].&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''SR'''&lt;br /&gt;
| Status Report&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''TR'''&lt;br /&gt;
| The Reincarnation, this game&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''TT'''&lt;br /&gt;
| [[Time_Twister|Time Twister]], a punishment given for illegal coordination.&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Turtling'''&lt;br /&gt;
| A strategy to gain decent amount of land (to the explore limit) by exploring and defending only. Useful for {{green}} mages because of [[Nature's_Lore|Nature's Lore]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Verd, Ver'''&lt;br /&gt;
| {{green}} [[Verdant|Verdant]] or [[Verdancy|Verdancy]], a magic speciality&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''White'''&lt;br /&gt;
| {{white}} [[Ascendant|Ascendant]], a magic speciality&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''Whore'''&lt;br /&gt;
| In TR slang: A mage who [[Geld|gelds]] for an extended period of the reset in order to buy [[Unique_Items|Unique Items]], [[Heroes|Heroes]] or otherwise gain a considerable advantage. Could also mean any kind of cynical use/abuse of a game mechanic in order to get ahead - EG D whoring, MC-whoring, golem-whoring&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| &amp;amp;nbsp;&lt;br /&gt;
| '''[[Whoring|Whoring]]'''&lt;br /&gt;
| In TR slang: Collecting unusually large amounts of resources, often by maximizing geld income capabilities. Things collected can be additional spells, Unique items, Heroes, skill points and lesser items. Some methods include Locate Artifact, Wishing, or a large number of guilds, depending on the desired results and magic specialty of the mage. A valid tactic but is widely considered lame.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=120&amp;gt;'''Acc'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Accuracy]], a measure of how well a [[units|unit]] deals damage.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''AP'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Attack Power]], the damage dealt by a [[units|unit]] or [[heroes|hero]]&amp;lt;br&amp;gt;Sometimes used for Army Power (contribution of Net Power by your army). &amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''Cntr'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Counter]], having a two usages:&amp;lt;br&amp;gt;1. Mages can counter to retaliate for attacks, and &amp;lt;br&amp;gt;2. in a battle, many [[units]] have a counter attack triggered when they receive a primary attack.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''Fat'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A mage with much land and relative small army - supposedly an easy win for a landgrab.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''Random'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Random attacks]] are landgrabs where the target supposedly is selected without taking any inheritage of past gameplay into account.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''Fatigue'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fatigue]], this concept causes the damage dealt by a [[units|unit]] to decrease with every next time it comes in action in a long battle.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''HP'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Health Points|Hit Points]], the life of a [[units|unit]] or [[heroes|hero]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''Init'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Initiative]], a factor determining the order [[units]] attack in&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''Landgrab'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;To attempt to quickly increase one's kingdom in terms of acres through attacks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''Reg, regular'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Regular]] attacks: smaller type of battle. Relative easy to win, giving relative small amount of land when won.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''Res'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Resistance]], a [[units|unit]]'s susceptibility to certain [[attack types]] and magic.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;'''Siege'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Has two meanings:&amp;lt;br&amp;gt;[[Siege]] attacks: bigger type of battle. Relative hard to win, giving relative large amount of land when won.&amp;lt;br&amp;gt;[[Siege|SIEGE]] [[Unit Abilities|ability]] granting some units better odds in Siege type battles.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
see [[Units]]&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
see [[Spells]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
also see [[Items]]&lt;br /&gt;
&lt;br /&gt;
===Lesser Items===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Ash'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ash of Invisibility]]&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;'''Map, BM'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Blood Stained Map]]&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;'''BoP, Book'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Book of Prophecy]]&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;'''Brooch'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Brooch of Protection]]&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;'''BW, Wine, Bubble'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Bubble Wine]]&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;'''Candle'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Candle of Sleeping]]&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;'''Capsule'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Capsule Monster]]&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;'''Carpet, CoF'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Carpet of Flying]]&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;'''CB, Ball'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Crystal Ball]]&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;'''Arrows, Silver Arrows'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Dozens of Silver-Tipped Arrows]]&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;'''Drums'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Drums of War]]&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;'''Figurine'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Figurine of the Ice Queen]]&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;'''HW, Holy Water'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Flasks of Holy Water]]&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;'''Horn'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Horn of Valhalla]]&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;'''Jav, Javelin'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Javelin of Lightning Bolt]]&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;'''Letters'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Letters of the Thieves Guild]]&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;'''MC, Compass'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Magical Compass]]&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;'''MC, Crystal'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mana Crystal]]&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;'''Vortex'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mana Vortex]]&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;'''MI, Indulgence'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Minor Indulgence]]&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;'''MS'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Missile shield]]&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;'''MB, Brains'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Monkey Brains]]&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;'''Nets'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Nets of Ensnarement]]&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;'''List, Official List'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Official List of Demands]]&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;'''Flasks, Oil'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Oil Flasks]]&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;'''Ointment'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ointment of Healing]]&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;'''Pipes'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pipes of the Sewer]]&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;'''Pixie'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pixie Dust]]&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;'''PoV'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Potion of Valor]]&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;'''Pouch, Herbs, PoH'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pouch of Herbs]]&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;'''Keg'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Powder Keg]]&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;'''RoAC, Ring'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ring of Animal Command]]&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;'''Food, Rottens'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Rotten Food]]&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;'''Stone'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sage Stone]]&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;'''Satchel'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Satchel of Mist]]&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;'''Scroll, Fire Scroll'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Scroll of Protection from Fire]]&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;'''Staff'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Staff of Illusion]]&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;'''SMC, Can'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Strange Metallic Can]]&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;'''HoM, Head'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The Head of Medusa]]&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;'''Web'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The Spider's Web]]&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;'''Newbie Book, Handbook'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Total Newbie Handbook]]&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;'''Chest'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Treasure Chest]]&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;'''Map'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Treasure Map]]&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;'''Vial, VoV, Venom'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Vial of Venom]]&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;'''Doll'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Voodoo Doll]]&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;'''Wine, W3W, WoTW'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Wine of the Three Whips]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Uniques=== &lt;br /&gt;
This is not a complete list of unique items - just a list of common abreviations!&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Quartz Staff'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ancient Staff of Pure Quartz]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Tome'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ancient Tome]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''A-Bomb'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Atomic Bomb]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Basin'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Basin of Far Seeing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Ankh'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Black Ankh]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''BK'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Blood Knife]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Ice'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Blue Ice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Incense'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Burning Incense]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Bottle'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Efreeti Bottle]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Egg'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Egg of Time]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Helm'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Helm of ESP]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''HG, Grail'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Holy Grail]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''IG, Golem'''&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;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Lipstick'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Lipstick of Enslavement]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Potion'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Love Potion #9]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Pouch'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Pouch of Infinite Wealth]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Sceptre'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sceptre of Rulership]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Spectacles'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Spectacles of True Seeing]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Altar'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Altar of Blood|The Altar of Blood]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Mirror'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The Magic Mirror]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=210&amp;gt;'''Mirror'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The Mirror of the Grey Witch]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Heroes ==&lt;br /&gt;
===Hero types===&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td width=20&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td width=120 valign=top&amp;gt;'''Alch '''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Alchemist]]&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 valign=top&amp;gt;'''DK'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Dragon Knight]]&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 valign=top&amp;gt;'''DK'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Dread Knight]]&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 valign=top&amp;gt;'''FE'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fire Elementalist]]&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 valign=top&amp;gt;'''Keeper '''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Crypt Keeper]]&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 valign=top&amp;gt;'''Necro'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Necromancer]]&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 valign=top&amp;gt;'''Maiden'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Shield Maiden]], also SM&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 valign=top&amp;gt;'''Prince '''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Devil Prince]]&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 valign=top&amp;gt;'''Reaper'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Soul Reaper]]&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 valign=top&amp;gt;'''Valk '''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Valkyrie]]&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 valign=top&amp;gt;'''Vet '''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Veteran]]&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 valign=top&amp;gt;'''WK '''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[White Knight]]&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 valign=top&amp;gt;'''Zerker '''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Berserker]]&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 valign=top&amp;gt;'''Zon '''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Amazon]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hero Abilities===&lt;br /&gt;
Wall of Thorn: WoT &lt;br /&gt;
Soul Devour: Devour &lt;br /&gt;
Dragon Rider: Rider&lt;br /&gt;
&lt;br /&gt;
==[[Section_10_-_Terminology|Common Terminology from Alzoraths FAQ]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General Terms'''&amp;lt;br&amp;gt;&lt;br /&gt;
Archmage: AM&amp;lt;br&amp;gt;&lt;br /&gt;
Archspace: AS&amp;lt;br&amp;gt;&lt;br /&gt;
The Reincarnation: TR&amp;lt;br&amp;gt;&lt;br /&gt;
Player: Mage&amp;lt;br&amp;gt;&lt;br /&gt;
No Description: ND&amp;lt;br&amp;gt;&lt;br /&gt;
Unguilded: ND&amp;lt;br&amp;gt;&lt;br /&gt;
Spell Level : SL&amp;lt;br&amp;gt;&lt;br /&gt;
Net Power : NP&amp;lt;br&amp;gt;&lt;br /&gt;
Fortresses : Forts, Fort&amp;lt;br&amp;gt;&lt;br /&gt;
Barriers: Bars, Bar&amp;lt;br&amp;gt;&lt;br /&gt;
Resistance: Res&amp;lt;br&amp;gt;&lt;br /&gt;
Mana: MP&amp;lt;br&amp;gt;&lt;br /&gt;
Life: HP&amp;lt;br&amp;gt;&lt;br /&gt;
Attack Power: Damage, AP&amp;lt;br&amp;gt;&lt;br /&gt;
Initiative: Init&amp;lt;br&amp;gt;&lt;br /&gt;
Nether: Black&amp;lt;br&amp;gt;&lt;br /&gt;
Eradication: Erad, Red&amp;lt;br&amp;gt;&lt;br /&gt;
Ascendant: Asc, White&amp;lt;br&amp;gt;&lt;br /&gt;
Phantasm: Phant, Blue&amp;lt;br&amp;gt;&lt;br /&gt;
Verdant: Verd, Green&amp;lt;br&amp;gt;&lt;br /&gt;
Apprentice Server: App&amp;lt;br&amp;gt;&lt;br /&gt;
Server Guild Server: Server, Guild, S1&amp;lt;br&amp;gt;&lt;br /&gt;
Blitz Guild: Blitz, BG, B2&amp;lt;br&amp;gt;&lt;br /&gt;
Blitz Solo: Blitz, Solo, B3&amp;lt;br&amp;gt;&lt;br /&gt;
Damaged: D, Protection, Prot&amp;lt;br&amp;gt;&lt;br /&gt;
Council Protection: P, Council, Protection, Prot&amp;lt;br&amp;gt;&lt;br /&gt;
Meditation: Med, M&amp;lt;br&amp;gt;&lt;br /&gt;
Armageddon: Arma&amp;lt;br&amp;gt;&lt;br /&gt;
Fury of God: FoG&amp;lt;br&amp;gt;&lt;br /&gt;
Hall of Immortals: HoF, Hall, HoI&amp;lt;br&amp;gt;&lt;br /&gt;
Time Twister: TT, Twister&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Forum'''&amp;lt;br&amp;gt;&lt;br /&gt;
Union of Honor: UoH&amp;lt;br&amp;gt;&lt;br /&gt;
Hall of Sages: HoS&amp;lt;br&amp;gt;&lt;br /&gt;
Banquet Hall: BH&amp;lt;br&amp;gt;&lt;br /&gt;
Off-Topic: OT&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Neutral Units'''&amp;lt;br&amp;gt;&lt;br /&gt;
Archers: Arch&amp;lt;br&amp;gt;&lt;br /&gt;
Cavalry : Cav&amp;lt;br&amp;gt;&lt;br /&gt;
Bounty Hunter : BH&amp;lt;br&amp;gt;&lt;br /&gt;
Mercenary: Merc&amp;lt;br&amp;gt;&lt;br /&gt;
Renegade Wizard: RW&amp;lt;br&amp;gt;&lt;br /&gt;
Trained Elephant: Elephant&amp;lt;br&amp;gt;&lt;br /&gt;
Falcon: Falc&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Golem: IG&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ascendant Units'''&amp;lt;br&amp;gt;&lt;br /&gt;
Knights Templar: KT&amp;lt;br&amp;gt;&lt;br /&gt;
High Priest: HP&amp;lt;br&amp;gt;&lt;br /&gt;
Catapults: Cata&amp;lt;br&amp;gt;&lt;br /&gt;
Paladins: Pal&amp;lt;br&amp;gt;&lt;br /&gt;
Pegasus/Pegasi : Peg/Pegs&amp;lt;br&amp;gt;&lt;br /&gt;
Soul Speakers: SS&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Magicians: AM&amp;lt;br&amp;gt;&lt;br /&gt;
Angels: A&amp;lt;br&amp;gt;&lt;br /&gt;
Archangels: AA&amp;lt;br&amp;gt;&lt;br /&gt;
Unicorns: Uni&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Warrior: SW&amp;lt;br&amp;gt;&lt;br /&gt;
Dominions: Doms, Dom&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ascendant Spells'''&amp;lt;br&amp;gt;&lt;br /&gt;
Armor of Light: Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Blinding Flash: BF, Flash&amp;lt;br&amp;gt;&lt;br /&gt;
Descent of Holy Being: Descent, Summon Dom&amp;lt;br&amp;gt;&lt;br /&gt;
Heavenly Protection: HP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Word: Word&amp;lt;br&amp;gt;&lt;br /&gt;
Locate Artifact: LA&amp;lt;br&amp;gt;&lt;br /&gt;
Love and Peace: LnP, L&amp;amp;P, LP&amp;lt;br&amp;gt;&lt;br /&gt;
Platinum Hand of Healing: PHoH, Plat, Plat Hand, Hand&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Evil: Prot, Prot from Evil, PoE&amp;lt;br&amp;gt;&lt;br /&gt;
Protection from Missle: PoM&amp;lt;br&amp;gt;&lt;br /&gt;
Resist Elements: Resist, RE&amp;lt;br&amp;gt;&lt;br /&gt;
Resurrection: Res&amp;lt;br&amp;gt;&lt;br /&gt;
Sword of Light: SoL, Sword&amp;lt;br&amp;gt;&lt;br /&gt;
The Holy Light: THL, HL, Holy Light&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Verdant Units'''&amp;lt;br&amp;gt;&lt;br /&gt;
Creeping Vines: Vines, CV&amp;lt;br&amp;gt;&lt;br /&gt;
Earth Elemental: EE&amp;lt;br&amp;gt;&lt;br /&gt;
Elven Archer: EA&amp;lt;br&amp;gt;&lt;br /&gt;
Elven Magician: EM&amp;lt;br&amp;gt;&lt;br /&gt;
Faerie Dragon: FD&amp;lt;br&amp;gt;&lt;br /&gt;
Griffon: Griff&amp;lt;br&amp;gt;&lt;br /&gt;
Mandrake: Drake&amp;lt;br&amp;gt;&lt;br /&gt;
Phoenix: Nix&amp;lt;br&amp;gt;&lt;br /&gt;
Swanmay: Swan&amp;lt;br&amp;gt;&lt;br /&gt;
Treant: Tree&amp;lt;br&amp;gt;&lt;br /&gt;
Werebear: WB&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Verdant Spells'''&amp;lt;br&amp;gt;&lt;br /&gt;
Call Hurricane: CH&amp;lt;br&amp;gt;&lt;br /&gt;
Enlarge Animal: EA, Enlarge&amp;lt;br&amp;gt;&lt;br /&gt;
Eye of the Eagle: Eye&amp;lt;br&amp;gt;&lt;br /&gt;
Nature's Cure: NC&amp;lt;br&amp;gt;&lt;br /&gt;
Nature's Favor: NF, Favor&amp;lt;br&amp;gt;&lt;br /&gt;
Nature's Lore: NL, Lore&amp;lt;br&amp;gt;&lt;br /&gt;
Plant Growth: PG&amp;lt;br&amp;gt;&lt;br /&gt;
Regeneration: Regen&amp;lt;br&amp;gt;&lt;br /&gt;
Rust Armor: RA, Rust&amp;lt;br&amp;gt;&lt;br /&gt;
Serenity: Seren&amp;lt;br&amp;gt;&lt;br /&gt;
Sunray: Ray, Sun&amp;lt;br&amp;gt;&lt;br /&gt;
Summon Locust Swarm: SLS&amp;lt;br&amp;gt;&lt;br /&gt;
Weather Summoning: WS&amp;lt;br&amp;gt;&lt;br /&gt;
Web of the Spider Woman: WotSW, WSW, Web&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eradication Units'''&amp;lt;br&amp;gt;&lt;br /&gt;
Chimera: Chim&amp;lt;br&amp;gt;&lt;br /&gt;
Dwarven Deathseeker: DD&amp;lt;br&amp;gt;&lt;br /&gt;
Dwarven Elite: Elite, DE&amp;lt;br&amp;gt;&lt;br /&gt;
Dwarven Warrior: DW&amp;lt;br&amp;gt;&lt;br /&gt;
Efreeti: Eff, Freeti&amp;lt;br&amp;gt;&lt;br /&gt;
Fire Elemental: FE&amp;lt;br&amp;gt;&lt;br /&gt;
Fire Giant: FG&amp;lt;br&amp;gt;&lt;br /&gt;
Hellhound: HH&amp;lt;br&amp;gt;&lt;br /&gt;
Lizard men: Lizard, Lizmen, Liz&amp;lt;br&amp;gt;&lt;br /&gt;
Red Dragon: RD&amp;lt;br&amp;gt;&lt;br /&gt;
Salamander: Sal&amp;lt;br&amp;gt;&lt;br /&gt;
Troglodyte: Trogs&amp;lt;br&amp;gt;&lt;br /&gt;
Wyvern: Wyv&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Eradication Spells'''&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Chant: BC&amp;lt;br&amp;gt;&lt;br /&gt;
Call Lightning: CL&amp;lt;br&amp;gt;&lt;br /&gt;
Chain Lightning: CL&amp;lt;br&amp;gt;&lt;br /&gt;
Destroy Artifacts: DA&amp;lt;br&amp;gt;&lt;br /&gt;
Flame Blade: FB&amp;lt;br&amp;gt;&lt;br /&gt;
Flame Shield: FS&amp;lt;br&amp;gt;&lt;br /&gt;
Giant Strength: GS, Giant&amp;lt;br&amp;gt;&lt;br /&gt;
Gravity Pull: GP, Pull&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning Strike: Lightning&amp;lt;br&amp;gt;&lt;br /&gt;
Meteor Storm: MS&amp;lt;br&amp;gt;&lt;br /&gt;
Volcano Eruption: VE&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Phantasm Units'''&amp;lt;br&amp;gt;&lt;br /&gt;
Air Elementals: Air, AE&amp;lt;br&amp;gt;&lt;br /&gt;
Djinni: Djinn&amp;lt;br&amp;gt;&lt;br /&gt;
Ice Elementals: Ice, IE&amp;lt;br&amp;gt;&lt;br /&gt;
Leviathan: Lev&amp;lt;br&amp;gt;&lt;br /&gt;
Medusa: Med&amp;lt;br&amp;gt;&lt;br /&gt;
Mind Ripper: MR, MF, Flayer, Ripper, Mind Flayer&amp;lt;br&amp;gt;&lt;br /&gt;
Psychic Wisps: Wisps&amp;lt;br&amp;gt;&lt;br /&gt;
Shadow Monster: Mirage Monster&amp;lt;br&amp;gt;&lt;br /&gt;
Water Elemental: Water, WE&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Phantasm Spells'''&amp;lt;br&amp;gt;&lt;br /&gt;
Concentration: Conc&amp;lt;br&amp;gt;&lt;br /&gt;
Confuse: Conf&amp;lt;br&amp;gt;&lt;br /&gt;
Conjure Elemental: CE, Conjure&amp;lt;br&amp;gt;&lt;br /&gt;
Double Time: DT&amp;lt;br&amp;gt;&lt;br /&gt;
Feet of Hermes: Feet, Hermes, FoH&amp;lt;br&amp;gt;&lt;br /&gt;
Fog Cloud: Fog&amp;lt;br&amp;gt;&lt;br /&gt;
Fool's Gold: FG&amp;lt;br&amp;gt;&lt;br /&gt;
Hallucination: Hallu, Hall&amp;lt;br&amp;gt;&lt;br /&gt;
Invisibility: Invis&amp;lt;br&amp;gt;&lt;br /&gt;
Laziness: Laz&amp;lt;br&amp;gt;&lt;br /&gt;
Mental Thrash: Thrash&amp;lt;br&amp;gt;&lt;br /&gt;
Mind Bar: Bar, MB&amp;lt;br&amp;gt;&lt;br /&gt;
Paralyze: Para&amp;lt;br&amp;gt;&lt;br /&gt;
Scrying Mirror: Scry&amp;lt;br&amp;gt;&lt;br /&gt;
Steal Artifact: SA, Steal&amp;lt;br&amp;gt;&lt;br /&gt;
Temporal Stasis Field: TSF&amp;lt;br&amp;gt;&lt;br /&gt;
The Wall of Silence: Wall, WoS&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Nether Units'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cave Troll: Troll&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Elf Magician: DEM&amp;lt;br&amp;gt;&lt;br /&gt;
Demon Knight: DK&amp;lt;br&amp;gt;&lt;br /&gt;
Fallen Angel: Fallen A, FA&amp;lt;br&amp;gt;&lt;br /&gt;
Fallen Archangel: Fallen AA, FAA&amp;lt;br&amp;gt;&lt;br /&gt;
Fallen Dominion: Fallen Dom, FDom&amp;lt;br&amp;gt;&lt;br /&gt;
Horned Demon: HD&amp;lt;br&amp;gt;&lt;br /&gt;
Orc Raider: Raider&amp;lt;br&amp;gt;&lt;br /&gt;
Orcish Archer: OA&amp;lt;br&amp;gt;&lt;br /&gt;
Skeleton: Skel&amp;lt;br&amp;gt;&lt;br /&gt;
Succubus: Succ&amp;lt;br&amp;gt;&lt;br /&gt;
Unholy Reaver: UR, Reaver&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire: Vamp&amp;lt;br&amp;gt;&lt;br /&gt;
Wolf Raider: Raider, Wolf Rider&amp;lt;br&amp;gt;&lt;br /&gt;
Zombie: Zomb&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Nether Spells'''&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Lust: BL, Lust&amp;lt;br&amp;gt;&lt;br /&gt;
Black Death: BD&amp;lt;br&amp;gt;&lt;br /&gt;
Black Sabbath: BS, Sabbath&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Curse: BC, Curse&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Ritual: BR, Ritual&amp;lt;br&amp;gt;&lt;br /&gt;
Contract of the Soul: CoS, CotS, Contract, Devil&amp;lt;br&amp;gt;&lt;br /&gt;
Death and Decay: D&amp;amp;D, DD, DnD&amp;lt;br&amp;gt;&lt;br /&gt;
Dreams of Seduction: Succubi, DoS, Dreams&amp;lt;br&amp;gt;&lt;br /&gt;
Foul Water: FW&amp;lt;br&amp;gt;&lt;br /&gt;
Gaze of Death: GoD, Gaze&amp;lt;br&amp;gt;&lt;br /&gt;
Kiss of the Vampire: Kiss, KoV&amp;lt;br&amp;gt;&lt;br /&gt;
Night of the Living Dead: NotLD, Night, NoLD&amp;lt;br&amp;gt;&lt;br /&gt;
Shroud of Darkness: Shroud, SoD&amp;lt;br&amp;gt;&lt;br /&gt;
Touch of Necromancy: Touch, Necromancy&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heroes'''&amp;lt;br&amp;gt;&lt;br /&gt;
Veteran: Vet&amp;lt;br&amp;gt;&lt;br /&gt;
Alchemist: Alch&amp;lt;br&amp;gt;&lt;br /&gt;
White Knight: WK&amp;lt;br&amp;gt;&lt;br /&gt;
Amazon: Zon&amp;lt;br&amp;gt;&lt;br /&gt;
Fire Elementalist: FE&amp;lt;br&amp;gt;&lt;br /&gt;
Berzerker: Zerker&amp;lt;br&amp;gt;&lt;br /&gt;
Dragon Knight: DK&amp;lt;br&amp;gt;&lt;br /&gt;
Valkyrie: Valk&amp;lt;br&amp;gt;&lt;br /&gt;
Crypt Keeper: Keeper&amp;lt;br&amp;gt;&lt;br /&gt;
Devil Prince: Prince&amp;lt;br&amp;gt;&lt;br /&gt;
Dread Knight: DK&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancer: Necro&amp;lt;br&amp;gt;&lt;br /&gt;
Soul Reaper: Reaper&amp;lt;br&amp;gt;&lt;br /&gt;
Shield Maiden: Maiden, SM&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hero Abilities'''&amp;lt;br&amp;gt;&lt;br /&gt;
Wall of Thorn: WoT&amp;lt;br&amp;gt;&lt;br /&gt;
Soul Devour: Devour&amp;lt;br&amp;gt;&lt;br /&gt;
Dragon Rider: Rider&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lesser Items'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ash of Invisibility: Ash&amp;lt;br&amp;gt;&lt;br /&gt;
Bloodstained Map: Map, BM&amp;lt;br&amp;gt;&lt;br /&gt;
Book of Prophecy: BoP, Book&amp;lt;br&amp;gt;&lt;br /&gt;
Brooch of Protection: BoP, Brooch&amp;lt;br&amp;gt;&lt;br /&gt;
Bubble Wine: BW, Wine, Bubble&amp;lt;br&amp;gt;&lt;br /&gt;
Candle of Sleeping: Candle&amp;lt;br&amp;gt;&lt;br /&gt;
Capsule Monster: Capsule&amp;lt;br&amp;gt;&lt;br /&gt;
Carpet of Flying: Carpet, CoF&amp;lt;br&amp;gt;&lt;br /&gt;
Dozens of Silver-Tipped Arrows: Arrows, Silver Arrows&amp;lt;br&amp;gt;&lt;br /&gt;
Drums of War: Drums&amp;lt;br&amp;gt;&lt;br /&gt;
Figurine of Ice Queen: Figurine&amp;lt;br&amp;gt;&lt;br /&gt;
Flasks of Holy Water: Flasks, Holy Flask, Holy Water&amp;lt;br&amp;gt;&lt;br /&gt;
Horn of Valhalla: Horn&amp;lt;br&amp;gt;&lt;br /&gt;
Javelin of Lightning Bolt: Jav, Javelin&amp;lt;br&amp;gt;&lt;br /&gt;
Letters of Theive's Guild: Letters&amp;lt;br&amp;gt;&lt;br /&gt;
Magical Compass: MC, Compass&amp;lt;br&amp;gt;&lt;br /&gt;
Mana Crystal: MC, Crystal&amp;lt;br&amp;gt;&lt;br /&gt;
Mana Vortex: Vortex&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Indulgence: MI&amp;lt;br&amp;gt;&lt;br /&gt;
Monkey Brains: MB, Brains&amp;lt;br&amp;gt;&lt;br /&gt;
Official List of Demands: List, Official List&amp;lt;br&amp;gt;&lt;br /&gt;
Oil Flasks: Flasks, Oils&amp;lt;br&amp;gt;&lt;br /&gt;
Ointment of Healing: Ointment&amp;lt;br&amp;gt;&lt;br /&gt;
Pipes of Sewer: Pipes&amp;lt;br&amp;gt;&lt;br /&gt;
Potion of Valor: PoV&amp;lt;br&amp;gt;&lt;br /&gt;
Pouch of Herbs: Pouch, Herbs, PoH&amp;lt;br&amp;gt;&lt;br /&gt;
Pouder Keg: Keg&amp;lt;br&amp;gt;&lt;br /&gt;
Ring of Animal Command: RoAC, Ring&amp;lt;br&amp;gt;&lt;br /&gt;
Rotten Food: Food&amp;lt;br&amp;gt;&lt;br /&gt;
Sage Stone: Stone&amp;lt;br&amp;gt;&lt;br /&gt;
Satchel of Mist: Satchel&amp;lt;br&amp;gt;&lt;br /&gt;
Scroll of Protection from Fire: Scroll, Scroll of Prot, Scroll of Fire Prot&amp;lt;br&amp;gt;&lt;br /&gt;
Staff of Illusion: Staff&amp;lt;br&amp;gt;&lt;br /&gt;
Strange Metallic Can: SMC, Can&amp;lt;br&amp;gt;&lt;br /&gt;
The Head of Medusa: HoM, Head&amp;lt;br&amp;gt;&lt;br /&gt;
The Spider's Web: Web&amp;lt;br&amp;gt;&lt;br /&gt;
Total Newbie Handbook: Newbie, Handbook&amp;lt;br&amp;gt;&lt;br /&gt;
Treasure Chest: Chest&amp;lt;br&amp;gt;&lt;br /&gt;
Treasure Map: Map&amp;lt;br&amp;gt;&lt;br /&gt;
Vial of Venom: Vial, VoV, Venom&amp;lt;br&amp;gt;&lt;br /&gt;
Voodoo Doll: Doll&amp;lt;br&amp;gt;&lt;br /&gt;
Wine of Three Whips: Wine, W3W, WoTW&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Uniques'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ancient Staff of Pure Quartz: Quartz Staff&amp;lt;br&amp;gt;&lt;br /&gt;
Ancient Tome: Tome&amp;lt;br&amp;gt;&lt;br /&gt;
Atomic Bomb: A-Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
Basin of Far Seeing: Basin&amp;lt;br&amp;gt;&lt;br /&gt;
Black Ankh: Ankh&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Knife: BK&amp;lt;br&amp;gt;&lt;br /&gt;
Blue Ice: Ice&amp;lt;br&amp;gt;&lt;br /&gt;
Burning Incense: Incense&amp;lt;br&amp;gt;&lt;br /&gt;
Efreeti Bottle: Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
Egg of Time: Egg&amp;lt;br&amp;gt;&lt;br /&gt;
Helm of ESP: Helm&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Grail: HG, Grail&amp;lt;br&amp;gt;&lt;br /&gt;
Iron Golem: IG, Golem&amp;lt;br&amp;gt;&lt;br /&gt;
Lipstick of Enslavement: Lipstick&amp;lt;br&amp;gt;&lt;br /&gt;
Love Potion #9: Potion&amp;lt;br&amp;gt;&lt;br /&gt;
Pouch of Infinite Wealth: Pouch&amp;lt;br&amp;gt;&lt;br /&gt;
Sceptre of Rulership: Sceptre&amp;lt;br&amp;gt;&lt;br /&gt;
Spectacles of True Seeing: Spectacles&amp;lt;br&amp;gt;&lt;br /&gt;
The Altar of Blood: Altar&amp;lt;br&amp;gt;&lt;br /&gt;
The Magic Mirror: Mirror&amp;lt;br&amp;gt;&lt;br /&gt;
The Mirror of the Grey Witch: Mirror&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Category:Terminology]]&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Mana&amp;diff=51641</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Mana&amp;diff=51641"/>
		<updated>2021-06-04T04:33:36Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{resourcesnav}}&lt;br /&gt;
&lt;br /&gt;
= Basics =&lt;br /&gt;
&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|nodes]].&lt;br /&gt;
&lt;br /&gt;
*The efficiency at which your [[Nodes|nodes]] generate mana is controlled by the&amp;amp;nbsp;% of land that [[Nodes|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|nodes]] - spending a [[Turns|turn]] will top-off that excess storage. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
*MP is consumed by many army [[Units|units]] and [[Heroes|heroes]], by magic (spell casting, [[:Category:Enchantments|enchantments]] upkeep, [[Defense_assignment|defense assignment]]), by [[Barriers|barriers]]. Your status report breaks down the total upkeep. &lt;br /&gt;
*On most servers (except Arch and Guildwar), 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, and no beneficial enchants can be cast on yourself.   &lt;br /&gt;
*There are also game features that alter the efficiency of your [[Nodes|nodes]]: when [[Items|items]], [[Heroes|heroes]] or [[Enchantments|enchantments]] reduce your MP production, that is called 'Hidden upkeep'. &lt;br /&gt;
&lt;br /&gt;
== MP charging ==&lt;br /&gt;
&lt;br /&gt;
MP charging generates MP based on your &amp;quot;Income&amp;quot;: each turn spent charging will give you an amount of mana equal to your net mana income, on top of the mana gained (Or lost) on the spent turn. So if you have nothing in your kingdom reducing mana, you will gain the net income twice, but if you are oversummoned and your mana is in negative, you will gain the net mana per charge, and have your mana reduced by the negative number as well. Thus one have to consider actual mana income when charging - when really oversummoned you gain nothing, and disbanding a bit of army before charging means you get extra mana as well.&lt;br /&gt;
&lt;br /&gt;
*MP charging a good part of the [[Turns|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|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;
&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|enchantments]] may cancel themselves; and ultimately you may lose the [[Barriers|barriers]] that you build.&lt;br /&gt;
&lt;br /&gt;
= Advanced =&lt;br /&gt;
&lt;br /&gt;
== Game features affecting M.P. ==&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
&lt;br /&gt;
*[[Mana_Crystal|Mana Crystal]] (lesser item) generates MP for your kingdom (random amount). &lt;br /&gt;
*[[Mana_Vortex|Mana Vortex]] (lesser item) destroys MP in target kingdom (random amount). &lt;br /&gt;
*[[Efreeti_Bottle|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;
'''Enchantments'''&lt;br /&gt;
&lt;br /&gt;
*[[The_Holy_Light|The Holy Light]] reduces your nodes MP generation (e.g. hidden upkeep) &lt;br /&gt;
*[[Black_Sabbath|Black Sabbath]] makes your MP generation fluctuate, but on average increases production in exchange for 666 [[Population|population]]. &lt;br /&gt;
&lt;br /&gt;
'''Spell'''&lt;br /&gt;
&lt;br /&gt;
*[[Earthquake|Earthquake]] will destroys part of targets MP, as well as ALL of your own. &lt;br /&gt;
*[[Wish|Wish]] can make you lose MP (100k) or give you Efreeti Bottle which can give you MP. &lt;br /&gt;
&lt;br /&gt;
'''Heroes'''&lt;br /&gt;
&lt;br /&gt;
*[[Shaman|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|Devil Prince]] after [[Contract_of_Soul|Contract of Soul]] reduces your nodes MP generation (e.g. hidden upkeep). [[Devil_Prince|Devil Prince]] and [[Black_Sabbath|Black Sabbath]] effects even out about. &lt;br /&gt;
&lt;br /&gt;
'''Gods'''&lt;br /&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;
&lt;br /&gt;
== Mana Graph ==&lt;br /&gt;
&lt;br /&gt;
[[File:AMNodebreakdown.jpg|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
== Effectiveness of Nodes ==&lt;br /&gt;
&lt;br /&gt;
The graph below illustrates that the more nodes you have, the less each individual nodes generates. Above a certain value, therefore it is usually not worth building any more [[Nodes|nodes]].&lt;br /&gt;
&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|Mana#Mana Charging]] doubles the depicted values (see above) &lt;br /&gt;
&lt;br /&gt;
''Typical Usage''&lt;br /&gt;
&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|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|Armageddon]], or preparing a [[Volcano_Eruption|VE-bombardment]] or prepare to [[Earthquake|Earthquake]] a big mage or whatever).   &lt;br /&gt;
&lt;br /&gt;
''Details in the graph''&lt;br /&gt;
&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&amp;amp;nbsp;%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;
&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)&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&lt;br /&gt;
&lt;br /&gt;
In this formula:&lt;br /&gt;
&lt;br /&gt;
*Rndd= Rounded down function &lt;br /&gt;
*N = amount of nodes &lt;br /&gt;
*L = amount of land &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; Example1: Land=5000, N=1000, X=20&lt;br /&gt;
&lt;br /&gt;
*Yield = 20x5000/100 + 1000(80)/10 = 1000+8000 = 9000. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; Example2: Land=5000, N=2000, X=40&lt;br /&gt;
&lt;br /&gt;
*Yield = 40x5000/100 + 2000(60)/10 = 2000+12000 = 14000. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; Example3: Land=5000, N=1990, X=39, N/L=39.8&lt;br /&gt;
&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   &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&amp;amp;nbsp;: - 0.10 Y &lt;br /&gt;
**Moon's Favour&amp;amp;nbsp;: + 0.10Y &lt;br /&gt;
**Holy Grail&amp;amp;nbsp;: - 1000 &lt;br /&gt;
**The Holy Light&amp;amp;nbsp;: - 0.25 Y &lt;br /&gt;
**...   &lt;br /&gt;
&lt;br /&gt;
= Obsolete optimization =&lt;br /&gt;
&lt;br /&gt;
'''Local Maxima'''&lt;br /&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;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= More? =&lt;br /&gt;
&lt;br /&gt;
UBB thread of interest: [http://ubb.the-reincarnation.com/viewtopic.php?t=12718 http://ubb.the-reincarnation.com/viewtopic.php?t=12718]&lt;br /&gt;
&lt;br /&gt;
{{resourcesnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Lucifer_Favor&amp;diff=51640</id>
		<title>Lucifer Favor</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Lucifer_Favor&amp;diff=51640"/>
		<updated>2021-06-04T04:31:51Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
*'''Lucifer, the Fallen Angel''' &lt;br /&gt;
&lt;br /&gt;
*Lucifer is the newest of the gods, rising to the power of a deity only recently. Although he is the youngest god and has the fewest followers, his power is growing and his ranks swelling. He is said to be mysterious and exotic, and his followers indulge themselves in all forms of debauchery. Lucifer is seductive as only an immortal can be, disarming in his innocence, and utterly beguiling in his manner. Lucifer appears to his followers as a young man, fresh, with the vigours of youth, but he can assume male, female, or hermaphrodite form at will. Rumors say that even the elven Moon goddess is charmed by the new god. At heart though, he is still a cruel fallen archangel, and his followers often experience occasional outburst of fury as his mood is ever changing. He was considered insane even when he was the leader of the angels of vengeance in the God of the Sky's armies. Most of his war expeditions ended in blood baths, genocides, and exterminations of entire nations. Finally Sun lost his patience and banished Lucifer from the heavens forever. This took place in an epic battle between the Highfather and his first lieutenant. After his downfall, only the Lord of the Nine Hells could see his potential and tried to control it to his own ends. With his help, Lucifer achieved god status on Terra, but in fact Lucifer never liked the worn-out evil facade of the Blood Lord's policies, and he broke away as soon as he could. Lucifer's followers on Terra tend to be absolute. They fall into endless fascination with their god. He grants them part of his charm to control living beings, and he can also bestow part of the power he learned from Satan to control the undead and demons. Army leaders so influenced are able to recruit more units and those units fight more efficiently under charismatic leaders, both living and undead. &lt;br /&gt;
&lt;br /&gt;
== Favor ==&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
*Donate Minimum 15,000,000 Geld (30,000,000 on Lightning) or 10% of your current Geld (Including items/heroes/units/spells you are selling and buying) &lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
*+10% summoning yields/attack power (primary + counter, perhaps also secondary attack) &lt;br /&gt;
&lt;br /&gt;
== Most Favored ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Requirements (Unverified) ===&lt;br /&gt;
&lt;br /&gt;
*Hatred from Sun &lt;br /&gt;
*Disfavor with Satan ([http://www.the-reincarnation.com/viewtopic.php?f=2&amp;amp;t=28890&amp;amp;start=60 [1]]) &lt;br /&gt;
*Must be stacking Angels (Angles / AA or Dom) &lt;br /&gt;
*Favour from no other god (only Lucifer) &lt;br /&gt;
*Top 10 donators &lt;br /&gt;
*Must donate 100% of Geld, minimum donation is 1,600,000,000 (Lightning); 800,000,000 (Blitz); 600,000,000 (Guildwar Server/Solo); 300,000,000 (Arch); 1,600,000,000 (Beta)&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
*Most Favoured status brings double what normal favour brings, for double the time (96 hours). &lt;br /&gt;
*A level 18-24 random [[:Category:Heroes|hero]] (with normal upkeep). &lt;br /&gt;
&lt;br /&gt;
'''Patron Status'''&lt;br /&gt;
&lt;br /&gt;
Requirements (Unverified)&lt;br /&gt;
&lt;br /&gt;
*Top 10 donators &lt;br /&gt;
*10% chance of getting Patron per attempt &lt;br /&gt;
*A mage will go from NEUTRAL to PATRON&amp;amp;nbsp; &lt;br /&gt;
*Must achieve Favor 7 times previous to Patron attempt. No other god favors can interrupt the seventeen donations of your donation count will be reset to 0.&amp;amp;nbsp; &lt;br /&gt;
*Must have a unit with &amp;quot;CHARM&amp;quot;&amp;amp;nbsp;ability &lt;br /&gt;
*Must Attack a mage with favor from Satan &lt;br /&gt;
*Cannot have attack a mage with favor from Sun (48H/24H on Lightning) &lt;br /&gt;
*Cannot have attacked a mage with Favor from Moon (48H/24H on Lightning) &lt;br /&gt;
*Donate 45m&amp;amp;nbsp;or 1/3&amp;amp;nbsp;of gold whichever is larger &lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
*There can only be 1 Most Favored Mage per God &lt;br /&gt;
*Each mage is limited to 1 Most Favored per week per God&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Fear_(spell)&amp;diff=51639</id>
		<title>Fear (spell)</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Fear_(spell)&amp;diff=51639"/>
		<updated>2021-06-04T04:24:37Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spellstats&lt;br /&gt;
| description   = &lt;br /&gt;
This spell will send terror throughout your enemy's troops, scattering their forces. Their attack and counter attack are decreased. Area of effect: 1 random enemy group.&lt;br /&gt;
| image         = &lt;br /&gt;
| unit          = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
SPELL:&lt;br /&gt;
&lt;br /&gt;
*Deals 54.52%{{black}}, 27.26%{{red}}{{blue}}, 13.63%{{white}}{{green}} penalty to primary, secondary and counter AP of a random enemy stack &lt;br /&gt;
*If the caster is a Nether and affected by [[Shroud_of_Darkness|Shroud of Darkness]], Fear will deal 27.26% penalty to primary, secondary and counter AP of all enemy units instead &lt;br /&gt;
*Is a nether spell, thus can be resisted &lt;br /&gt;
*Exception: on Arch server, Fear doesn't affect secondary AP &lt;br /&gt;
*The spell name is labeled as &amp;quot;Fright&amp;quot; in Lightening Server &lt;br /&gt;
&lt;br /&gt;
fckLR&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]] [[Category:Nether Spells]] [[Category:Battle Spells]] [[Category:Simple Spells]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&amp;diff=51638</id>
		<title>Groentje Players Manual Ch2</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&amp;diff=51638"/>
		<updated>2021-06-04T04:23:54Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= [[Groentje Players Manual Ch1]] =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;back to [[Groentje Players Manual]] content page&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HOW TO START =&lt;br /&gt;
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).&lt;br /&gt;
&lt;br /&gt;
== Creating a The Reincarnation account == &lt;br /&gt;
* First surf to http://www.the-reincarnation.com&lt;br /&gt;
* Then click the 'Register an account' link, to get access to our forum and our game servers&lt;br /&gt;
** You will need a working email-address and click a link in an email to activate your account&lt;br /&gt;
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. &lt;br /&gt;
** Choose a name that is not insulting, sexist, racist or otherwise offensive.&lt;br /&gt;
** If you are the only person using your computer, why not set it to remember your TR password.&lt;br /&gt;
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.&lt;br /&gt;
&lt;br /&gt;
=== Account Creation Trouble ===&lt;br /&gt;
&lt;br /&gt;
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. &lt;br /&gt;
&lt;br /&gt;
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].&lt;br /&gt;
** Use the same email that you used for your Account creation. &lt;br /&gt;
** Admins only answer to known email-adresses. &lt;br /&gt;
** Do not forget to mention the approximate time that you created your account.&lt;br /&gt;
&lt;br /&gt;
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].&lt;br /&gt;
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a New Mage ==&lt;br /&gt;
&lt;br /&gt;
=== Pick your server(s) ===&lt;br /&gt;
&lt;br /&gt;
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice. A new mage is created by giving it a name and selecting a color. But what server to pick?&lt;br /&gt;
&lt;br /&gt;
*The GUILD server is an intermediate speed server with fairly standard mechancis. [[Apprentice_Academy|Apprentice Academy]] operate on the server and teach basic gameplay. Some sets, its higher-learning sister guild [[Apprentice_Academy#Advanced_Academy|Advanced Academy]] is also present. &lt;br /&gt;
*The SOLO server stands out in that it does not have any guilds. Each mage can rely only on himself or herself, and indeed the identity of all mages are hidden under a shroud of anonymity. &lt;br /&gt;
*The ARCH server is great for players who like to focus more on stacking and strategy as the strongest spells and units are not present on this server. It is the home of [[Apprentice_Academy|Apprentice Academy]], the official training guild or TR. &lt;br /&gt;
*The BLITZ server has the fastest turn rate of all. It offers an intensive gaming experience. &lt;br /&gt;
*The BETA server is as fast as blitz, and the place where new game elements are tried and tested before being introduced on the main servers. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
You can only ever have one mage on a server at any given time, but you are welcome to play more than one server. Indeed, many true TR addicts play all servers. If you play multiple servers, you may find playing the same colour on all or most of them helps you learn that colour faster. Playing different colours on every server is challenging, even for veterans.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' ''You may want to bookmark our main page as one of your favourites.''&lt;br /&gt;
&lt;br /&gt;
=== Fair play restriction: Only one mage per player per server allowed ===&lt;br /&gt;
&lt;br /&gt;
'''Important''': ''Players are supposed to play only one mage on a server (see the [[Decalogue|Decalogue]])''.&lt;br /&gt;
&lt;br /&gt;
Players are allowed to play mages on each server, but one per server only. Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Thus:&lt;br /&gt;
&lt;br /&gt;
*You can only have one mage on each server. &lt;br /&gt;
*You can play one mage on each servers. &lt;br /&gt;
*All your mages are tied to your single TR-account (UBB-account). &lt;br /&gt;
&lt;br /&gt;
Admins monitor for players with multiple UBB accounts and multiple mages on a server. Such is considered cheating and associated accounts are deactivated and removed. Note that the rules of TR, the so-called [[Decalogue|Decalogue]] are flashed when you reincarnate your mage. The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]&lt;br /&gt;
&lt;br /&gt;
=== Magename and Magenumber ===&lt;br /&gt;
&lt;br /&gt;
*Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality. &lt;br /&gt;
**You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language). &lt;br /&gt;
**You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).   &lt;br /&gt;
&lt;br /&gt;
*You’ll also receive your mage number, unique to you, that is an additional identifier in the game. &lt;br /&gt;
**You cannot choose your number, they are handed out in order of reincarnation since the beginning of the game round.   &lt;br /&gt;
&lt;br /&gt;
=== Sharing a computer ===&lt;br /&gt;
&lt;br /&gt;
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://archwar.the-reincarnation.com/main/multireg.html ArchWar] |[http://beta.the-reincarnation.com/main/multireg.html Beta]&lt;br /&gt;
&lt;br /&gt;
*If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). &lt;br /&gt;
*You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.&lt;br /&gt;
&lt;br /&gt;
== Playing your Mage ==&lt;br /&gt;
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.&lt;br /&gt;
&lt;br /&gt;
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''&lt;br /&gt;
&lt;br /&gt;
=== Log In ===&lt;br /&gt;
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.&lt;br /&gt;
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.&lt;br /&gt;
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:&lt;br /&gt;
** Enter your mage name and password exactly as you originally specified &lt;br /&gt;
** Check CapsLock if login fails; passwords and account names are case sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Log In ===&lt;br /&gt;
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. &amp;lt;br&amp;gt;There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.&lt;br /&gt;
&lt;br /&gt;
=== Log Out ===&lt;br /&gt;
* On shared computers, you should log out from the portal page after you are done playing. &lt;br /&gt;
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.&lt;br /&gt;
* If it is just you using your computer for The Reincarnation: don't bother about logging out:&lt;br /&gt;
** just close your browser window when you have had enough of it.&lt;br /&gt;
&lt;br /&gt;
== Web navigation in ‘The Reincarnation’ ==&lt;br /&gt;
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.&lt;br /&gt;
&lt;br /&gt;
=== The First 120 Turns ===&lt;br /&gt;
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.&lt;br /&gt;
&lt;br /&gt;
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.&lt;br /&gt;
&lt;br /&gt;
=== Alternative ways to Log In ===&lt;br /&gt;
&lt;br /&gt;
In the rare case that www.the-reincarnation.com is down, you can try to login through&lt;br /&gt;
&lt;br /&gt;
*[http://guildwar.the-reincarnation.com Guildwar Server directly] - ''use your TR portal name (=UBB name), not your mage name'' &lt;br /&gt;
*[http://arch.the-reincarnation.com Arch&amp;amp;nbsp;server directly] - ''use your TR portal name (=UBB name), not your mage name'' &lt;br /&gt;
*[http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name'' &lt;br /&gt;
*[http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name'' &lt;br /&gt;
*[http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name'' &lt;br /&gt;
&lt;br /&gt;
=== Account deactivated ===&lt;br /&gt;
&lt;br /&gt;
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.&lt;br /&gt;
&lt;br /&gt;
=== Your entry has expired ===&lt;br /&gt;
&lt;br /&gt;
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Encyclopedia|Encyclopedia]] | [[Units|Units]] | [[Spells|Spells]] | [[Items|Items]] | [[Heroes|Heroes]] | [[Buildings|Buildings]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= [[Groentje Players Manual Ch3]] =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;back to [[Groentje Players Manual]] content page&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= [[Groentje Players Manual Ch4]] =&lt;br /&gt;
= [[Groentje Players Manual Ch5]] =&lt;br /&gt;
= [[Groentje Players Manual Ch6]] =&lt;br /&gt;
= [[Groentje Players Manual Ch7]] =&lt;br /&gt;
= [[Groentje Players Manual Ch8]] =&lt;br /&gt;
= [[Groentje Players Manual Ch9]] =&lt;br /&gt;
= [[Groentje Players Manual Ch10]] =&lt;br /&gt;
[[Category:Chapters]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Pre-orders&amp;diff=51637</id>
		<title>Pre-orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Pre-orders&amp;diff=51637"/>
		<updated>2021-06-04T04:20:41Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== General Concept ==&lt;br /&gt;
&lt;br /&gt;
Pre-orders allows to bid on items while being absent, or, self-explanatory, &amp;quot;orders pre-emptively while the item is not yet on the market&amp;quot;, example: pre-ordering 1 ash of invisibility at X amount while ash of invisibility is not yet on the market. It is not possible to pre-order on an item that is already on the market, as it would not be a &amp;quot;pre&amp;quot; order, and it'd strongly abuse the market while bidding for no turn cost (depending of the server).&lt;br /&gt;
&lt;br /&gt;
Pre-orders don't work the same way on Arch than on other servers. For Arch, it costs 1 turn to set a pre-order, and with a maximum of 1 pre-order with a cap of 5 items (e.g.: 5 ash of invisibility) while on the others there is an unlimited amount of pre-orders possible, for free, which makes it able to buy things on the BM without spending a turn (which on the other hand boosts inflation on servers such as guild/blitz greatly).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Subtlety ==&lt;br /&gt;
&lt;br /&gt;
A question was what would happen if two (or more) persons have set a same pre-order (same item, same price); at first it was thought it would randomly pick inbetween pre-orderers, but it isn't, actually the first one to have set the pre-order gets it. Meaning, if you see an item getting pre-ordered at 20m, don't set the pre-order at 20m too else there is strong chances that you will never get it if the person has set for &amp;quot;999&amp;quot; items, you would have to set it a bit higher.&lt;br /&gt;
&lt;br /&gt;
''Discovery made through experiments with a ~99.98% confidence interval by Magewarfelix, Zalithian and Laanders''&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Heroes&amp;diff=51636</id>
		<title>Heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Heroes&amp;diff=51636"/>
		<updated>2021-06-04T04:17:50Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Heronav}}&lt;br /&gt;
= Getting Heroes =&lt;br /&gt;
There are a number of ways to gain heroes and these are listed below&lt;br /&gt;
* They can be bought from the Tavern in the Black Market&lt;br /&gt;
* They can be given by getting favor from a [[God_Favour | God]] (small % chance)&lt;br /&gt;
* A high level hero (20+) can be obtained by getting into [[God_Favour#Most_Favoured | Lucifer's Most Favored]] List &lt;br /&gt;
* [[Love Potion #9]], [[Lipstick of Enslavement]] and [[The Magic Mirror]] are unique items that can grant you one hero&lt;br /&gt;
&lt;br /&gt;
= Joining the Battle = &lt;br /&gt;
Heroes will lead stacks according to their power, so the highest level hero in your army will lead your most powerful stack and so on; however, heroes will lead units that are the &amp;lt;b&amp;gt;same race and color &amp;lt;/b&amp;gt;(for instance, even if you only have a Berserker, it will lead Dwarven Deathseekers even if Red Dragons are your top stack).  Heroes will die in battle when the stack that they command is completely destroyed and the damage dealt is sufficient to completely take off the hitpoint of the hero.&lt;br /&gt;
e.g.&lt;br /&gt;
level 17 Illusionist leads Phoenix.&lt;br /&gt;
A stack of Red Dragon deals a final blow of 226000 damage to the remaining 3 Phoenix(with 70000 hp).&lt;br /&gt;
The stack will be wiped off but the hero survives as a level 17 Illusionist has a hp of 18000 while 3 Phoenix have a total of 210000 hp. So the total amount of damage needed to clear the stack and kill that hero should be 228000. Therefore, with only 226000, the hero survives.&lt;br /&gt;
&lt;br /&gt;
== Leading a Stack ==&lt;br /&gt;
* On DEFENSE ([[Regular]] and [[Siege]]), heroes will lead any stack (even 1 [[militia]] or 1 [[sheep]]).&lt;br /&gt;
* On OFFENSE ([[Regular]] and [[Siege]]), &lt;br /&gt;
** If you send a very small stack (less then 10% of your total power), the hero will ''not'' lead it.&lt;br /&gt;
** If you send a big stack in company with small stacks, heroes can lead all stacks. &lt;br /&gt;
*** Note that very small stacks may not be targeted if they are under a certain % of your NP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* When color ''AND'' [[:category:races|race]] of a stack match that of the hero, a hero will prefer to lead that stack.&lt;br /&gt;
* In any other case (no match, only color matches, only race matches), the hero prefers to lead the highest powerranked stack&lt;br /&gt;
** If you have two heroes of the same Race and Color, the highest level hero chooses stack preference first.&lt;br /&gt;
** If you have several heroes, the most experienced (highest level) hero is matched first.&lt;br /&gt;
&lt;br /&gt;
* If there are more battle heroes than stacks, &lt;br /&gt;
** the not-preferred stack hero stays home (if there is a preferred hero-stack match in the army send to battle), &lt;br /&gt;
** the lowest level hero stays home.&lt;br /&gt;
*** long ago multiple heroes could jointly lead one and the same stack - that was abandoned in TR.&lt;br /&gt;
&lt;br /&gt;
= When In the Battle = &lt;br /&gt;
&lt;br /&gt;
===Efficiency Bonus when leading preferred stack===&lt;br /&gt;
If a Hero commands a stack of the same colour and race as the hero this stack receives a bonus to [[efficiency]] equal to the heros level in percent. This goes for the start of the battle. Soon as the unit hits and or is hit, the [[Fatigue]] effect comes in to play.&lt;br /&gt;
* Example: Level 16 [[Fire Elementalist]] commands stack of [[Efreeti]].&lt;br /&gt;
** Efreeti start with 100% efficiency + 16% bonus = 116% efficiency (100% default)&lt;br /&gt;
** After their primary attack (init 4) they lose 15% as normal = 101% efficiency (85% default)&lt;br /&gt;
** After one hit they again lose 15% = 86% efficiency (70% default)&lt;br /&gt;
&lt;br /&gt;
==Attack of the hero==&lt;br /&gt;
* Right after the primary or secondary attack of the stack, to the same stack.&lt;br /&gt;
&lt;br /&gt;
===Heroes' spells and resistance===&lt;br /&gt;
* If one of your heroes casts a [[Spells#Heroes' spells|spell]] or uses an [[#Hero Abilities|ability]], that can be resisted, just as any other spell. &lt;br /&gt;
* Hero colour determines the colour of the spell/skill.&lt;br /&gt;
&lt;br /&gt;
===How Heroes are Lost in Combat:===&lt;br /&gt;
* [[Stack wiping]] the hero led stack will usually kill a hero&lt;br /&gt;
** but... for the hero to die, there needs to be enough damage left over after the stack is killed, to kill the hero also. &lt;br /&gt;
** In a close call, it thus ''is'' possible to have a hero-lead stack completely die, while the hero manages to survive.&lt;br /&gt;
&lt;br /&gt;
= Hero Experience =&lt;br /&gt;
With every turn you spend, your hero gains experience points. When you collected enough experience, your hero raises a level. The latter may switch on new abilities and increase the effect of already acquired abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Experience gain ==&lt;br /&gt;
&lt;br /&gt;
'''Battle Heroes:'''&lt;br /&gt;
&lt;br /&gt;
*Slow servers (Arch 1/12 min): 9.6 experience per turn + 24 experience for leading a stack in a battle (win or not) &lt;br /&gt;
*Normal servers (Guildwar, Solo 1/7min): 6 experience per turn + 11 experience for leading a stack in a battle (win or not) &lt;br /&gt;
*Fast servers (Beta 1/5 min): 4 experience per turn + 8 experience for leading a stack in a battle (win or not) &lt;br /&gt;
&lt;br /&gt;
'''Non-Battle Heroes:'''&lt;br /&gt;
&lt;br /&gt;
*Slow servers (Arch 1/12 min): 14.38 experience per turn &lt;br /&gt;
*Normal servers (Guildwar, Solo 1/7min): 8.4 experience per turn &lt;br /&gt;
*Fast servers (Beta 1/5 min): 6 experience per turn&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
* For a hero to go up a level, it requires 1,000 * (current level) experience points for each additional level. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Section 7 - Heroes and Heroins]] of [[Alzorath's General FAQ| Alzorath's FAQ v0.2]] shows a table format of the hero levels from zero up to 40; however, the lowest level heroes available start from level 8 as most heroes have thier first abilities when they reach level 9.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gods testing heroes ==&lt;br /&gt;
When a god turns from favour to disfavour, one of your heroes may be tested by a God.&lt;br /&gt;
The possible outcomes are: your hero gains one level, your hero stays, your hero dies.&lt;br /&gt;
&lt;br /&gt;
:: ''Example: Gaining Sun's favour while having Moon's favour. Get a hero, and get it leveled right after.''&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
You offered 30,000,000 gold to Sun, the Father of the Sky.&amp;lt;BR&amp;gt;&lt;br /&gt;
Sun, the Father of the Sky seems to be very pleased by your generous donation.&amp;lt;BR&amp;gt;&lt;br /&gt;
Inner strength filled your spirit.&amp;lt;BR&amp;gt;&lt;br /&gt;
Your action has gained you the favour of Sun, the Father of the Sky.&amp;lt;BR&amp;gt;&lt;br /&gt;
The hero Vendu Clatian Berserker came to you and offered to serve under your command.&amp;lt;BR&amp;gt;&lt;br /&gt;
You sense a heavenly conflict between Sun, the Father of the Sky and Moon, the Light in the Night.&amp;lt;BR&amp;gt;&lt;br /&gt;
You hear roar in anger. You are now disfavoured by Moon, the Light in the Night.&amp;lt;BR&amp;gt;&lt;br /&gt;
Moon, the Light in the Night tested your hero Vendu Clatian Berserker.&amp;lt;BR&amp;gt;&lt;br /&gt;
Vendu Clatian Berserker passed Moon, the Light in the Night's test.&amp;lt;BR&amp;gt;&lt;br /&gt;
Moon, the Light in the Night is pleased with Vendu Clatian's performance.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Sat Mar 15 18:24:43 2008&amp;lt;BR&amp;gt; &lt;br /&gt;
Vendu Clatian Berserker became level 18.&amp;lt;BR&amp;gt; &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hero Abilities =&lt;br /&gt;
&amp;lt;center&amp;gt;''Note'': The '''[[Hero Abilities|annotated list]]''' of hero abilities has moved.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Above some minimum level of experience, heroes unlock their [[:Category:Hero abilities|abilities]]. When the hero increases in level, the unlocked ability also becomes more powerful. Most heroes have two abilities, one unlocking in the level 8-10 range, and one unlocking in the level 13-17 range. The abilities are briefly described in the [[Hero Abilities|encyclopedia]]. Two types of hero abilities exist: battle and non-battle. Non-battle heroes only have non-battle abilities, battle heroes can have both.&lt;br /&gt;
&lt;br /&gt;
Note that some hero abilities can be turned off (click [[Audience]] in the main menu). This removes any hidden upkeep associated with that specific ability.&lt;br /&gt;
{{navigation}}&lt;br /&gt;
[[Category:Main Pages]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Battle_Mechanics&amp;diff=51635</id>
		<title>Battle Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Battle_Mechanics&amp;diff=51635"/>
		<updated>2021-06-04T04:06:11Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Replaced ArchWar with Guildwar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Accurate as of 11th July, 2012 -- Updated by Nogitron.&lt;br /&gt;
&lt;br /&gt;
'''If you find information on this page which is inaccurate or confusing, or if you feel that I've left information out which should be added, or if you feel that a particular bit of information should be detailed more, please send me a PM here or e-mail me at ''nogzor@hotmail.com'''''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There’s an enormous amount of information, mechanics, and mathematics that goes into every single battle. Which units will hit which? How much damage will they do? Did that spell pass barriers? If so, did the units resist it? And so on, and so forth. Here I will explain some of the mechanics that come into play for battles, so you can have a better understanding of your Battle Reports and make adjustments to your kingdom/army based on them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before we get into Mechanics of the actual Battle itself, it will be best for you to understand something about stacking.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stacks and the Stack Multiplier'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
When viewing your army, each group of units is called a &amp;quot;stack.&amp;quot; For example, 1,000 archers would be referred to as &amp;quot;a stack of archers&amp;quot;. A player's complete army is also sometimes referred to as their &amp;quot;stack,&amp;quot; which will undoubtedly cause some confusion. It is best to assume that, unless a specific unit is being spoken of, then the term &amp;quot;stack&amp;quot; will apply to the entire army. The maximum number of stacks a player can have '''in a battle''' is 10, if a player has more than 10 stacks in their army, only the top 10 stacks based on ''stack power'' will participate in battle (unless the player manually changes the participating stacks). Each stack will hold a position in the army based on the percentage of power that stack in particular contributes to the total power of the army. However, some units can hold a higher position in the army due to the Stack Multiplier.&lt;br /&gt;
&lt;br /&gt;
The Stack Multiplier is a mathematical adjustment made to each stack in your army to adjust their placement within the army based on their unit type. There are three unit types, and each has its own multiplier:&lt;br /&gt;
	&lt;br /&gt;
* Ranged Units (All units with a Ranged or Missile-Type Attack) – 1.0x Multiplier&lt;br /&gt;
* Melee Units (All Non-Flying units with any Non-Ranged Attack Type) – 1.5x Multiplier&lt;br /&gt;
* Flying Units (All units with the Flying ability) – 2.25x Multiplier&lt;br /&gt;
	&lt;br /&gt;
The resulting updated power of each stack is called their ''stack power'', and is the value used to determine the stack's placement in the army for the purpose of battle. For example, a stack of Flying units with 400,000 net power will “multiply” up to a ''stack power'' of 900,000  (400,000 * 2.25). This means that if you have a Flying stack with 400,000 net power, it will stack above a Ranged stack with 800,000 net power, even though the Ranged stack is clearly the stronger of the two. A Melee stack of 400,000 net power, however, would “multiply” up to 600,000 stack power (400,000 * 1.5), and would sit below them both. This multiplication of power does not change the ''actual'' power of the stack, it is used for stacking purposes ONLY. Therefore, if that Flying stack of 400k net power (900k stack power) were killed in its entirety (stackwiped), you would only lose 400k power. Let’s have a look at a sample stack:&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Leviathan&amp;lt;td&amp;gt;19&amp;lt;td&amp;gt;9.7%&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ice Elemental&amp;lt;td&amp;gt;63&amp;lt;td&amp;gt;14.2%&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Shadow Elemental&amp;lt;td&amp;gt;2047&amp;lt;td&amp;gt;9.4%&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dark Elf Magician&amp;lt;td&amp;gt;2041&amp;lt;td&amp;gt;14.0%&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Naga Queen&amp;lt;td&amp;gt;322&amp;lt;td&amp;gt;9.0%&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Elemental&amp;lt;td&amp;gt;10543&amp;lt;td&amp;gt;12.3%&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Astral Magician&amp;lt;td&amp;gt;6874&amp;lt;td&amp;gt;12.0%&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mind Ripper &amp;lt;td&amp;gt;867&amp;lt;td&amp;gt;10.3%&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Archangel&amp;lt;td&amp;gt;584&amp;lt;td&amp;gt;4.5%&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Zombie&amp;lt;td&amp;gt;29838&amp;lt;td&amp;gt;4.6%&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Leviathans are a Melee Unit. Their net power per unit is 49,500. So the full stack has a net power value of 940,500; however, because they’re a Melee unit, their net power is multiplied up to 1,410,750 stack power. The Ice Elementals are a Ranged unit. Their net power per unit is 21,800, so the full stack has a net power value of 1,373,400. Being a Ranged unit, their multiplier is 1.0, so their stack power remains at base. This is why the Leviathans, though lower in actual power, stack above the Ice Elementals. In fact, it would only take 814 Archangels to stack above the Ice Elementals, even though their combined actual power rating would only be 610,500; the 2.25x Flying multiplier would bump their stack power up to 1,373,625.&lt;br /&gt;
&lt;br /&gt;
Knowing the Stack Multiplier can seriously assist you in building a stack to counter your target’s stack. You will always know where your stacks are going to sit, and why.&lt;br /&gt;
&lt;br /&gt;
Now that we know how stacks stack, we can begin to understand more about the battle itself and its mechanics. The battle (as seen in the battle report) is divided into three phases:  The Pre-Battle Phase, the Battle Phase, and the Post-Battle Phase.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that you know how stacks stack, you can begin to understand more about the battle itself and its mechanics. The battle (as seen in the battle report) is divided into three phases:  The Pre-Battle Phase, the Battle Phase, and the Post-Battle Phase.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=PHASE I: The Pre-Battle Phase=&lt;br /&gt;
Pre-Battle phase is where both sides use their spells and items, followed by stack pairing, and then heroes using their abilities (such as casting spells at the enemy). I am unsure as to which side uses their spells/items first or if the order of usage denotes precedence (such as the case where a green mage uses Call Hurricane while his opponent uses Carpet of Flying). Units which die in this phase do not take part in the actual battle; however, they may still be resurrected at the end of the battle provided the stack has units remaining.&lt;br /&gt;
==Spells and Items==&lt;br /&gt;
The first thing that occurs in a battle, even before the armies line up on the field, is the usage of battle spells and items. Both mages involved in the battle have the opportunity to cast one spell and use one item to increase their chances of winning the battle. If the Defender's Defense Assignment is triggered, his or her spell and/or item will ALWAYS be used. In some cases the spell will fail (if the mage doesn't have enough mana, if it's an off-color spell and he fails the casting, or if the mage is confused by a detrimental enchantment and he fails casting), but the majority of the time, the spell WILL cast. The item on defense assignment will always be used when the assignment is triggered provided one is available in inventory.&lt;br /&gt;
&lt;br /&gt;
The Attacker's spell and items, however, must pass a series of resistance checks before being effective. '''First''', they must pass the barrier resistances. Barrier resistance is the ONLY way that items can be blocked, as items are &amp;quot;plain&amp;quot; (read: no color), and therefore cannot be stopped by outside spells like Mind Bar, or by Unit resistances. Both the Spell and the Item must pass the Barriers separately, and a higher Barrier resistance increases the chance of them being blocked. The maximum unmodified Barrier resistance a mage may have is 75%. This will, in theory, block 75% of incoming spells and items, though it is based on a random roll and therefore may block far more (or far less) than that in practice. &lt;br /&gt;
&lt;br /&gt;
When the Attacker uses a Spell and/or Item in combat, a HIDDEN random roll is performed of 1 - 100. If the defending mage has a Barrier Resistance of 75 and the random roll returns a value lower than 75, the Spell and/or Item is blocked (read: has no effect on the battle), and does not need to run a check vs any other type of resistance. Whatever the value of the Defender's Barrier Resistance, that is the minimum number required from the random roll to bypass the Defender's Barriers and have your spell and/or item affect combat. If the Defender's Barrier Resistance is 59, your resistance check must roll higher than 59 to allow the spell and/or item to pass. If the Item passes the Defender's Barrier Resistance, the item WILL affect combat, as Color and Unit resistances do not apply to items.&lt;br /&gt;
&lt;br /&gt;
If the Spell passes Barrier Resistance, it must then face Color Resistance. Color Resistance is increased most often by beneficial enchantments such as Mind Bar, Shroud of Darkness, Protection from Evil, and so on. There are some unique items that increase Color Resistances as well. It is uncommon for a Color Resistance to reach 75%; however, this is the maximum for Color Resistance as well. Again, a random roll will occur of 1 - 100. If the number rolled is LOWER than the number of Color Resistance for the color of the spell cast, the spell is blocked. If the number rolled is higher, though, it will affect combat.&lt;br /&gt;
&lt;br /&gt;
Simply because a spell affects combat, though, does not mean that it will be successful. Once the spell affects combat, the units involved have a chance to block its effect. Any spell that is cast on own units (such as Blood Curse, Platinum Hand of Healing, and Flight) will never be resisted, but any spell cast on opposing units has to face a third (and FINAL) resistance check (in the case of the Defender, this is the ONLY resistance check his spell may face). It works in exactly the same way as the above two resistance checks, facing a random roll of 1 - 100; however, some units may have complete resistance to the color of the spell and block it entirely. Let's look at an example of resistance checking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Red mage is attacking a Green mage. The green mage has 75% Barrier Resistance and 38% Black and Blue resistance from Sunray. For sake of brevity, we will say that the Green mage is using Treants, High Elves, and Phoenix for his army. The Green mage has Rust Armor and Ash of Invisibility set for his defense assignment. The Red mage is using Stun and Carpet of Flying as his spell and item for combat. When the fight begins, resistance checks go into effect. Since the Green mage is the defender, BOTH his spell and item automatically succeed. Ash of Invis increases the initiative of all of his units to 6. Rust Armor is a spell which affects own units, and own units never resist your own spells. The Red mage, however, must pass the resistance checks ... &lt;br /&gt;
&lt;br /&gt;
'''Resistance Check #1'''&lt;br /&gt;
* The Red mage's Stun spell rolls a 77 out of 100 against Barrier Resistance and passes Barriers.&lt;br /&gt;
* The Red mage's Carpet of Flying item rolls a 53 out of 100 against Barrier Resistance and is blocked.&lt;br /&gt;
&lt;br /&gt;
'''Resistance Check #2'''&lt;br /&gt;
* The Red mage's Stun spell (a red spell) rolls a 21 out of 100 against Color Resistance and passes Color Resistance (The Green mage had 0% against red spells). The spell will now affect combat.&lt;br /&gt;
&lt;br /&gt;
'''Resistance Check #3'''&lt;br /&gt;
* The Red mage's Stun spell, being a spell which does not affect own units, must now face Unit Resistances. Given that Stun affects ALL enemy units, each unit will resist it separately:&lt;br /&gt;
** The Stun spell rolls a 34 out of 100 against Treant's Unit Resistance (of 0%) and affects Treants.&lt;br /&gt;
** The Stun spell rolls a 19 out of 100 against High Elf's Unit Resistance (of 75%) and is resisted by High Elves.&lt;br /&gt;
** The Stun spell rolls a 92 out of 100 against Phoenix's Unit Resistance (of 80%) and affects Phoenixes.&lt;br /&gt;
&lt;br /&gt;
Some spells do not directly affect own units OR opposing units, but rather simply deal damage (such is the case with Fireball and Mental Thrash). These spells do not face the third resistance check and instead will go directly into damage mitigation based on the affected unit's Attack Type resistance.&lt;br /&gt;
&lt;br /&gt;
The reason that the resistance checks are the first thing that occur in a battle is because there are spells and items which will affect a number of different factors of the battle, some of which occur before battle even begins, such as the battle pairing. The item Carpet of Flying or the spell Gravity Pull, for example, can give the Flying ability to, or remove it from units, causing stacks to pair up differently than they otherwise would. Speaking of stack pairing ...&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
==Stack Pairing==&lt;br /&gt;
Stack Pairing is the second stage of the Pre-Battle Phase, and is the method of determining which units will hit which during combat. This is based on the three unit types gone over at the beginning: Ranged, Melee, and Flying. This process can be altered based on spells/items used in the stage above. The determination of which unit will hit which begins with knowing the following:&lt;br /&gt;
&lt;br /&gt;
* Flying Units are Air-based and can hit anything.&lt;br /&gt;
* Ranged Units are Ground-Based and can hit anything.&lt;br /&gt;
* Melee Units are Ground-Based and can only hit other Ground-Based Units.&lt;br /&gt;
* There is technically a fourth Unit type, which I will call the Hybrid Unit. These are Ground-Based units with one close-quarters (read: not ranged) attack and one ranged attack. They are technically Melee Units and will prefer to target Ground-Based Units, which is why I hesitate to put them in their own group; however, failing to find a Ground-Based Unit to hit with both of their attacks, they will still hit a Flying Unit with their one Ranged attack. Unholy Reavers, Leviathans, and Medusas fall into this group.&lt;br /&gt;
** This unit type is considered Melee for the Stack Multiplier.&lt;br /&gt;
&lt;br /&gt;
The second thing you need to know to determine Stack Pairing is that units will always attack the first unpaired stack that they can hit. If all stacks they can hit have already been paired, they will cycle back to the top and ''go down the list again''. This has been changed from how it was in the past, where '''all''' stacks that had no pairing would pair with the top stack of the opposing army. In practice, this is how it would work:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Attacking Army&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Defending Army&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Leviathan&amp;lt;td&amp;gt;H&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Air Elemental&amp;lt;td&amp;gt;F&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ice Elemental&amp;lt;td&amp;gt;R&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Archangel&amp;lt;td&amp;gt;F&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Shadow Elemental&amp;lt;td&amp;gt;H&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Lich&amp;lt;td&amp;gt;R&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dark Elf Magician&amp;lt;td&amp;gt;R&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Mind Ripper&amp;lt;td&amp;gt;R&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Naga Queen&amp;lt;td&amp;gt;M&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Efreeti&amp;lt;td&amp;gt;R&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Minor Elemental&amp;lt;td&amp;gt;R&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Shadow Elemental&amp;lt;td&amp;gt;H&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Astral Magician&amp;lt;td&amp;gt;R&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Water Elemental&amp;lt;td&amp;gt;R&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mind Ripper&amp;lt;td&amp;gt;R&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Yeti&amp;lt;td&amp;gt;M&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Archangel&amp;lt;td&amp;gt;F&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Medusa&amp;lt;td&amp;gt;H&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Zombie&amp;lt;td&amp;gt;M&amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;td&amp;gt;Squirrel&amp;lt;td&amp;gt;F&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The letter next to each unit signifies their Unit Type. F for Flying, R for Ranged, H for Hybrid, and M for Melee. Based on these data, we can determine the following pairing:&lt;br /&gt;
&lt;br /&gt;
'''From the attacking army''' –&lt;br /&gt;
&lt;br /&gt;
The Leviathans will hit the Liches&amp;lt;br&amp;gt;&lt;br /&gt;
The Ice Elementals will hit the Air Elementals&amp;lt;br&amp;gt;&lt;br /&gt;
The Shadow Elementals will hit the Mind Rippers&amp;lt;br&amp;gt;&lt;br /&gt;
The Dark Elf Magicians will hit the Archangels&amp;lt;br&amp;gt;&lt;br /&gt;
The Naga Queens will hit the Efreetis&amp;lt;br&amp;gt;&lt;br /&gt;
The Minor Elementals will hit the Shadow Elementals&amp;lt;br&amp;gt;&lt;br /&gt;
The Astral Magicians will hit the Water Elementals&amp;lt;br&amp;gt;&lt;br /&gt;
The Mind Rippers will hit the Yetis&amp;lt;br&amp;gt;&lt;br /&gt;
The Archangels will hit the Medusas&amp;lt;br&amp;gt;&lt;br /&gt;
The Zombies will cycle back to the top, and hit the Liches&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''From the defending army''' –&lt;br /&gt;
&lt;br /&gt;
The Air Elementals will hit the Leviathans&amp;lt;br&amp;gt;&lt;br /&gt;
The Archangels will hit the Ice Elementals&amp;lt;br&amp;gt;&lt;br /&gt;
The Liches will hit the Shadow Elementals&amp;lt;br&amp;gt;&lt;br /&gt;
The Mind Rippers will hit the Dark Elf Magicians&amp;lt;br&amp;gt;&lt;br /&gt;
The Efreetis will hit the Naga Queens&amp;lt;br&amp;gt;&lt;br /&gt;
The Shadow Elementals will hit the Minor Elementals&amp;lt;br&amp;gt;&lt;br /&gt;
The Water Elementals will hit the Astral Magicians&amp;lt;br&amp;gt;&lt;br /&gt;
The Yetis will hit the Mind Rippers&amp;lt;br&amp;gt;&lt;br /&gt;
The Medusas will hit the Zombies&amp;lt;br&amp;gt;&lt;br /&gt;
The Squirrels will hit the Archangels&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a GENERAL idea of how the pairing would work out, but ultimately it also depends on the SIZE of each stack. A stack will only attack an opposing stack if the target stack’s percentage of army power is at least 10% of the attacking stack’s percentage of army power. Using the above example, if the Yetis in the defending stack consisted of 2% of the defender's army power, and the Mind Rippers in the attacking stack consisted of 30% of the attacker's army power, the Yeti stack would be too small to hit, and the Mind Rippers would ignore them, instead continuing down the enemy stack in search of a viable matchup. Failing that, they will cycle back to the top and hit the Air Elementals. This is why Heavy Top and Shallow Stackers often find their top stacks getting hit far more often than their bottom stacks, and also why I suggest making ALL stacks consist of at least 1% of your army power unless you specifically WANT them to be avoided (such as fodder stacks for land grabbing).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
==Hero Abilities==&lt;br /&gt;
The third stage of the Pre-Battle Phase is where each side's heroes use their abilities. Shieldmaidens increase the hitpoints of their army's units; Dread Knights decrease the accuracy of the opposing army's units; Illusionists create an extra illusory stack; and so on. In some cases, these hero abilities must pass a unit resistance check against the opposing army--in some cases, no resistance check is necessary. All hero abilities occur simultaneously, and so, even if the damage caused by one hero's ability would kill an opposing hero, the opposing hero's abilities will still affect the battlefield.&lt;br /&gt;
==Damage Stage==&lt;br /&gt;
The fourth and final stage of the Pre-Battle Phase is the Damage Stage. In this stage, spells or items used by either mage and hero abilities which cause damage will have their damage relegated to the associated targets. Units may resist the damage they receive from these sources based on their Attack Type resistances (explained below). The Attack Type resistances differ from the Unit Color Resistances in that they mitigate damage, rather than creating a block or pass environment. For example, if a unit has 60% lightning resistance, that unit will take 40% of the damage it would otherwise take from a Javelin of Lightning Bolt. Once a source of damage reaches the Damage Stage, the damage itself is GUARANTEED. The only thing resistances can do is modify the amount (100% resistance WILL modify the amount to zero, however).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
=PHASE II: The Battle Phase=&lt;br /&gt;
Battle phase pairs off each side's units, dealing damage to each other, until all units have used all of their attacks. Any troops which can resurrect (due to abilities, items or spells), do so in the Post-Battle Phase and will not be counted as having &amp;quot;died&amp;quot;, which is why you may kill sufficient units in the battle phase, but the defender ends up blocking your attack because sufficient units resurrected so that the amount killed is less than 10% of his army.&lt;br /&gt;
==Attack Initiative==&lt;br /&gt;
Attack Initiative is what decides the order in which unit attacks occur for the Battle Phase. While technically the Battle Phase is not broken up into stages the way the Pre-Battle Phase is, you can still consider that Attack Initiative is the first stage of the Battle Phase, and the Battle itself is the second stage. &lt;br /&gt;
&lt;br /&gt;
Those who have played table-top role-playing games in the past will likely grasp the concept of Attack Initiative easily, but to those who have not, Attack Initiative can be a very confusing concept. To those people, I would like to start off by saying that it is best to assume that any ideas you have about the way units attack each other may be wrong. The first thing you really need to know about Attack Initiative is that the higher number attacks before the lower number. In a case where two units have the same Attack Initiative, the attacking order is determined randomly.&lt;br /&gt;
&lt;br /&gt;
When you look at the Unit Sheet for a particular unit you will see one or two attack types. The upper one, I call the Primary Attack, and the lower I call the Secondary Attack. If we use Efreeti and Phoenix as examples, you may see some notable differences in their Attack Initiatives (listed as Attack Init). The Efreeti’s Primary Attack has an Attack Initiative of 4, while the Secondary has an Attack Initiative of 2. The Phoenix’s Primary Attack on the other hand has an Attack Initiative of 1, while the Secondary has an Attack Initiative of 5.&lt;br /&gt;
&lt;br /&gt;
Using the information I gave above that the higher number attacks before the lower number, one might conclude that Phoenixes will attack first, and then Efreetis will attack, and the fight is over. However, this would be fallacious. It is best in this situation to pretend that there are no units. There are simply four attacks. One attack with an initiative of 5, one attack with an initiative of 4, one attack with an initiative of 2, and one attack with an initiative of 1. And the attacks will occur in that order. So, in practice …&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;The Phoenixes will attack first with their Secondary Attack (init 5)&amp;lt;br&amp;gt;&lt;br /&gt;
The Efreetis will attack second with their Primary Attack (init 4)&amp;lt;br&amp;gt;&lt;br /&gt;
The Efreetis will attack third with their Secondary Attack (init 2)&amp;lt;br&amp;gt;&lt;br /&gt;
The Phoenixes will attack fourth with their Primary Attack (init 1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Now, if we were to add some more units into the mix, say Demon Knights (2/3), Astral Magicians (2/4), Dark Elf Magicians (3/4), Mind Rippers (3/3), and Treants (1/1), we would get the following: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Phoenix with Secondary Attack (init 5)&amp;lt;br&amp;gt;&lt;br /&gt;
Efreetis with Primary Attack (init 4) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Magicians with Secondary Attack (init 4) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Elf Magicians with Secondary Attack (init 4)&amp;lt;br&amp;gt;&lt;br /&gt;
Demon Knights with Secondary Attack (init 3) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Elf Magicians with Primary Attack (init 3) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Mind Rippers with Primary Attack (init 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Mind Rippers with Secondary Attack (init 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Demon Knights with Primary Attack (init 2) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Efreetis with Secondary Attack (init 2) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Magicians with Primary Attack (init 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Treants with Primary Attack (init 1) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Phoenix with Primary Attack (init 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Treants with Secondary Attack (init 1) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;This should give you a pretty good idea about the order in which units attack during battle. Given there are no outside modifiers, this is the exact order in which these units would attack. But, there are always things that can change this. For example …&lt;br /&gt;
&lt;br /&gt;
* Level 20 Animal Mastery and Undead Mastery give +1 init to many units&lt;br /&gt;
* The blue spell Slow reduces the init of ALL enemy units by 1&lt;br /&gt;
* The blue spell Paralyze reduces the init of a random enemy unit by 6&lt;br /&gt;
* The item The Spider’s Web reduces the init of ALL enemy units by 1&lt;br /&gt;
* The item Ash of Invisibility increase the init of ALL friendly units to 6&lt;br /&gt;
* The green spell Call Hurricane reduces the init of ALL enemy Flying Units by 1&lt;br /&gt;
* The blue spell Double Time increases the init of a random friendly unit by 1&lt;br /&gt;
* The blue spell Invisibility increase the init of a random friendly unit to 6&lt;br /&gt;
* The green spell Web of the Spider Woman reduces the init of a random enemy unit by 1&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important information because if a unit’s initiative for any particular attack is reduced to zero, that attack ''never occurs''. Let’s pretend that we’re a mage running the stack listed above. We hit a blue mage who is using Slow and The Spider’s Web as his defense assignment. This combination reduces the Attack Initiative of ALL of your units by 2. So, the above attack cycle would now look like this (assuming no units resist Slow. Any unit which resists Slow will only lose 1 initiative from the Web).: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Phoenix with Secondary Attack (init 3)&amp;lt;br&amp;gt;&lt;br /&gt;
Efreetis with Primary Attack (init 2) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Magicians with Secondary Attack (init 2) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Elf Magicians with Secondary Attack (init 2)&amp;lt;br&amp;gt;&lt;br /&gt;
Demon Knights with Secondary Attack (init 1) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Elf Magicians with Primary Attack (init 1) OR&amp;lt;br&amp;gt;&lt;br /&gt;
Mind Rippers with Primary Attack (init 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Mind Rippers with Secondary Attack (init 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Demon Knights Primary Attack never occurs&amp;lt;br&amp;gt;&lt;br /&gt;
Efreetis Secondary Attack never occurs&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Elf Magicians Primary Attack never occurs&amp;lt;br&amp;gt;&lt;br /&gt;
Treants Primary Attack never occurs&amp;lt;br&amp;gt;&lt;br /&gt;
Phoenix Primary Attack never occurs&amp;lt;br&amp;gt;&lt;br /&gt;
Treants Secondary Attack never occurs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;And immediately we can see why Slow/Web is such an effective defense. Not only does it eliminate quite a few incoming attacks ENTIRELY, but it also makes the attacks that still happen, happen MUCH later in the battle, allowing for his units to first damage yours, making them not only fewer in number, but also fatigued and therefore weaker.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
==Battle Damage==&lt;br /&gt;
There is an ENORMOUS amount of data that goes into determining how much damage each unit deals to its target during battle. In this section I will outline the ENTIRE damage equation, as well as all of the data used in determining what I will, from here on, call ACTUAL Damage. Actual damage is the damage dealt by a single unit in a stack after ALL modifiers have been taken into account, and is often SIGNIFICANTLY lower than the associated unit's Attack Power.&lt;br /&gt;
===Attack Power===&lt;br /&gt;
Attack Power is basically another name for “base damage.” This number is the starting number which all battle modifiers are applied to in the Damage Equation (explained at the end of this page) before arriving at ACTUAL damage. There will be a significant difference between Attack Power and Actual damage once the Damage Equation has been applied, so any method to increase any of the numbers involved is very helpful.&lt;br /&gt;
&lt;br /&gt;
Increasing Attack Power is probably one of the easiest ways to increase one of the numbers in the Damage Equation. Potion of Valor, Battle Lust, The Holy Light, Hero abilities … there are simply too many things to list that can increase or decrease the Attack Power of units. Do some studying and you’ll find something. I guarantee it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
===Attack Types===&lt;br /&gt;
'''Missile''':                This is a Distance attack type (meaning the target can be airborne). It is really only used by Barracks units such as Archers. Basically, it’s plain old arrows.&lt;br /&gt;
&lt;br /&gt;
'''Fire''':                       By itself, this is a close-quarters attack type (meaning the attacker must be face-to-face with the target. For Flying targets, the attacker must be Flying). Imagine this as having flaming claws.&lt;br /&gt;
&lt;br /&gt;
'''Poison''':                  By itself, this is a close-quarters attack type. Imagine this as having poison claws.&lt;br /&gt;
&lt;br /&gt;
'''Breath''':                  By itself, this is a close-quarters attack type. Imagine this as being just like one would assume Dragon’s breath to be, but close range.&lt;br /&gt;
&lt;br /&gt;
'''Magic''':                   By itself, this is a close-quarters attack type; however, this particular attack type is usually ranged. One exception is Unicorns.&lt;br /&gt;
&lt;br /&gt;
'''Melee''':                  This is a close-quarters attack type by definition. Basically this is some kind of standard weapon like a sword, or fists. This attack type can be combined with other non-ranged types, though, like Fire or Cold, in which case you can imagine it like a flaming sword.&lt;br /&gt;
&lt;br /&gt;
'''Ranged''':                This is a Distance attack type and, to the best of my knowledge, ALWAYS accompanies another attack type. If you have a ranged attack, it’s a specific kind of ranged attack.&lt;br /&gt;
&lt;br /&gt;
'''Lightning''':            By itself, this is a close-quarters attack type. Imagine this as having like … electric fists, or something. You have to punch them to give them the shock.&lt;br /&gt;
&lt;br /&gt;
'''Cold''':                      By itself, this is a close-quarters attack type. Imagine this as having fists made of ice, or a touch that freezes.&lt;br /&gt;
&lt;br /&gt;
'''Paralyse''':              By itself, this is a close-quarters attack type. One can pretend that this can happen when a paralyzing agent is introduced into the attacker through claws or teeth or a stinger. Like a Scorpion.&lt;br /&gt;
&lt;br /&gt;
'''Psychic''':                By itself, this is a close-quarters attack type. It’s an attack on the opponent’s mind. Usually, this attack type accompanies Ranged.&lt;br /&gt;
&lt;br /&gt;
'''Holy''':                     By itself, this is a close-quarters attack type. To the best of my knowledge, there are only two units that have a Holy Ranged attack, and they are both White Barracks Units: High Priests, and Knights Templar.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any type of Ranged or Missile attack is an attack that is made at a distance. In the case of Efreeti, they are shooting fire and magic at a target a ways away from them. This is why Ranged attackers can hit Flying Units. ANY attack type that does not specifically say Ranged or Missile is a close-quarters attack type. This means that the unit must be face-to-face with its target to hit it. This is why Ground-based Melee Units cannot hit Flying Units. One might assume that the attack type Breath would be an attack type that can cover a distance, but it is not.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
===Attack Type Resistances===&lt;br /&gt;
Attack Type Resistances mitigate damage directly. That means if a stack is hit with a FIRE attack, and has 50% FIRE resist, that stack will only sustain 50% of the damage the attacking unit deals. That's clear enough, but obviously there are going to be situations where a unit with more than one attack type attacks one of your units. In this situation, how do you determine the resists? Well, let’s look at an example:&lt;br /&gt;
&lt;br /&gt;
Efreeti have three total attack types: Fire, Magic, and Ranged; and all three attack types are taken into account when the target is resisting. But how does that work? For sake of brevity, let’s say that Efreetis are hitting other Efreetis. Efreetis have 30% Fire Resist, 50% Magic Resist, and 75% Ranged Resist. Efreeti attack types are Fire Ranged, and Magic Ranged. Fire Ranged is actually TWO attack types: Fire, and Ranged. Magic Ranged, again, is TWO attack types: Magic, and Ranged. These attacks will be calculated like so:&lt;br /&gt;
&lt;br /&gt;
'''Attack #1 – Fire Ranged''':&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;( Fire Resist (30%) + Ranged Resist (75%) ) / 2 = Resist against this attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;( 30% + 75% ) / 2 = 52.5% Resist against this attack.&lt;br /&gt;
&lt;br /&gt;
'''Attack #2 – Magic Ranged''':&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;( Magic Resist (50%) + Ranged Resist (75%) ) /2 = Resist against this attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;( 50% + 75% ) / 2 = 62.5% Resist against this attack.&lt;br /&gt;
&lt;br /&gt;
There is the occasional case in which a third attack type can be added to a unit’s attack. Such is the case with Wyverns (which have a Poison Melee attack type) when you cast Flame Blade on them (adds Fire attack type to all units with Melee attack type). It turns their attack into Fire Poison Melee, and this is how that would be resisted by Efreetis:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;( Fire Resist (30%) + Poison Resist (55%) + Melee Resist (60%) ) / 3 = Resist against this attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;&amp;amp;#160;( 30% + 55% + 60% ) / 3 = 48.33% Resist against this attack.&lt;br /&gt;
&lt;br /&gt;
You can see that in this case the resistances are divided by three. That is because we’re averaging the resistances to determine the resistance against the total attack. Were it a four-type attack (like a Demon Knight’s Cold Melee accompanied with Flame Blade (+Fire) and Vial of Venom (+Poison), then it would be divided by four. The more attack types you can add, the more damage you are likely to do to a target, as more resistances get called into play. Once a final resistance value has been determined, it is added to the damage equation (I will go into this at the end of this section) as its own opposite. That is, 1 – Total Resistances. So, if your total resistance against a particular attack type is 52.5%, the resistance value is subtracted from 1 for the purpose of damage calculation, and therefore would be 47.5. This will make sense when I explain the damage equation, later.&lt;br /&gt;
&lt;br /&gt;
That is how resistances are determined for attack types. So when you’re studying the Attack Types and Resistances of your units and the units of any potential targets, make sure you look at ALL of them. Because 95% melee resist isn’t going to help you much against a Wyvern with Flame Blade if you have 20% Fire and 0% Poison resist.&lt;br /&gt;
&lt;br /&gt;
The unit sheet is very important when it comes to determining how a battle will go down. Knowing what your units’ attack types and resistances are will help you to stack them somewhere they’ll do the most damage and receive the least.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy is one of the factors of battle that are extremely important and also very complex. I will do my best to make it understandable, but if it’s just too complex to grasp, don’t feel discouraged; anyone can understand the simple rule regarding accuracy: '''More is better, less is worse'''. All units start out with a base Accuracy of 30%. PLENTY of things modify this, but one of the most important things to remember is that Accuracy has more of an effect on how much damage your units will do than their own attack power. I will try to give an example …&lt;br /&gt;
&lt;br /&gt;
Efreeti have a base Attack Power of 5,000 on their Primary Attack. With a base 30% accuracy, those Efreeti will deal 1,500 damage each to an enemy unit with no fire or ranged resistances (5,000 * 0.30). For this example, we are not considering any of the Efreeti’s abilities. Now, if we add the Valor bonus of a level 15 Veteran to that (+10% AP), then the Efreetis’ Attack Power increases to 5,500. With 30% base accuracy, each Efreeti will deal 1,650 damage to an enemy unit with no fire or ranged resist. However, if we add 3% Accuracy from Sun Favor instead of that Veteran, we’ll get 1,650 damage out of those Efreeti (5,000 * 0.33). This means that 3% Accuracy gives the same bonus as 10% Attack Power! What if it were 10% Accuracy (5,000 * 0.40)? We’d get 2,000 damage out of those Efreeti. We would need over 33% AP increase to get the same increase in damage that we’d receive from a 10% increase in Accuracy.&lt;br /&gt;
&lt;br /&gt;
There are plenty of Abilities, Spells, Items, Hero Effects, and so on that adjust accuracy in battle, but I will leave it up to you, the player, to research and learn them. As for determining the overall Accuracy of any given unit in a battle, we can rely on the Accuracy Formula. To complete the Accuracy Formula properly, we will need to know the total sum of Accuracy Modifiers. For this formula, every percentage point is added as its direct integer value (that is, a 3% accuracy modifier from Sun would be represented by the number 3):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A = total sum of Accuracy Modifiers'''.&lt;br /&gt;
&lt;br /&gt;
if A &amp;gt;= 0, then Accuracy = 30+A&amp;lt;br&amp;gt;&lt;br /&gt;
if 0 &amp;gt;= A &amp;gt;= -15, then Accuracy = 30-A&amp;lt;br&amp;gt;&lt;br /&gt;
if -15 &amp;gt;= A &amp;gt;= -30, then Accuracy = 24-3/5 * A&amp;lt;br&amp;gt;&lt;br /&gt;
if A &amp;lt;= -30, then Accuracy = 12-1/5 * A&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, as an example, let’s pit Efreetis against Zombies, on a Regular Attack, with the Zombies using Satchel of Mist on defense …&lt;br /&gt;
&lt;br /&gt;
Efreetis have Fear, Swift, and Marksmanship. This increases their own Accuracy by 10% (Marksmanship) while reducing the Accuracy of the Zombies by 25% (10% from Swift, 15% from Fear). The Zombies have the ability Clumsiness, which reduces their Accuracy by a further 10%, and the Satchel of Mist reduces Accuracy of all units in the entire battle by 10%. Given that the total sum of Accuracy Modifiers affecting the Zombies is greater than 30 (in this case, 45%), we use the last equation in the Accuracy Formula: '''if A &amp;lt;= -30, then Accuracy = 12-1/5*A'''. So, this is what the Accuracy result is for both stacks:&lt;br /&gt;
&lt;br /&gt;
* Efreeti = 30% Accuracy (base 30% + 10% for Marksmanship – 10% for Satchel)&amp;lt;br&amp;gt;&lt;br /&gt;
* Zombie = 3% Accuracy (12 – 0.2 * 45)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Efreeti will deal 1500 Damage each before resistances (5,000 * 0.3), and the Zombies will deal 6.3 Damage each before resistances (210 * 0.03). This is a fantastic example of just how much of an effect Accuracy can have on a battle. &lt;br /&gt;
&lt;br /&gt;
Let’s look at one more example for a severe difference in Accuracy. A green mage is sieged by a black mage (On a siege, the attacker's units receive a -10% accuracy penalty if they are ground units (that is, not flying) attacking ground units). The green mage is running Elven Magicians with Nature’s Lore enchantment and Eye of the Eagle as defense assignment. The green mage's army contains a level 17 Warlord, and the Elven Magicians themselves are being led by a level 17 Enchantress. The green mage has Sun Favor. The black mage attacks with Zombies.&lt;br /&gt;
&lt;br /&gt;
The Elven Magicians have Marksmanship and Swift abilities. These reduce the Accuracy of the Zombies by 10% while increasing their own by 10%. The Zombies have the ability Clumsiness, which reduces their Accuracy by a further 10%. The spell Eye of the Eagle increases the Elves’ Accuracy by 10%. The Nature’s Lore enchantment increases the Elves’ Attack Power by 14% and Accuracy by 7%. The level 17 Warlord increases the Accuracy of the Elves by 4% with its Tactics Ability. The level 17 Enchantress increases the accuracy of the Elves by 9% and increases their Efficiency by 17%. The green mage’s Sun Favor increases the Accuracy of the Elves by 3%. The Zombies are attempting a Siege, which reduces their Accuracy by 10%. The total sum of Accuracy Modifiers on the Zombies is -30%. The total sum of Accuracy Modifiers on the Elven Magicians is +43%. So, this is what the Accuracy result is for both stacks:&lt;br /&gt;
&lt;br /&gt;
* Elven Magicians = 73% Accuracy (base 30% + 10% for Eye + 10% for Marksmanship + 9% from the Enchantress + 7% for Nature’s Lore + 4% from the Warlord + 3% for Sun Favor)&amp;lt;br&amp;gt;&lt;br /&gt;
* Zombies = 6% Accuracy (12 – 0.2 * 30)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Elven Magicians (base damage of 500 + 70 from Nature’s Lore * 1.17 to account for the efficiency bonus) will deal 486.8 damage each before resists.&lt;br /&gt;
The Zombies will deal 12.6 damage each before resists.&lt;br /&gt;
&lt;br /&gt;
So that should give you a general idea of how Accuracy works, and why it’s always good to have as much as you can get. This is why Sun Favor is so popular. That 3% Accuracy is the same as having a lvl 15 Veteran leading your troops (or a free Potion of Valor).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
===Efficiency &amp;amp; Fatigue===&lt;br /&gt;
Efficiency is a percentage that steadily decreases as a battle goes on. All units begin with a base Efficiency of 100%. This number is then decreased every time that unit makes either a Primary or Counter Attack. Efficiency is NOT affected by a unit making a Secondary Attack. The VALUE of Efficiency, however, is carried across all attack types. This means that if a Primary or Counter Attack has reduced a unit’s Efficiency, the Secondary Attack will have the adjusted Efficiency Value, even though it does not reduce the Efficiency at all.&lt;br /&gt;
&lt;br /&gt;
There are a few modifiers of Efficiency aside from attacks. There are a few spells and items which reduce Efficiency (such as the red spell Stun, and the item Candle of Sleeping), as well as the unit ability Charm. Heroes can increase Efficiency as well; if the Hero leads a stack which is the same color and race as the Hero, the stack will receive an Efficiency bonus of a percentage equal to the level of the Hero. As an example, a lvl 16 Shaman leading a stack of Treants would give those Treants +16% Efficiency. This percentage can bring Efficiency over 100%, which in turn will cause more damage to the target. Efficiency is one of the modifiers of final damage in the Damage Equation, and is applied as a percentage. As an example, the Efreeti’s Primary Attack is init 4 and Secondary Attack is init 2. Therefore the Primary will strike first, which will reduce Efficiency by 15% (explained below). This will change the Efficiency portion of the Damage Equation to a 0.85 multiplier, reducing the damage of all future attacks. The process by which Efficiency is reduced by attacks is called Fatigue.&lt;br /&gt;
&lt;br /&gt;
Fatigue is caused every time a unit makes a Primary or Counter Attack. For each one of these attacks, 15% Efficiency is lost (Units with the Endurance ability only lose 10%). As Counter Attacks are a cause of fatigue, it goes without saying that one would prefer their units to exhaust their attacks before ever having to Counter. This is why units with a high initiative are preferred over units with a low initiative. The absolute preference is to find a unit with both high Primary and Secondary initiative, but as this is rarely possible, it is generally preferred that the stronger attack be the one with the higher initiative, maximizing the damage output while the Efficiency is still at its top.&lt;br /&gt;
&lt;br /&gt;
Units with the Additional Strike ability have a very interesting relationship with Fatigue. Fatigue takes effect for EVERY strike made. This means that units with Additional Strike will actually end up losing more Efficiency than other units. On top of this, the Additional Strike of units with that ability is unaffected by the Endurance ability, meaning that the second strike reduces Efficiency by 15% instead of 10%. Take for example the Demon Knight. The Demon Knight’s Primary Attack is Cold Melee, and it has an Additional Strike. It also has Endurance. This means that when the Demon Knight attacks, it will lose 10% Efficiency on the first hit, and 15% Efficiency on its second. It will lose another 10% on ALL Counter Attacks as well.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
===Weakness===&lt;br /&gt;
Weaknesses are something one really needs to watch out for in their own units. A weakness causes such a dramatic shift in the overall resistance of a unit that it can be the deciding factor in whether or not that unit wins in a fight. Mechanically, a weakness to a particular Attack Type adds a -50% resistance into the average of the resistance formula. This modification is applied IN FULL and AFTER the averaging of other resists. It can actually put a unit into NEGATIVE resist. Let’s look at an example:&lt;br /&gt;
&lt;br /&gt;
Hydras have 50% Fire resist and 0% Breath resist. Chimeras have a Fire Breath attack. Given these numbers, the Hydra would have a 25% resistance against the attack of the Chimera. However, the Hydras have a weakness to FIRE. This causes an extra 50% reduction in resists from the Hydra’s 25% averaged resist, resulting in a -25% total resist. Let’s look at another example:&lt;br /&gt;
&lt;br /&gt;
Liches have 0% Holy resist and 95% Melee resist. Spirit Warriors have a Melee Holy attack. Using our general resistance formula, the Liches should have 47.5% resistance against the attack; however, Liches have a weakness to Holy, making the overall resistance -2.5%. Looking at these examples you can see just how drastic a shift occurs when a weakness comes into play.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
===Unit Abilities===&lt;br /&gt;
Many unit abilities affect the damage the unit will receive during battle (such as Marksmanship increasing accuracy, Piercing reducing resistances, and Charm reducing efficiency); however, only ONE ability affects it ''directly'', in that it doesn't modify a damage modifier--it modifies damage itself. The unit ability Scales reduces ALL damage that stack takes from other units by 25%, which can be pretty major, when it comes down to it. This is why many units with Scales make very good soakers.&lt;br /&gt;
===The Damage Modifier===&lt;br /&gt;
Each attack that any unit makes in battle is affected by a Damage Modifier. This is a random multiplier between 0.25 and 0.75 (average 0.5) that affects ALL Attack Types except Magic and Psychic, which are both fixed at 0.5. Here is how the Damage Modifier works in theory:&lt;br /&gt;
&lt;br /&gt;
The Base Attack Power of 5,000 on Efreetis will deal a modified damage of no less than 1,250 (5,000 * 0.25)  to no more than 3,750 (5,000 * 0.75) dependent upon the random return of the Damage Modifier. This is an example to give you a general idea of how the Damage Modifier works. It will not function exactly like this in actual combat, as the Damage Modifier is applied to your damage done after ALL other modifiers (AP, Accuracy, Resistances, etc.) are taken into account.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
===The Damage Equation===&lt;br /&gt;
The Damage Equation is the final step in the process of determining Battle Damage. It takes all of the combined information and multiplies it all together for a final ACTUAL Damage output. The variables used in the equation are Attack Power (AP), Efficiency (E), Accuracy (A), Resistance (R), and the Damage Modifier (D). If the unit targetted has the Scales ability, it will be appended to the Damage Equation as 0.75. Aside from attack power, all numbers are likely to be decimals and will almost always be less than 1. All of the numbers are multiplied together to arrive at the ACTUAL Damage (AD) per unit for that attack. The Damage Equation is calculated for EVERY SINGLE ATTACK a unit makes, including Counter Attacks. Here is what the Damage Equation looks like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''AP * E * A * (1 – R) * D = AD'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let’s make an example to see this in actual practice. A group of Efreeti are attacking a group of Liches. The Efreeti attack first with their Fire Ranged Primary Attack at init 4. The Liches have 75% Fire resist and 95% Ranged resist and no weakness to either attack type. The Efreeti have the Fear, Marksmanship, and Swift abilities. The Liches have the Fear ability (negating the Efreetis’ Fear). The attack is a Regular, so Accuracy is unadjusted by the Siege penalty. For simplicity, let’s assume no spells, items, or enchantments are in play. The AP of the Efreeti is 5,000. The Efficiency of the Efreeti is 1 (or 100%).  The Accuracy of the Efreeti is 0.4 (or 40% … base 30% + 10% from Marksmanship). The resistance of the Liches is 0.85 (or 85% … 75% + 95% / 2 … this value, however, is subtracted from 1 to arrive at the total unresisted damage, and so will appear as 0.15 in the Damage Equation). The Damage Modifier, we’ll pretend, is 0.5, as this is the average. So our Damage Equation looks like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5,000 * 1 * 0.4 * 0.15 * 0.5 = AD&amp;lt;br&amp;gt;&lt;br /&gt;
'''AD = 150'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Actual Damage that each Efreeti will do to the Lich stack is 150. Given that Lich hp is 7,500, it will require 50 Efreeti to kill one Lich. Had the Lich mage been running a defensive assignment, that number would likely be even lower; perhaps significantly lower. For example, if the Lich mage had been running Lovesick/Satchel on defense, the Efreeti’s accuracy would have been reduced to 0.25, making the Damage Equation look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5,000 * 1 * 0.25 * 0.15 * 0.5 = AD&amp;lt;br&amp;gt;&lt;br /&gt;
'''AD = 93.75'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let’s look at it, now, in the other direction … The Liches’ strike just after the Efreeti using their Magic Ranged Secondary Attack at init 3. The Efreeti have 50% Magic Resist and 75% Ranged Resist and no weakness to either attack type. The Efreetis’ Fear ability is negated by the Liches’ Fear ability, but the Efreeti’s Swift ability reduces the Accuracy of the Liches by 10%. The AP of the Liches is 16,000. The Efficiency of the Liches is 0.85 (or 85%) because, while the Liches’ first attack is their Secondary, the Primary Attack of the Efreeti triggered the Counter Attack of the Liches (even though that counter would not hit due to the Efreeti being “too distant”). The Accuracy of the Liches is 0.2 (or 20% … base 30% - 10% from the Efreeti’s Swift ability). The resistance of the Efreeti is 0.625 (or 62.5% … 50% + 75% / 2), which will be represented as its opposite in the equation, of 37.5% or 0.375. The Damage Modifier is fixed at 0.5, as this attack is Magic. So, our Damage Equation looks like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
16,000 * 0.85 * 0.2 * 0.375 * 0.5 = AD&amp;lt;br&amp;gt;&lt;br /&gt;
'''AD = 510'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Actual Damage that each Lich will do to the Efreeti stack is 510. Given that Efreeti hp is 3,600, it will require 8 Liches to kill one Efreeti. Had the Lich mage been running an offensive assignment, such as Battle Lust/Candle, the Actual Damage would be even higher. The Liches’ AP would increase to ~24,800 and the resistances of the Efreeti would decrease to 0.525 …&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
24,800 * 0.85 * 0.2 * 0.475 * 0.5 = AD&amp;lt;br&amp;gt;&lt;br /&gt;
'''AD = 1,001'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the Efreetis’ Secondary Attack, the equation will change to reflect the Efficiency loss from the first attack, as well as the difference in Attack Power, and the difference in the Liches’ resistances (in this case, there is no difference, but often there would be). It would look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8,000 * 0.85 * 0.4 * 0.15 * 0.5 = AD&amp;lt;br&amp;gt;&lt;br /&gt;
'''AD = 204'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the Liches’ Primary Attack would look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5,500 * 0.85 * 0.2 * 0.25 * 0.5 = AD (again, assuming the Damage Modifier is 0.5)&amp;lt;br&amp;gt;&lt;br /&gt;
'''AD = 137.5'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the Efreeti mage had any other units which targeted the lich stack with a primary attack, the counter attacks from the liches would steadily decrease in efficiency. Given all these data, it is easy to see how some very slight changes in any number of things can cause a drastic change to the damage done by any unit during battle. Therefore, make sure you research the units you use and the units you fight against. Learn everything you can about them, because it's very sad when your Naga Queens with a 23,500 AP on their secondary attack pair up with Titans and deal no damage whatsoever do to the Titans' 100% lightning resist.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
=PHASE III: The Post-Battle Phase=&lt;br /&gt;
The end of the battle, or the Post-Battle Phase is rather small, but it has its own bit of mechanics. Three calculations occur during the Post-Battle Phase:&lt;br /&gt;
&lt;br /&gt;
* Unit Revival calculations, if any&lt;br /&gt;
* Determination of the winner&lt;br /&gt;
* Land stolen/destroyed&lt;br /&gt;
==Calculating Unit Revival==&lt;br /&gt;
There are a few different ways that unit revival occurs. I have titled them Resurrection, Regeneration, and Healing. Do not confuse them with the spells/abilities by the same name. Any matching is unintentional. ALL of the unit revival types require that SOME of the reviving stack remain at the end of the battle to follow through. This can be as little as one unit, but without that one unit, revival will fail to occur. I will explain the three types below.&lt;br /&gt;
&lt;br /&gt;
* Resurrection brings back a set number of units&lt;br /&gt;
* Regeneration brings back a set percentage of units&lt;br /&gt;
* Healing brings back a number of units based on a set number of hit points healed&lt;br /&gt;
&lt;br /&gt;
The most common unit revival type in the game is Regeneration. The Ascendant spell Platinum Hand of Healing uses this method. As does the Lesser Item Strange Metallic Can, the unit ability Healing, the Verdant spell Regeneration, the hero ability Healing, and so on. It is this type that I will detail, as Resurrection and Healing are not often used and the data on them can be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
Regeneration will revive a number of units based on a set percentage. For example, the Ascendant spell Platinum Hand of Healing will revive 20% of the slain units of a stack at the end of the battle. The Strange Metallic Can will revive 25% of the slain units of a stack at the end of a battle, and so on. However, these percentages, when combined, are not added linearly, but rather multiplied together to arrive at a total percentage of units revived. It follows this formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1 - (A * B * C)''' where A, B, and C are the opposites of the percentages of Regeneration modifiers. More or fewer modifiers are, of course, possible. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let's look at an example:&lt;br /&gt;
&lt;br /&gt;
A stack of Archangels are led by a lvl 15 Priestess. The player cast Platinum Hand of Healing and used Strange Metallic Can on defense. In this scenario, there are four contributing Regeneration modifiers. The Archangels themselves have the unit ability Healing, which will revive 30% of slain units. Confusingly, the OPPOSITE of this percentage is what is used for the formula; in this case 0.70, or 70% ... the opposite of 30%. The Priestess has lvl 7 Healing, which will revive 9% of slain units (or 0.91). The spell Platinum Hand of Healing will revive 20% of slain units (0.80), and the item Strange Metallic Can will revive 25% of slain units (0.75). The decimal values are what we will insert into our formula to arrive at a total percentage of units revived:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - (0.70 * 0.91 * 0.80 * 0.75)&amp;lt;br&amp;gt;&lt;br /&gt;
Result:  '''0.6178''' or approximately 62%. At the end of the battle, about 62% of the dead Archangels will come back to life.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In most situations, somewhere between 15-50% of units will be revived. Sometimes a bit more, but rarely oveer 65%. There are some exceptions, though. The number of units revived can become quite high. &lt;br /&gt;
&lt;br /&gt;
For example: A stack of Archangels (0.70) are led by a lvl 17 Priestess (0.89). The player also happens to have a lvl 18 Shieldmaiden (0.93). The player uses Miracle (0.50) and Strange Metallic Can on defense. The player also has level 20 Legendary Articifer, doubling the effectiveness of the Can (0.50). The player also has The Holy Grail in his inventory (0.85). Here is the result:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 - (0.70 * 0.89 * 0.93 * 0.5 * 0.5 * 0.85)&amp;lt;br&amp;gt;&lt;br /&gt;
Result:  '''0.876879625''' or approximately 88% of the dead Archangels will come back to life. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Clearly this is not going to be a commonplace occurrence, it is simply shown as a demonstration of what it possible.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
&lt;br /&gt;
== Determining the Winner ==&lt;br /&gt;
&lt;br /&gt;
On Arch and Guildwar servers, winner determination is very easy. Whichever mage loses the highest PERCENTAGE of their army power is the loser. However, the defender can &amp;quot;lose&amp;quot; the battle but still retain all of his land if he loses less than 10% of his army power. The attacker is required to deal over 10% damage to his target to be considered for a win. This is a requirement across ALL servers. Arch and Guildwar are alone, though, in that the attacking mage can sustain a higher total damage and still win, provided that the damage taken is a lower PERCENTAGE than their target. As an example ...&lt;br /&gt;
&lt;br /&gt;
A mage with a total army power of 2 million attacks a mage with a total army power of 1 million. The attacking mage must deal at least 100k damage to his target AND lose LESS than 10% (in this case, 200k) of his own army in order to win the battle.&lt;br /&gt;
&lt;br /&gt;
On a non-arch server, however, the rules are quite different. Non-arch servers require that the total power lost by the attacker must not exceed the total power lost by the defender to ensure the win. In otherwords, in the above example, the attacker would lose the battle because he lost 200k power when his target only lost 100k. To have won the battle, he would have to have lost less than 100k power.&lt;br /&gt;
&lt;br /&gt;
There is an exception to this rule, however, in the case of significantly large armies. I call it the Battle Bonus. The battle bonus changes the required amount of damage one or the other of the players may sustain before losing the battle; that is, you can lose more of your army than your opponent and still win due to the battle bonus. The battle bonus only comes into play when one army is more than double the net power (that is, 200%) of the opposing army. The larger army is granted a 1% bonus for each 2% over double net power. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
Defender 1M, Attacker 2.02M - The Attacker's army is 2% over 200% of the Defender's army.&lt;br /&gt;
&lt;br /&gt;
*'''Result''': Attacker receives 1% battle bonus, which allows him to lose UP TO, but not including, 1% MORE net power than the defender and still win the battle. &lt;br /&gt;
**This number is based on the actual value of power lost by the defender. If the defender loses 200k net power, the attacker may lose UP TO, but not including, 202k net power and still win the battle.   &lt;br /&gt;
&lt;br /&gt;
Defender 1M, Attacker 3M - The Attacker's army is 100% over 200% of the Defender's army.&lt;br /&gt;
&lt;br /&gt;
*'''Result''': Attacker receives 50% battle bonus, which allows him to lose UP TO, but not including, 50% MORE net power than the defender (e.g. 200k to 300k) and still win the battle. &lt;br /&gt;
&lt;br /&gt;
Defender 1M, Attacker 4M - The Attacker's army is 200% over 200% of the Defender's army.&lt;br /&gt;
&lt;br /&gt;
*'''Result''': Attacker receives 100% battle bonus, which allows him to lose UP TO, but not including, 100% MORE net power than the defender (e.g. 200k to 400k) and still win the battle. &lt;br /&gt;
&lt;br /&gt;
The effect is the same in reverse, if the defending army is larger.&lt;br /&gt;
&lt;br /&gt;
A battle where the Defender's army is 2.02M power and the Attacker's army is 1M power will give the defender a 1% bonus, effectively forcing the attacker to lose 1% LESS army power than the defender. If the defender loses 200k army power, the attacker may only lose upt to 198k army power if he wants to win the battle. If the Defender's army is 3M, the defender will have a 50% bonus, and so on, radiating from center in the other direction.&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;br /&gt;
&lt;br /&gt;
==Land Stolen/Destroyed==&lt;br /&gt;
And now we're finally at the last bit about battles, and, arguably the most important; else why would you attack someone in the first place? You want land. We ALL want land. We need that land to support our army and increase our kingdom. We need that land to dominate. So how is the amount of land you steal/destroy determined? It is based on two separate factors:&lt;br /&gt;
&lt;br /&gt;
* The type of attack (Siege or Regular)&lt;br /&gt;
* The number of surviving units in the attacker's army&lt;br /&gt;
&lt;br /&gt;
Both attack types require that the same minimum percentage of target army be killed to succeed, but they award a different amount of land upon success. Regular attacks will remove up to 5% of your target's land from him. 1/3 (33%) of this land is given to you, the attacker. The other 66% is lost to the abyss (destroyed entirely). Neither of you get it. Siege attacks remove up to 10% of your target's land from him. Again 1/3 of this land is given to the attacker and the other 66% is destroyed (The ratio of land stolen to land destroyed can be changed using the Grand Conqueror skill). &lt;br /&gt;
&lt;br /&gt;
However, winning the fight does not guarantee that the maximum amount of land will be removed from your target. You need a number of units for that. For every 50 units you have surviving at the end of a battle, your target will lose 1 acre of land. This means that if you want to steal 1 land from your target, you must have at least 150 units surviving at the end of the battle (1 acre for you, 2 acres for the abyss). But 1 acre of land is not worth the risk of the battle, so how do you make certain that you gain the maximum amount of land that you can from each battle? You have to do a little math ... &lt;br /&gt;
&lt;br /&gt;
Take a look at your target's land total. We'll use a random number and say he has 3,654 land. If you're sieging him, he can lose up to 10% of that land, or 365 acres. To make sure that he loses 365 acres, you need to have AT LEAST 18,250 surviving units (365 * 50) at the end of the battle. If you have at least that many surviving, then the target will lose 365 acres, 122 of which will go to you, and 243 to the abyss. To gain maximum land off a regular attack, you'll need half that many units surviving; in this case, 9,125. That will remove 5% of your target's land, which will be 183 acres. 61 will go to you, and 122 will go to the abyss.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[#toc|Return to Table of Contents]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&amp;diff=51634</id>
		<title>HalfDoneWikiStartupGuide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&amp;diff=51634"/>
		<updated>2021-06-04T04:02:13Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello, updated minutes per turn for Arch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=GUIDE FOR NEW MAGES=&lt;br /&gt;
A hands-on introduction to The Reincarnation &lt;br /&gt;
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)&lt;br /&gt;
&lt;br /&gt;
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. &lt;br /&gt;
&lt;br /&gt;
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Guide Outline and Reading times=&lt;br /&gt;
_______	Reading time	Game turns 	Topics&lt;br /&gt;
&lt;br /&gt;
'''PART I: QUICK INTRODUCTION'''&lt;br /&gt;
* Chapter 1	Day 1 – 0’05	&lt;br /&gt;
** Turn 0	Making a new mage, Different servers, Different mage specialities (colours)&lt;br /&gt;
* Chapter 2	Day 1 – 0’15	&lt;br /&gt;
** Turn 1	Introducing the game concept: Turns, land, geld, population, magic power, items, troops &lt;br /&gt;
&lt;br /&gt;
'''PART II: QUICK START'''&lt;br /&gt;
* Chapter 3	Day 1 – 0’40	Turn 2-60	&lt;br /&gt;
** Exploring, building farms, towns, workshops,&lt;br /&gt;
** Reading your Status Report&lt;br /&gt;
** Turn 61-119	Explore more, build nodes, barracks, guilds&lt;br /&gt;
&lt;br /&gt;
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
* Chapter 4	Day 2 – 0’30	next 150 200	&lt;br /&gt;
** Importance of Forts, &lt;br /&gt;
** Researching, basic defence&lt;br /&gt;
&lt;br /&gt;
''Total reading time Day 2: about ½ hour = After that only general advice follows!''&lt;br /&gt;
&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
PART III: QUICK REFERENCE&lt;br /&gt;
* Chapter 6	Day 3 and after	&lt;br /&gt;
** War: offence and defence&lt;br /&gt;
** War: composing your army&lt;br /&gt;
* Chapter 7	Up to you!	&lt;br /&gt;
** General tips for each speciality&lt;br /&gt;
&lt;br /&gt;
--------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PART I – QUICK INTRODUCTION=&lt;br /&gt;
==CHAPTER 1 Reincarnating your mage==&lt;br /&gt;
&lt;br /&gt;
===Creating a Portal Account===&lt;br /&gt;
&lt;br /&gt;
To play on any server of The Reincarnation, you need to create your Portal Account.&lt;br /&gt;
* You will use this link to login to the game and post on the forum,&lt;br /&gt;
* The name of the MAGE that you create can be different from your portal-nick.&lt;br /&gt;
&lt;br /&gt;
Follow the link on the top row of the portal page http://www.the-reincarnation.com&lt;br /&gt;
* Choose a nice name that is not already in use (use your imagination, not your swear words)&lt;br /&gt;
* Follow the verification procedures&lt;br /&gt;
** An email is send, with a link that you have to click to activate your account.&lt;br /&gt;
&lt;br /&gt;
{{pentegram}}&lt;br /&gt;
&lt;br /&gt;
===Creating a mage===&lt;br /&gt;
&lt;br /&gt;
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. &lt;br /&gt;
To create a mage you have to make the following choices:&lt;br /&gt;
* 1.	Decide what server you want to play&lt;br /&gt;
* 2.	Decide what name you want to use for you character (your ‘Mage name’)&lt;br /&gt;
* 3.	Decide what speciality (colour) you want your mage to be&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Choosing a server ====&lt;br /&gt;
&lt;br /&gt;
You have created a mage on one of the servers on the portal-page ‘[http://www.the-reincarnation.com’ http://www.the-reincarnation.com’]. Remember which server you choose!&lt;br /&gt;
&lt;br /&gt;
Depending on the server, some restrictions and differences exist.&lt;br /&gt;
&lt;br /&gt;
*A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. &lt;br /&gt;
*‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. &lt;br /&gt;
*The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 8 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.&lt;br /&gt;
&lt;br /&gt;
====Choosing a name====&lt;br /&gt;
This is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).&lt;br /&gt;
&lt;br /&gt;
====Choosing a mage speciality (colour)====&lt;br /&gt;
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). &lt;br /&gt;
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. &lt;br /&gt;
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Table&amp;gt;&lt;br /&gt;
&amp;lt;TR valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;TD width=25%&amp;gt;'''The Ascendant Order {{white}}'''&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;TD&amp;gt;'''The Verdancy Tribe {{green}}'''&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;TD&amp;gt;'''The Eradication League {{red}}'''&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;TD&amp;gt;'''The Nether Convent {{black}}'''&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;TD&amp;gt;'''The Phantasm School {{blue}}'''&amp;lt;/TD&amp;gt;&amp;lt;TD&amp;gt;&lt;br /&gt;
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).&amp;lt;/TD&amp;gt;&amp;lt;/TR&amp;gt;&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{pentegram}}&lt;br /&gt;
===Your mage is created!===&lt;br /&gt;
After the above choices are made, your mage will be created immediately. &lt;br /&gt;
You can proceed and play your mage for the first time - go to Chapter 2!&lt;br /&gt;
&lt;br /&gt;
Next time you want to play your mage:&lt;br /&gt;
* 1.	go to http://www.the-reincarnation.com portal page;&lt;br /&gt;
** ''If you selected it to do so, the portal page will remember your account&lt;br /&gt;
** ''If not: login to the portal page.''&lt;br /&gt;
* 2.	Click on your mage on your server of choice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].&lt;br /&gt;
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.&lt;br /&gt;
&lt;br /&gt;
==Chapter 2: Your Resources, your main menu and the status report ==&lt;br /&gt;
===The aim of the game===&lt;br /&gt;
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Measuring your powers===&lt;br /&gt;
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:&lt;br /&gt;
* [[Net Power]]&lt;br /&gt;
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.&lt;br /&gt;
&lt;br /&gt;
* Ranking&lt;br /&gt;
Your ranking is based on your net power. &lt;br /&gt;
&lt;br /&gt;
* [[Spell level]] &lt;br /&gt;
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.&lt;br /&gt;
&lt;br /&gt;
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!&lt;br /&gt;
&lt;br /&gt;
===Managing your resources===&lt;br /&gt;
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. &lt;br /&gt;
&lt;br /&gt;
===[[Turns]]===&lt;br /&gt;
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.&lt;br /&gt;
&lt;br /&gt;
* FAQ: When and how do I spend turns?&lt;br /&gt;
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. &lt;br /&gt;
&lt;br /&gt;
* FAQ: What happens when I spend a turn?&lt;br /&gt;
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; EXAMPLE TO BE PUT HERE &amp;lt;&lt;br /&gt;
&lt;br /&gt;
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.&lt;br /&gt;
&lt;br /&gt;
===Land===&lt;br /&gt;
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. &lt;br /&gt;
&lt;br /&gt;
* FAQ: How do I get more land?&lt;br /&gt;
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. &lt;br /&gt;
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. &lt;br /&gt;
&lt;br /&gt;
* FAQ: How do I lose land?&lt;br /&gt;
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).&lt;br /&gt;
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!&lt;br /&gt;
&lt;br /&gt;
* FAQ: What do I do with my land?&lt;br /&gt;
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.&lt;br /&gt;
Getting more land and spending turns!&lt;br /&gt;
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.&lt;br /&gt;
&lt;br /&gt;
===[[Population]] and [[Geld]]===&lt;br /&gt;
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. &lt;br /&gt;
&lt;br /&gt;
* Checking your population and geld status&lt;br /&gt;
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:&lt;br /&gt;
&lt;br /&gt;
* Max. Residential Space – the total population space available from all buildings. &lt;br /&gt;
* Food Production - the number of people your farms can support with their food.&lt;br /&gt;
&lt;br /&gt;
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). &lt;br /&gt;
&lt;br /&gt;
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).&lt;br /&gt;
&lt;br /&gt;
* FAQ: What are geld and population used for?&lt;br /&gt;
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).&lt;br /&gt;
&lt;br /&gt;
* FAQ: Can I lose population?&lt;br /&gt;
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. &lt;br /&gt;
&lt;br /&gt;
* FAQ: Can I lose geld other than spending it?&lt;br /&gt;
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.&lt;br /&gt;
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.&lt;br /&gt;
&lt;br /&gt;
* FAQ: What do I do if I am losing geld?&lt;br /&gt;
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.&lt;br /&gt;
&lt;br /&gt;
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.&lt;br /&gt;
&lt;br /&gt;
===[[mana|Magic Power (m.p.)]]===&lt;br /&gt;
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..&lt;br /&gt;
&lt;br /&gt;
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. &lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. &lt;br /&gt;
&lt;br /&gt;
* FAQ: What do I use items for?&lt;br /&gt;
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:&lt;br /&gt;
** Battle-use items	may modify the performance of troops (yours, your enemies) in battles &lt;br /&gt;
** Non-Battle items	benefit your kingdom (give resources, give troops), and/or&lt;br /&gt;
harm your enemy’s kingdom (reveal tactics, destroy resources)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.&lt;br /&gt;
&lt;br /&gt;
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).&lt;br /&gt;
&lt;br /&gt;
* FAQ: How do I get troops&lt;br /&gt;
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. &lt;br /&gt;
&lt;br /&gt;
* FAQ: What troops do I use?&lt;br /&gt;
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.&lt;br /&gt;
&lt;br /&gt;
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PART II - QUICK START=&lt;br /&gt;
==Chapter 3: Your First Turns ==&lt;br /&gt;
===Different phases in the game===&lt;br /&gt;
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. &lt;br /&gt;
&lt;br /&gt;
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. &lt;br /&gt;
&lt;br /&gt;
===The very first 60 turns (turns 1-60)===&lt;br /&gt;
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.&lt;br /&gt;
More land, building, using workshops&lt;br /&gt;
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.&lt;br /&gt;
&lt;br /&gt;
* The more workshops you have, the more buildings you can build in a turn:&lt;br /&gt;
** If you have XX workshops, you can build XX farms per turn&lt;br /&gt;
** If you have XXX workshops, you can build XXX farms per turn&lt;br /&gt;
&lt;br /&gt;
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.&lt;br /&gt;
&lt;br /&gt;
===Turn 1-10===&lt;br /&gt;
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.&lt;br /&gt;
&lt;br /&gt;
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; STATUS REPORT INTERIOR &amp;lt;&amp;lt;  &amp;gt;&amp;gt; INCOME &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).&lt;br /&gt;
You will have increased you kingdom with about 200 acres of wilderness.&lt;br /&gt;
&lt;br /&gt;
===Turn 10-20===&lt;br /&gt;
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; STATUS REPORT INTERIOR &amp;lt;&amp;lt;  &amp;gt;&amp;gt; INCOME &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:&lt;br /&gt;
&lt;br /&gt;
===Turn 11-60===&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; WRITE THIS OUT AS A STEP BY STEP EXAMPLE &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. &lt;br /&gt;
&lt;br /&gt;
* Are workshops only important at the beginning of the game?&lt;br /&gt;
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is &amp;gt;599 (that way you can rebuild 1 fort in 1 turn...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your second 60 turns (turns 60-119)==&lt;br /&gt;
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.&lt;br /&gt;
&lt;br /&gt;
===Guilds===&lt;br /&gt;
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. &lt;br /&gt;
&lt;br /&gt;
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;gt; WRITE THIS OUT AS A STEP BY STEP EXAMPLE &amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
'''See you tomorrow!'''&lt;br /&gt;
&lt;br /&gt;
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Chapter 4: The next 150-200 turns following turn 120=&lt;br /&gt;
==Login again (select server, and enter mage name and password)==&lt;br /&gt;
&lt;br /&gt;
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). &lt;br /&gt;
&lt;br /&gt;
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! &lt;br /&gt;
&lt;br /&gt;
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.&lt;br /&gt;
&lt;br /&gt;
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.&lt;br /&gt;
&lt;br /&gt;
* FAQ: Why fortresses?&lt;br /&gt;
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. &lt;br /&gt;
&lt;br /&gt;
==Your first 150/200 turns after turn 120==&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
NEVER FINISHED&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------&lt;br /&gt;
&lt;br /&gt;
'''Part III  - QUICK REFERENCE'''&lt;br /&gt;
=Chapter 5: Raising your defences: your army=&lt;br /&gt;
==The dilemma of numbers versus power==&lt;br /&gt;
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).&lt;br /&gt;
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.&lt;br /&gt;
&lt;br /&gt;
* FAQ: what does this mean when I am attacking?&lt;br /&gt;
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.&lt;br /&gt;
&lt;br /&gt;
* FAQ: what does this mean when I am defending?&lt;br /&gt;
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much.  Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.&lt;br /&gt;
&lt;br /&gt;
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==&lt;br /&gt;
&lt;br /&gt;
Stack pairing, unable to counter etc.&lt;br /&gt;
&lt;br /&gt;
==The dilemmas of [[Initiative]] and [[Accuracy]]==&lt;br /&gt;
Base accuracy, [[Marksmanship]]&lt;br /&gt;
[[Fatigue]],[[Endurance]]&lt;br /&gt;
&lt;br /&gt;
=Chapter 6: Raising your defences – non army=&lt;br /&gt;
Apart from composing a strong army&lt;br /&gt;
&lt;br /&gt;
Forts&lt;br /&gt;
&lt;br /&gt;
===Barriers===&lt;br /&gt;
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. &lt;br /&gt;
&lt;br /&gt;
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. &lt;br /&gt;
&lt;br /&gt;
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.&lt;br /&gt;
&lt;br /&gt;
===Enchantments===&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Chapter 7: Raising your defences – stack tips=&lt;br /&gt;
==Nether==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Verdancy==&lt;br /&gt;
&lt;br /&gt;
==Phantasm==&lt;br /&gt;
&lt;br /&gt;
==Eradication==&lt;br /&gt;
&lt;br /&gt;
==Ascendancy==&lt;br /&gt;
&lt;br /&gt;
==Nether==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------&lt;br /&gt;
=OLD STUFF FROM ORIGINAL VERSION==&lt;br /&gt;
&lt;br /&gt;
CHAPTER IV: How to Start Your Initial Build-up and Research &lt;br /&gt;
&lt;br /&gt;
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. &lt;br /&gt;
&lt;br /&gt;
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. &lt;br /&gt;
&lt;br /&gt;
A. During Research&lt;br /&gt;
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. &lt;br /&gt;
&lt;br /&gt;
B. After Research&lt;br /&gt;
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. &lt;br /&gt;
&lt;br /&gt;
3. Nodes&lt;br /&gt;
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:&lt;br /&gt;
Nether: 25%-35% nodes&lt;br /&gt;
Verdant: 40%-50% nodes&lt;br /&gt;
Phantasm: 40%-50% nodes&lt;br /&gt;
Ascendant: 35%-50% nodes&lt;br /&gt;
Eradication: 25%-35% nodes&lt;br /&gt;
&lt;br /&gt;
3. Other Buildings&lt;br /&gt;
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.&lt;br /&gt;
&lt;br /&gt;
3. Enchantments&lt;br /&gt;
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:&lt;br /&gt;
Nether: Shroud of Darkness, Concentration, Black Sabbath&lt;br /&gt;
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning&lt;br /&gt;
Phantasm: Concentration, Mind Bar, Weather Summoning&lt;br /&gt;
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements&lt;br /&gt;
Eradication: Concentration, Weather Summoning &lt;br /&gt;
&lt;br /&gt;
(back to top)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CHAPTER V: War &lt;br /&gt;
&lt;br /&gt;
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack&lt;br /&gt;
&lt;br /&gt;
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. &lt;br /&gt;
&lt;br /&gt;
A. Conquering Land&lt;br /&gt;
&lt;br /&gt;
1. Regular Attack&lt;br /&gt;
&lt;br /&gt;
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.&lt;br /&gt;
&lt;br /&gt;
2. Siege Attack&lt;br /&gt;
&lt;br /&gt;
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.&lt;br /&gt;
&lt;br /&gt;
3. Occupying Land After War&lt;br /&gt;
&lt;br /&gt;
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. &lt;br /&gt;
&lt;br /&gt;
B. Building an Army&lt;br /&gt;
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. &lt;br /&gt;
&lt;br /&gt;
(back to top) &lt;br /&gt;
&lt;br /&gt;
CHAPTER VI: Units &lt;br /&gt;
&lt;br /&gt;
A. Ultimate&lt;br /&gt;
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. &lt;br /&gt;
&lt;br /&gt;
B. Complex&lt;br /&gt;
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. &lt;br /&gt;
&lt;br /&gt;
C. Average&lt;br /&gt;
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. &lt;br /&gt;
&lt;br /&gt;
D. Simple&lt;br /&gt;
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. &lt;br /&gt;
&lt;br /&gt;
E. Barracks&lt;br /&gt;
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. &lt;br /&gt;
&lt;br /&gt;
(back to top) &lt;br /&gt;
&lt;br /&gt;
CHAPTER VII: Ordering Your Troops for Battle &lt;br /&gt;
&lt;br /&gt;
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. &lt;br /&gt;
&lt;br /&gt;
A. Stacking Details&lt;br /&gt;
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of&lt;br /&gt;
    25% knight templar (a melee unit)&lt;br /&gt;
    20% archangel (a flying unit)&lt;br /&gt;
    20% unicorn (a melee unit)&lt;br /&gt;
    15% high priest (a ranged unit)&lt;br /&gt;
    10% mind ripper (a ranged unit)&lt;br /&gt;
    10% dominion (a flying unit)&lt;br /&gt;
The battle power is&lt;br /&gt;
    Knight Templar: 25*1.50 = 37.5 battle power&lt;br /&gt;
    Archangel: 20*2.25 = 45 battle power&lt;br /&gt;
    Unicorn: 20*1.50 = 30 battle power&lt;br /&gt;
    High Priest: 15*1.00 = 15 battle power&lt;br /&gt;
    Mind Ripper: 10*1.00 = 10 battle power&lt;br /&gt;
    Dominion: 10*2.25 = 22.5 battle power&lt;br /&gt;
And your stacks would appear in battle in the following order:&lt;br /&gt;
    Archangel&lt;br /&gt;
    Knight Templar&lt;br /&gt;
    Unicorn&lt;br /&gt;
    Dominion&lt;br /&gt;
    High Priest &lt;br /&gt;
    Mind Ripper &lt;br /&gt;
&lt;br /&gt;
B. Attack Pairing &lt;br /&gt;
&lt;br /&gt;
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. &lt;br /&gt;
&lt;br /&gt;
C. Attack Pairing Details &lt;br /&gt;
&lt;br /&gt;
If the ascendant above were to attack a nether with the following stack, what would be the pairings?&lt;br /&gt;
   Horned Demon (melee)&lt;br /&gt;
    Lich (ranged)&lt;br /&gt;
    Wraith (flying)&lt;br /&gt;
    Zombie (melee)&lt;br /&gt;
    Efreeti (ranged)&lt;br /&gt;
    Ghoul (melee)&lt;br /&gt;
    Dark Elf Magician (ranged)&lt;br /&gt;
   vs&lt;br /&gt;
    Archangel (flying)&lt;br /&gt;
    Knight Templar (melee)&lt;br /&gt;
    Unicorn (melee)&lt;br /&gt;
    Dominion (flying)&lt;br /&gt;
    High Priest (ranged)&lt;br /&gt;
    Mind Ripper (ranged)&lt;br /&gt;
&lt;br /&gt;
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.&lt;br /&gt;
&lt;br /&gt;
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. &lt;br /&gt;
&lt;br /&gt;
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.&lt;br /&gt;
&lt;br /&gt;
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.&lt;br /&gt;
&lt;br /&gt;
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. &lt;br /&gt;
&lt;br /&gt;
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.&lt;br /&gt;
&lt;br /&gt;
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.&lt;br /&gt;
&lt;br /&gt;
So on the ascendant side,&lt;br /&gt;
Archangels attack horned demons&lt;br /&gt;
Knight templars attack liches&lt;br /&gt;
Unicorns attack zombies&lt;br /&gt;
Dominions attack wraiths&lt;br /&gt;
High priests attack efreetis&lt;br /&gt;
Mind Rippers attack ghouls&lt;br /&gt;
no unit attacks Dark Elf Magicians&lt;br /&gt;
&lt;br /&gt;
and on the nether side,&lt;br /&gt;
Horned demons attack knight templars&lt;br /&gt;
Liches attack archangels&lt;br /&gt;
Wraiths attack unicorns&lt;br /&gt;
Zombies attack high priests&lt;br /&gt;
Efreetis attack dominions&lt;br /&gt;
Ghouls attack mind rippers&lt;br /&gt;
Dark Elf Magicians attack archangels&lt;br /&gt;
&lt;br /&gt;
D. What You Really Need to Know About War&lt;br /&gt;
&lt;br /&gt;
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. &lt;br /&gt;
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(back to top) &lt;br /&gt;
&lt;br /&gt;
CHAPTER VIII: Basic Strategy &lt;br /&gt;
&lt;br /&gt;
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. &lt;br /&gt;
&lt;br /&gt;
A. Nether&lt;br /&gt;
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... &lt;br /&gt;
&lt;br /&gt;
B. Verdant&lt;br /&gt;
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. &lt;br /&gt;
&lt;br /&gt;
C. Phantasm&lt;br /&gt;
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. &lt;br /&gt;
&lt;br /&gt;
D. Ascendant&lt;br /&gt;
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. &lt;br /&gt;
&lt;br /&gt;
E. Eradication&lt;br /&gt;
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. &lt;br /&gt;
&lt;br /&gt;
F. Other Sources of Information&lt;br /&gt;
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Heroes2&amp;diff=51633</id>
		<title>Heroes2</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Heroes2&amp;diff=51633"/>
		<updated>2021-06-04T03:59:53Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Heronav}}&lt;br /&gt;
&lt;br /&gt;
= Getting Heroes =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways to gain heroes and these are listed below&lt;br /&gt;
&lt;br /&gt;
*They can be bought from the Tavern in the Black Market &lt;br /&gt;
*They can be given by getting favor from a [[God_Favour|God]] (small&amp;amp;nbsp;% chance) &lt;br /&gt;
*A high level hero (20+) can be obtained by getting into [[God_Favour#Most_Favoured|Lucifer's Most Favored]] List &lt;br /&gt;
*[[Love_Potion#9|Love Potion #9]], [[Lipstick_of_Enslavement|Lipstick of Enslavement]] and [[The_Magic_Mirror|The Magic Mirror]] are unique items that can grant you one hero &lt;br /&gt;
&lt;br /&gt;
= Joining the Battle =&lt;br /&gt;
&lt;br /&gt;
Heroes will lead stacks according to their power, so the highest level hero in your army will lead your most powerful stack and so on; however, heroes will lead units that are the '''same race and color '''(for instance, even if you only have a Berserker, it will lead Dwarven Deathseekers even if Red Dragons are your top stack). Heroes will die in battle when the stack that they command is completely destroyed and the damage dealt is sufficient to completely take off the hitpoint of the hero. e.g. level 17 Illusionist leads Phoenix. A stack of Red Dragon deals a final blow of 226000 damage to the remaining 3 Phoenix(with 70000 hp). The stack will be wiped off but the hero survives as a level 17 Illusionist has a hp of 18000 while 3 Phoenix have a total of 210000 hp. So the total amount of damage needed to clear the stack and kill that hero should be 228000. Therefore, with only 226000, the hero survives.&lt;br /&gt;
&lt;br /&gt;
== Leading a Stack ==&lt;br /&gt;
&lt;br /&gt;
*On DEFENSE ([[Regular|Regular]] and [[Siege|Siege]]), heroes will lead any stack (even 1 [[Militia|militia]] or 1 [[Sheep|sheep]]). &lt;br /&gt;
*On OFFENSE ([[Regular|Regular]] and [[Siege|Siege]]), &lt;br /&gt;
**If you send a very small stack (less then 10% of your total power), the hero will ''not'' lead it. &lt;br /&gt;
**If you send a big stack in company with small stacks, heroes can lead all stacks. &lt;br /&gt;
***Note that very small stacks may not be targeted if they are under a certain&amp;amp;nbsp;% of your NP.     &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
*When color ''AND'' [[:category:races|race]] of a stack match that of the hero, a hero will prefer to lead that stack. &lt;br /&gt;
*In any other case (no match, only color matches, only race matches), the hero prefers to lead the highest powerranked stack &lt;br /&gt;
**If you have two heroes of the same Race and Color, the highest level hero chooses stack preference first. &lt;br /&gt;
**If you have several heroes, the most experienced (highest level) hero is matched first.   &lt;br /&gt;
&lt;br /&gt;
*If there are more battle heroes than stacks, &lt;br /&gt;
**the not-preferred stack hero stays home (if there is a preferred hero-stack match in the army send to battle), &lt;br /&gt;
**the lowest level hero stays home. &lt;br /&gt;
***long ago multiple heroes could jointly lead one and the same stack - that was abandoned in TR.     &lt;br /&gt;
&lt;br /&gt;
= When In the Battle =&lt;br /&gt;
&lt;br /&gt;
=== Efficiency Bonus when leading preferred stack ===&lt;br /&gt;
&lt;br /&gt;
If a Hero commands a stack of the same colour and race as the hero this stack receives a bonus to [[Efficiency|efficiency]] equal to the heros level in percent. This goes for the start of the battle. Soon as the unit hits and or is hit, the [[Fatigue|Fatigue]] effect comes in to play.&lt;br /&gt;
&lt;br /&gt;
*Example: Level 16 [[Fire_Elementalist|Fire Elementalist]] commands stack of [[Efreeti|Efreeti]]. &lt;br /&gt;
**Efreeti start with 100% efficiency + 16% bonus = 116% efficiency (100% default) &lt;br /&gt;
**After their primary attack (init 4) they lose 15% as normal = 101% efficiency (85% default) &lt;br /&gt;
**After one hit they again lose 15% = 86% efficiency (70% default)   &lt;br /&gt;
&lt;br /&gt;
== Attack of the hero ==&lt;br /&gt;
&lt;br /&gt;
*Right after the primary or secondary attack of the stack, to the same stack. &lt;br /&gt;
&lt;br /&gt;
=== Heroes' spells and resistance ===&lt;br /&gt;
&lt;br /&gt;
*If one of your heroes casts a [[Spells#Heroes'_spells|spell]] or uses an [[#Hero_Abilities|ability]], that can be resisted, just as any other spell. &lt;br /&gt;
*Hero colour determines the colour of the spell/skill. &lt;br /&gt;
&lt;br /&gt;
=== How Heroes are Lost in Combat: ===&lt;br /&gt;
&lt;br /&gt;
*[[Stack_wiping|Stack wiping]] the hero led stack will usually kill a hero &lt;br /&gt;
**but... for the hero to die, there needs to be enough damage left over after the stack is killed, to kill the hero also. &lt;br /&gt;
**In a close call, it thus ''is'' possible to have a hero-lead stack completely die, while the hero manages to survive.   &lt;br /&gt;
&lt;br /&gt;
= Hero Experience =&lt;br /&gt;
&lt;br /&gt;
With every turn you spend, your hero gains experience points. When you collected enough experience, your hero raises a level. The latter may switch on new abilities and increase the effect of already acquired abilities.&lt;br /&gt;
&lt;br /&gt;
== Experience gain ==&lt;br /&gt;
&lt;br /&gt;
'''Battle Heroes:'''&lt;br /&gt;
&lt;br /&gt;
*Slow servers (Arch 1/12 min): 9.6 experience per turn + 24 experience for leading a stack in a battle (win or not) &lt;br /&gt;
*Normal servers (Guild, Solo 1/7min): 6 experience per turn + 11 experience for leading a stack in a battle (win or not) &lt;br /&gt;
*Fast servers (Beta 1/5 min): 4 experience per turn + 8 experience for leading a stack in a battle (win or not) &lt;br /&gt;
&lt;br /&gt;
'''Non-Battle Heroes:'''&lt;br /&gt;
&lt;br /&gt;
*Slow servers (Arch 1/12 min): 14.38 experience per turn &lt;br /&gt;
*Normal servers (Guild, Solo 1/7min): 8.4 experience per turn &lt;br /&gt;
*Fast servers (Beta 1/5 min): 6 experience per turn &lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
&lt;br /&gt;
*For a hero to go up a level, it requires 1,000 * (current level) experience points for each additional level. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; [[Section_7_-_Heroes_and_Heroins|Section 7 - Heroes and Heroins]] of [[Alzorath's_General_FAQ|Alzorath's FAQ v0.2]] shows a table format of the hero levels from zero up to 40; however, the lowest level heroes available start from level 8 as most heroes have thier first abilities when they reach level 9.&lt;br /&gt;
&lt;br /&gt;
== Gods testing heroes ==&lt;br /&gt;
&lt;br /&gt;
When a god turns from favour to disfavour, one of your heroes may be tested by a God. The possible outcomes are: your hero gains one level, your hero stays, your hero dies.&lt;br /&gt;
&lt;br /&gt;
:&lt;br /&gt;
::''Example: Gaining Sun's favour while having Moon's favour. Get a hero, and get it leveled right after.''   &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
You offered 30,000,000 gold to Sun, the Father of the Sky.&amp;lt;br/&amp;gt; Sun, the Father of the Sky seems to be very pleased by your generous donation.&amp;lt;br/&amp;gt; Inner strength filled your spirit.&amp;lt;br/&amp;gt; Your action has gained you the favour of Sun, the Father of the Sky.&amp;lt;br/&amp;gt; The hero Vendu Clatian Berserker came to you and offered to serve under your command.&amp;lt;br/&amp;gt; You sense a heavenly conflict between Sun, the Father of the Sky and Moon, the Light in the Night.&amp;lt;br/&amp;gt; You hear roar in anger. You are now disfavoured by Moon, the Light in the Night.&amp;lt;br/&amp;gt; Moon, the Light in the Night tested your hero Vendu Clatian Berserker.&amp;lt;br/&amp;gt; Vendu Clatian Berserker passed Moon, the Light in the Night's test.&amp;lt;br/&amp;gt; Moon, the Light in the Night is pleased with Vendu Clatian's performance.&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt; Sat Mar 15 18:24:43 2008&amp;lt;br/&amp;gt; Vendu Clatian Berserker became level 18.&lt;br /&gt;
&amp;lt;/center&amp;gt; &lt;br /&gt;
= Hero Abilities =&lt;br /&gt;
&amp;lt;center&amp;gt;''Note'': The '''[[Hero_Abilities|annotated list]]''' of hero abilities has moved.&amp;lt;/center&amp;gt; &lt;br /&gt;
Above some minimum level of experience, heroes unlock their [[:Category:Hero_abilities|abilities]]. When the hero increases in level, the unlocked ability also becomes more powerful. Most heroes have two abilities, one unlocking in the level 8-10 range, and one unlocking in the level 13-17 range. The abilities are briefly described in the [[Hero_Abilities|encyclopedia]]. Two types of hero abilities exist: battle and non-battle. Non-battle heroes only have non-battle abilities, battle heroes can have both.&lt;br /&gt;
&lt;br /&gt;
Note that some hero abilities can be turned off (click ''audience'' in the main menu). This removes any hidden upkeep associated with that specific ability. {{navigation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Main Pages]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&amp;diff=51632</id>
		<title>Groentje Players Manual Ch2</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&amp;diff=51632"/>
		<updated>2021-06-04T03:58:16Z</updated>

		<summary type="html">&lt;p&gt;Aromatomato: Removed ARCHWAR per Hypello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= [[Groentje Players Manual Ch1]] =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;back to [[Groentje Players Manual]] content page&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= HOW TO START =&lt;br /&gt;
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).&lt;br /&gt;
&lt;br /&gt;
== Creating a The Reincarnation account == &lt;br /&gt;
* First surf to http://www.the-reincarnation.com&lt;br /&gt;
* Then click the 'Register an account' link, to get access to our forum and our game servers&lt;br /&gt;
** You will need a working email-address and click a link in an email to activate your account&lt;br /&gt;
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. &lt;br /&gt;
** Choose a name that is not insulting, sexist, racist or otherwise offensive.&lt;br /&gt;
** If you are the only person using your computer, why not set it to remember your TR password.&lt;br /&gt;
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.&lt;br /&gt;
&lt;br /&gt;
=== Account Creation Trouble ===&lt;br /&gt;
&lt;br /&gt;
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. &lt;br /&gt;
&lt;br /&gt;
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].&lt;br /&gt;
** Use the same email that you used for your Account creation. &lt;br /&gt;
** Admins only answer to known email-adresses. &lt;br /&gt;
** Do not forget to mention the approximate time that you created your account.&lt;br /&gt;
&lt;br /&gt;
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].&lt;br /&gt;
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a New Mage ==&lt;br /&gt;
&lt;br /&gt;
=== Pick your server(s) ===&lt;br /&gt;
&lt;br /&gt;
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice. A new mage is created by giving it a name and selecting a color. But what server to pick?&lt;br /&gt;
&lt;br /&gt;
*The GUILD server is an intermediate speed server with fairly standard mechancis. [[Apprentice_Academy|Apprentice Academy]] operate on the server and teach basic gameplay. Some sets, its higher-learning sister guild [[Apprentice_Academy#Advanced_Academy|Advanced Academy]] is also present. &lt;br /&gt;
*The SOLO server stands out in that it does not have any guilds. Each mage can rely only on himself or herself, and indeed the identity of all mages are hidden under a shroud of anonymity. &lt;br /&gt;
*The ARCH server is great for players who like to focus more on stacking and strategy as the strongest spells and units are not present on this server. It is the home of [[Apprentice_Academy|Apprentice Academy]], the official training guild or TR. &lt;br /&gt;
*The BLITZ server has the fastest turn rate of all. It offers an intensive gaming experience. &lt;br /&gt;
*The BETA server is as fast as blitz, and the place where new game elements are tried and tested before being introduced on the main servers. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
You can only ever have one mage on a server at any given time, but you are welcome to play more than one server. Indeed, many true TR addicts play all servers. If you play multiple servers, you may find playing the same colour on all or most of them helps you learn that colour faster. Playing different colours on every server is challenging, even for veterans.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' ''You may want to bookmark our main page as one of your favourites.''&lt;br /&gt;
&lt;br /&gt;
=== Fair play restriction: Only one mage per player per server allowed ===&lt;br /&gt;
&lt;br /&gt;
'''Important''': ''Players are supposed to play only one mage on a server (see the [[Decalogue|Decalogue]])''.&lt;br /&gt;
&lt;br /&gt;
Players are allowed to play mages on each server, but one per server only. Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Thus:&lt;br /&gt;
&lt;br /&gt;
*You can only have one mage on each server. &lt;br /&gt;
*You can play one mage on each servers. &lt;br /&gt;
*All your mages are tied to your single TR-account (UBB-account). &lt;br /&gt;
&lt;br /&gt;
Admins monitor for players with multiple UBB accounts and multiple mages on a server. Such is considered cheating and associated accounts are deactivated and removed. Note that the rules of TR, the so-called [[Decalogue|Decalogue]] are flashed when you reincarnate your mage. The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]&lt;br /&gt;
&lt;br /&gt;
=== Magename and Magenumber ===&lt;br /&gt;
&lt;br /&gt;
*Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality. &lt;br /&gt;
**You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language). &lt;br /&gt;
**You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).   &lt;br /&gt;
&lt;br /&gt;
*You’ll also receive your mage number, unique to you, that is an additional identifier in the game. &lt;br /&gt;
**You cannot choose your number, they are handed out in order of reincarnation since the beginning of the game round.   &lt;br /&gt;
&lt;br /&gt;
=== Sharing a computer ===&lt;br /&gt;
&lt;br /&gt;
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://archwar.the-reincarnation.com/main/multireg.html ArchWar] |[http://beta.the-reincarnation.com/main/multireg.html Beta]&lt;br /&gt;
&lt;br /&gt;
*If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). &lt;br /&gt;
*You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.&lt;br /&gt;
&lt;br /&gt;
== Playing your Mage ==&lt;br /&gt;
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.&lt;br /&gt;
&lt;br /&gt;
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''&lt;br /&gt;
&lt;br /&gt;
=== Log In ===&lt;br /&gt;
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.&lt;br /&gt;
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.&lt;br /&gt;
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:&lt;br /&gt;
** Enter your mage name and password exactly as you originally specified &lt;br /&gt;
** Check CapsLock if login fails; passwords and account names are case sensitive.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Log In ===&lt;br /&gt;
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. &amp;lt;br&amp;gt;There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.&lt;br /&gt;
&lt;br /&gt;
=== Log Out ===&lt;br /&gt;
* On shared computers, you should log out from the portal page after you are done playing. &lt;br /&gt;
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.&lt;br /&gt;
* If it is just you using your computer for The Reincarnation: don't bother about logging out:&lt;br /&gt;
** just close your browser window when you have had enough of it.&lt;br /&gt;
&lt;br /&gt;
== Web navigation in ‘The Reincarnation’ ==&lt;br /&gt;
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.&lt;br /&gt;
&lt;br /&gt;
=== The First 120 Turns ===&lt;br /&gt;
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.&lt;br /&gt;
&lt;br /&gt;
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.&lt;br /&gt;
&lt;br /&gt;
===Alternative ways to Log In===&lt;br /&gt;
In the rare case that www.the-reincarnation.com is down, you can try to login through &lt;br /&gt;
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''&lt;br /&gt;
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''&lt;br /&gt;
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''&lt;br /&gt;
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''&lt;br /&gt;
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''&lt;br /&gt;
&lt;br /&gt;
===Account deactivated===&lt;br /&gt;
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.&lt;br /&gt;
&lt;br /&gt;
===Your entry has expired===&lt;br /&gt;
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.&lt;br /&gt;
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&amp;lt;center&amp;gt;[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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= [[Groentje Players Manual Ch3]] =&lt;br /&gt;
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&amp;lt;i&amp;gt;back to [[Groentje Players Manual]] content page&amp;lt;/i&amp;gt;&lt;br /&gt;
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= [[Groentje Players Manual Ch4]] =&lt;br /&gt;
= [[Groentje Players Manual Ch5]] =&lt;br /&gt;
= [[Groentje Players Manual Ch6]] =&lt;br /&gt;
= [[Groentje Players Manual Ch7]] =&lt;br /&gt;
= [[Groentje Players Manual Ch8]] =&lt;br /&gt;
= [[Groentje Players Manual Ch9]] =&lt;br /&gt;
= [[Groentje Players Manual Ch10]] =&lt;br /&gt;
[[Category:Chapters]]&lt;/div&gt;</summary>
		<author><name>Aromatomato</name></author>
		
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