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	<updated>2026-05-30T00:32:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Nature%27s_Lore&amp;diff=52270</id>
		<title>Nature's Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Nature%27s_Lore&amp;diff=52270"/>
		<updated>2025-10-23T21:56:04Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spellstats&lt;br /&gt;
| description   = &lt;br /&gt;
The most treasured secret of the Elder Druids, only the most enlightened mage who are well versed in the arts of the woods are gifted with this ancient lore. It is a reminder to protect the land and its mysterious powers can grant longevity to any kingdom. It will increase amount of land you explore.&lt;br /&gt;
| image         = &lt;br /&gt;
| unit          = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
*Increases your [[Groentje_Players_Manual_Ch4#Exploring_and_Wilderness|exploring]] &lt;br /&gt;
**with +50% (i.e. to 150%) up to the server's exploration limit (if any) &lt;br /&gt;
**always with at least +1 acre/turn, even when you are above exploring limit and would have explored 0 acres without Nature's Lore.(note: Jez` says this is not true on Beta once past ~20k land)   &lt;br /&gt;
*Gives a bonus to [[:category:Elves|Elven units]] &lt;br /&gt;
**13% AP boost to primary and secondary attacks (at {{Green}} 462 with GE 3 [[Spell_Level|Spell Level]]). &lt;br /&gt;
**7% accuracy bonus (at normal {{Green}} [[Spell_Level|Spell Level]]).   &lt;br /&gt;
*Gives a bonus to [[:category:Animals|Animal units]] &lt;br /&gt;
**25%-ish AP boost &lt;br /&gt;
**20%-ish HP boost &lt;br /&gt;
**MrFantastic tested this bonus on [[Gorilla|Gorillas]] at SL 436. Modified stats were 302/100/366. [http://www.the-reincarnation.com/viewtopic.php?f=65&amp;amp;t=18254 [1]]&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
In the [[History of Terra|far past]], Nature's lore did other stuff (such as reducing your mana generation with 30%, and giving 1 acre each turn you moved). This is no longer the case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Verdant Spells]]&lt;br /&gt;
[[Category:Enchantments]]&lt;br /&gt;
[[Category:Ultimate Spells]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Flame_Blade&amp;diff=51257</id>
		<title>Flame Blade</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Flame_Blade&amp;diff=51257"/>
		<updated>2019-10-19T14:16:02Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: Removes beta changes that have been standardized across servers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Spellstats&lt;br /&gt;
| description = &lt;br /&gt;
This spell will cause the blades of your troops with glow red hot with fire, allowing your troops to hit with higher accuracy and inflict fire damages. Area of effect: all units with melee attack.&lt;br /&gt;
&lt;br /&gt;
| image = &lt;br /&gt;
| unit = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
*Affects all units with a&amp;amp;nbsp;[[MELEE|MELEE]]&amp;amp;nbsp;or&amp;amp;nbsp;[[FIRE|FIRE]]&amp;amp;nbsp;attack type in either Primary or Extra attack &lt;br /&gt;
*Adds [[FIRE|FIRE]] [[Attack_Types|attack type]] to affected units Primary Attack &lt;br /&gt;
*Increases Primary, Extra&amp;amp;nbsp;and Counter&amp;amp;nbsp;AP of affected units &lt;br /&gt;
*Increases Accuracy of affected units &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
&lt;br /&gt;
*ONCOLOR {{red}}: 0.0798 * SL / MaxRedSL = ~8% AP boost &lt;br /&gt;
*OFFCOLOR {{green}}{{black}}: 0.0399 * SL / MaxRedSL = ~4% AP boost &lt;br /&gt;
*OPPOSITE {{white}}{{blue}}: 0.1995 * SL / MaxRedSL = ~2% AP boost&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
&lt;br /&gt;
*ONCOLOR {{red}}: 3% &lt;br /&gt;
*OFFCOLOR {{green}}{{black}}: 2% &lt;br /&gt;
*OPPOSITE {{white}}{{blue}}: 1% &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
A unit may be affected by multiple weapon enchants that may cause it to have 2 or more attack types.&lt;br /&gt;
&lt;br /&gt;
For example: A Demon Knight that’s enchanted with [[Flame Blade]] (Spell) and [[Vial_of_Venom|Vial of Venom]] (Item) will end up having&lt;br /&gt;
&lt;br /&gt;
[[Fire|Fire]] [[Cold|Cold]] [[Poison|Poison]] [[Melee|Melee]] as its Primary Attack&lt;br /&gt;
&lt;br /&gt;
Damage dealt by the [[Demon_Knight|Demon Knight]] on any unit will be subjected to the Average Resistance of all the Attack Types&lt;br /&gt;
&lt;br /&gt;
When a [[Demon_Knight|Demon Knight]] is enchanted with [[Flame Blade]] and [[Vial_of_Venom|Vial of Venom]] is attacking a [[Mind_Ripper,|Mind Ripper,]] the Average Resistance is:&lt;br /&gt;
&lt;br /&gt;
[([[Fire|Fire]]) 50% + ([[Cold|Cold]]) 30% + ([[Melee|Melee]]) 75% + ([[Poison|Poison]]) 20%] / 4 = 43.75%&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*Use with [[Oil_Flasks|Oil Flasks]] to cause some serious damage. &lt;br /&gt;
&lt;br /&gt;
fckLR&lt;br /&gt;
&lt;br /&gt;
[[Category:Spells]] [[Category:Eradication Spells]] [[Category:Battle Spells]] [[Category:Complex Spells]]&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Minor_Indulgence&amp;diff=50058</id>
		<title>Minor Indulgence</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Minor_Indulgence&amp;diff=50058"/>
		<updated>2017-04-18T22:13:21Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itemstats&lt;br /&gt;
| description   = &lt;br /&gt;
&lt;br /&gt;
Given by the high priest, this is a token to enter the heaven. It frees you from the punishment of wrong doing. You will be purified once you use the item.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
* Dispels one negative [[enchantments|enchantment]] that the user is currently inflicted by&lt;br /&gt;
** This includes [[enchantments]] that require [[mana]] to dispel, such as {{black}} [[Black Death]] or {{blue}} [[The Wall of Silence]], or any other player-casted [[enchantments|enchantment]]&lt;br /&gt;
** It will also dispel negative [[enchantments]] cast by [[God Favour|angry Gods]]&lt;br /&gt;
* A [[Minor Indulgence]] will not dispel self-cast positive [[enchantments]], such as {{green}} [[Plant Growth]] or {{white}} [[The Holy Light]]&lt;br /&gt;
* [[Minor Indulgence]]s are generated by [[Guilds]] just like all [[Items|Lesser Items]], but are one of the two 'special' [[Items|Lesser Items]] (along with [[Magical Compass]]es), which means:&lt;br /&gt;
** It cannot be [[pillage]]d&lt;br /&gt;
** Only seven can be owned by a mage at any one time; if an eighth is generated, it is automatically put up for sale on the [[Black Market]]&lt;br /&gt;
*** Arch is the exception to this rule, where you can still only have 3 Minor Indulgences at a time.&lt;br /&gt;
* [http://www.the-reincarnation.com/viewtopic.php?f=5&amp;amp;t=200&amp;amp;p=244130&amp;amp;hilit=destroy+artifacts#p244130 25% chance of being destroyed] by the {{white}} [[Destroy Artifacts]] spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Items]] [[Category:Lesser Items]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Grand_Enchanter&amp;diff=50022</id>
		<title>Grand Enchanter</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Grand_Enchanter&amp;diff=50022"/>
		<updated>2016-12-07T02:00:20Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* Skill Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{skillnav}}&lt;br /&gt;
&lt;br /&gt;
==Skill Description==&lt;br /&gt;
This [[Skills|skill]] will increase the effectiveness of all enchantments, both offensive and defensive. Higher levels give a bigger boost. Well-trained Enchanters can also cast enchantments in less turns.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
* Level 1-5 : increases SL of all such enchantments by 2 per level.&lt;br /&gt;
* Level 6-10 : increases SL of all such enchantments by 4 per level.&lt;br /&gt;
* Level 11-15 : increases SL of all such enchantments by 6 per level.&lt;br /&gt;
* Level 16-20 : increases SL of all such enchantments by 8 per level.&lt;br /&gt;
* Only effects the spell level of [[Enchantments]], not battle or summon spells!&lt;br /&gt;
&lt;br /&gt;
==Bonuses==&lt;br /&gt;
* Increasing the rank of the skill:  All enchants with lower spell level will have their spell level updated to the current spell level. This is also the case if you had Magic favour.  &lt;br /&gt;
For example (Arch Server May 17, 2011), red WS was 449.  Got Magic making SL 469, then GE 1 which changed red WS to 471.&lt;br /&gt;
* Level 10+ : All enchantments take 1 turn less to cast (with a minimum of 1)&lt;br /&gt;
* Level 20 : All enchantments take 2 turns less to cast (with a minimum of 1)&lt;br /&gt;
&lt;br /&gt;
==Level by Level Effect==&lt;br /&gt;
* L1 : Enchantments get + 2 SL&lt;br /&gt;
* L2 : Enchantments get + 4 SL&lt;br /&gt;
* L3 : Enchantments get + 6 SL&lt;br /&gt;
* L4 : Enchantments get + 8 SL&lt;br /&gt;
* L5 : Enchantments get + 10 SL&lt;br /&gt;
* L6 : Enchantments get + 14 SL&lt;br /&gt;
* L7 : Enchantments get + 18 SL&lt;br /&gt;
* L8 : Enchantments get + 22 SL&lt;br /&gt;
* L9 : Enchantments get + 26 SL&lt;br /&gt;
* L10: Enchantments get + 30 SL, All enchantments take 1 turn less to cast&lt;br /&gt;
* L11: Enchantments get + 36 SL&lt;br /&gt;
* L12: Enchantments get + 42 SL&lt;br /&gt;
* L13: Enchantments get + 48 SL&lt;br /&gt;
* L14: Enchantments get + 54 SL&lt;br /&gt;
* L15: Enchantments get + 60 SL&lt;br /&gt;
* L16: Enchantments get + 68 SL&lt;br /&gt;
* L17: Enchantments get + 76 SL&lt;br /&gt;
* L18: Enchantments get + 84 SL&lt;br /&gt;
* L19: Enchantments get + 92 SL&lt;br /&gt;
* L20: Enchantments get + 100 SL, All enchantments take 2 turns less to cast&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
I just tested having a lvl 777 spell from a God on me and leveling Grand Enchanter, which was rumored to raise all current spells to lvl 777. That is false. My other spells raised with the normal value and the Godspell went untouched.--[[User:Paven|Paven]] 13:07, 17 June 2008 (CEST)&lt;br /&gt;
&lt;br /&gt;
*Leveling with Magic Favor: If you have Magic favor when you level a skill, all of your kingdom's enchants will raise +20 Spell Levels, plus whatever bonus you have gained from GE. However, if you level GE again without Magic favor, your enchants will stay the same and not benefit from gaining additional levels in GE until you gain another rank in GE with favor or dispel and recast the spell with Magic Favor. In other words, you want to have Magic Favor every time you gain a level in GE, however gaining a level in GE will never lower the Spell Level of your enchants.-Tested by Jello 2/16/2014&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spell_Mastery&amp;diff=50021</id>
		<title>Spell Mastery</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spell_Mastery&amp;diff=50021"/>
		<updated>2016-12-07T01:56:54Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{skillnav}}&lt;br /&gt;
&lt;br /&gt;
This [[Skills|skill]] will reduce the magic power needed to cast all spells, similar to the hero ability [[Spell Lore]]. The most powerful Spell Masters can reduce the number of turns needed to cast spells as well.&lt;br /&gt;
&lt;br /&gt;
=Effects=&lt;br /&gt;
* Each level: Reduces base spell casting cost by 1% for on-colour, 2% for near-colour, 3% for opposites. &lt;br /&gt;
* Reduces spell casting turn cost by a percentage (1% per level).  E.g., at level 20, spells that take 5 turns will only take 4 turns to cast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;** Note the base spell casting cost of spells on near-colours and off-colours. As a reminder:&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;    &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spell Type&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;On-Colour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Near Colour&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Opposite Colour&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;Simple&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200%&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;Average&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;350%&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;Complex&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600%&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;Ultimate&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;N/A&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;Ancient&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Level By Level=&lt;br /&gt;
(confirmed for level 1 to 19)&lt;br /&gt;
* L1 : - 1% oncolour; - 2% nearcolour; - 3% offcolour&lt;br /&gt;
* L2 : - 2% oncolour; - 4% nearcolour; - 6% offcolour&lt;br /&gt;
* L3 : - 3% oncolour; - 6% nearcolour; - 9% offcolour&lt;br /&gt;
* L4 : - 4% oncolour; - 8% nearcolour; -12% offcolour&lt;br /&gt;
* L5 : - 5% oncolour; -10% nearcolour; -15% offcolour&lt;br /&gt;
* L6 : - 6% oncolour; -12% nearcolour; -18% offcolour&lt;br /&gt;
* L7 : - 7% oncolour; -14% nearcolour; -21% offcolour&lt;br /&gt;
* L8 : - 8% oncolour; -16% nearcolour; -24% offcolour&lt;br /&gt;
* L9 : - 9% oncolour; -18% nearcolour; -27% offcolour&lt;br /&gt;
* L10: -10% oncolour; -20% nearcolour; -30% offcolour&lt;br /&gt;
* L11: -11% oncolour; -22% nearcolour; -33% offcolour&lt;br /&gt;
* L12: -12% oncolour; -24% nearcolour; -36% offcolour&lt;br /&gt;
* L13: -13% oncolour; -26% nearcolour; -39% offcolour&lt;br /&gt;
* L14: -14% oncolour; -28% nearcolour; -42% offcolour&lt;br /&gt;
* L15: -15% oncolour; -30% nearcolour; -45% offcolour&lt;br /&gt;
* L16: -16% oncolour; -32% nearcolour; -48% offcolour&lt;br /&gt;
* L17: -17% oncolour; -34% nearcolour; -51% offcolour&lt;br /&gt;
* L18: -18% oncolour; -36% nearcolour; -54% offcolour&lt;br /&gt;
* L19: -19% oncolour; -38% nearcolour; -57% offcolour&lt;br /&gt;
* L20: -20% oncolour; -40% nearcolour; -60% offcolour&lt;br /&gt;
&lt;br /&gt;
Guild server May 20, 2010 - Spell Mastery: Reduces turn cost by a percentage&lt;br /&gt;
&lt;br /&gt;
At L12, Spells with an original cast time of over 8 turns cost 1 turn less e.g. Summon Leviathan becomes 8 turns, Call Lightning becomes 9 turns.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Solo server Nov 26, 2010 - Spell Mastery: Reduces turn cost by a percentage *UPDATE by slivers7*&lt;br /&gt;
&lt;br /&gt;
As a Nether mage, at Spell Mastery L4, the number of turns needed to cast the spell &amp;quot;Black Death&amp;quot; was noticed to go from 25 turns to 24 turns, so from cursory observation, it appears each level gained reduces the number of turns needed to cast any spell in a linear fashion as below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Turns needed to cast a spell * (100 - Spell Mastery Level)%''' ; turns needed rounded up, so the minimum will at least be 1 turn for non-battle spells&lt;br /&gt;
*=&amp;gt; -1% turn(s) needed to cast any spell per level of skill, fractions rounded up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the example case, it would have been:&lt;br /&gt;
&lt;br /&gt;
25 turns needed * (100 - 4)% = 25 turns * 96% = 24 turns needed ; exact&lt;br /&gt;
&lt;br /&gt;
*Currently, insufficient tested info for each skill level. Needs verification from players who have maxed Spell Mastery.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Beta server Feb. 1, 2012 - Spell Mastery: Reduces turn cost by a percentage *UPDATE by Nogitron*&lt;br /&gt;
&lt;br /&gt;
As a Phantasm mage with lvl 14 Spell Mastery, Weather Summoning cost 7 turns instead of 8, while Mind Bar remained at a 7-turn cost. Using slivers7's formula, and inserting Weather Summoning and Mind Bar turn costs, we receive the following respective returns:&lt;br /&gt;
&lt;br /&gt;
*Weather Summoning = 6.88 turns, round up to 7.&amp;lt;br&amp;gt;&lt;br /&gt;
*Mind Bar = 6.02 turns, round up to 7.&lt;br /&gt;
&lt;br /&gt;
So it appears that ANY fraction will be rounded up, and at lvl 4 as well as 14 slivers7's formula is accurate.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Nogitron's update: Continued, Feb. 7, 2012 -&lt;br /&gt;
&lt;br /&gt;
Now lvl 18 Spell Mastery, Mind Bar is updated to 6 turns (7 * 0.82 rounded up). Also, it appears that Spell Mastery affects the spell Armageddon for the servers on which it is active. At lvl 18 SM, Armageddon takes 123 turns to cast rather than 150 (150 * 0.82). Given the amount of turns Armageddon requires, we can determine with absolute certainty that slivers7's formula is accurate.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
* Example: Casting Shroud Of Darkness (Average,10000MP) by a L20 Spell Master...&lt;br /&gt;
** {{black}} Nether: 100% * (1 - .2) = 80%  =  8,000MP&lt;br /&gt;
** {{red}} Eradication: 150% * (1 - .4) = 150% - 60% = 90% = 9,000MP&lt;br /&gt;
** {{white}} Ascendant: 350% * (1 - .6) = 350% - 210% = 140% = 14,000MP&lt;br /&gt;
*** This clearly shows that this skill is most useful for colours who want to have opposite units!&lt;br /&gt;
&lt;br /&gt;
* Example of [[Spell Mastery]] in combination with [[Spell Lore]] hero ability or [[GodFavour|Magic's Favour]]. &lt;br /&gt;
** The effects are not added, but rather multiplied&lt;br /&gt;
** E.g. -10% Spell Mastery effect (skill lvl 10, on color) AND -6% Spell Lore effect (hero lvl 4)&lt;br /&gt;
** Casting {{blue}} [[Wish]] (normally 100,000 m.p.) in this situation will cost 84,600 m.p. and not 84,000 m.p.&lt;br /&gt;
*** In formula: it combines as (1 - .06) * (1 - .1) = 0.94 * 0.9 = 0.846 =&amp;gt; 15.4% reduction&lt;br /&gt;
*** (-10) AND (-6) =&amp;gt; 15.4%, not 16%&lt;br /&gt;
&lt;br /&gt;
* Example of [[Spell Mastery]] in combination with [[Spell Lore]] hero ability] for Arch Server. &lt;br /&gt;
** The effects are not added, but rather multiplied&lt;br /&gt;
** E.g. -30% Spell Mastery effect (skill lvl 10, off color) AND -8% Spell Lore effect (hero lvl 6)&lt;br /&gt;
** Casting {{Blue}} [[Summon Chimera]] (normally 210,600 m.p.) in this situation will cost 135,627 m.p. This is because Arch off color is 450% instead of 350%.&lt;br /&gt;
*** In formula: it combines as (1 - .08) * (1 - .3) = 0.92 * 0.7 = 0.644 =&amp;gt; 35.6% reduction&lt;br /&gt;
*** (-30) AND (-8) =&amp;gt; 35.6%, not 38%&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6519</id>
		<title>The Only Nether Guide You Will Ever Need</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6519"/>
		<updated>2006-06-16T15:16:07Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* Rush directly after Black Sabbath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== '''Scope of This Guide''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a guide to rushing Nether on [http://blitz.the-reincarnation.com Blitz] and [http://guild.the-reincarnation.com Guild Server].  Any other form of playing nether is faggotry and probably involves clicking the geld button like a [http://wiki.the-reincarnation.com/index.php/User:Mulltani monkey].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Why play Nether?==&lt;br /&gt;
&lt;br /&gt;
The strength of Nether lies in it's efficiency in the land range between 2k-6k.    Why is Nether so efficient at these land levels?  [http://wiki.the-reincarnation.com/index.php/Black_Sabbath Black Sabbath].  After you have broken 6k land with Nether you're on your own as black sabbath's advantage decreases as your land increases.  You can think of playing Nether in the same way one might play Zerg on Star Craft:  Lots of cheap crappy units that you can use to probe all enemies and find weak spots.  If you're not making twice as many attacks as a Nether mage than you normally would as other colors then you're doing something wrong.  Generally with a full set of 200 turns you need to be attacking at least 60 of those turns.  Thats 30 attacks.   If you can run positive mana you can easily get to 50 attacks per run.  Sounds absurd?  There are three spells that make this possible which will be discussed shortly.  First things first...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two Starting Options==&lt;br /&gt;
===Rush from Turn 121===&lt;br /&gt;
There are two ways to rush black.  Rushing from the gate and rushing after you have Black Sabbath researched.  Either way you should have your mage set up with 10k units at 121 turns taken.  There are always going to be free lands available that are more efficient to grab than explore for.  As a rule of thumb you should only continue rushing in earnest if you have much more land than the rest of the server.  Otherwise you should research Black Sabbath ASAP.&lt;br /&gt;
&lt;br /&gt;
===Rush directly after Black Sabbath===&lt;br /&gt;
In general you will have more success starting your first serious run after having Black Sabbath researched. (Unless your name is Gummy or Bale) In order to plow through your ultimate spells you could consider [http://wiki.the-reincarnation.com/index.php/GodFavour Donating] to the Gods in order to get God's Concentration.  High Level concentration from the Gods will drastically reduce your Ultimate Spells research time.&lt;br /&gt;
&lt;br /&gt;
==First Attack Run==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
As soon as you have Black Sabbath researched and cast you should be grabbing as much land as possible.  Two spells that are indispensable in this endeavor are Blaze and Mental Thrash.  [http://wiki.the-reincarnation.com/index.php/Blaze Blaze] is a mini inferno.  Early on in a round it can gain quick land.  [http://wiki.the-reincarnation.com/index.php/Mental_Thrash Mental Thrash]is a little more expensive but effective vs Eradication mages.  You are going to want to make a shit-ton of attacks so these cheap spells can help your crap army actually gain some land.&lt;br /&gt;
&lt;br /&gt;
===Grab Grab Grab!!!1===&lt;br /&gt;
&lt;br /&gt;
As soon as Black Sabbath has provided your mage with 10,000 units you should begin attacking.&lt;br /&gt;
Most defenders at this point are going to have next to no troops.  Open a ranklist and look for the mages that have the most land in your ranklist.  After some practice with this you should be able to find the mages with no troops with some ease.  As you attack your net power will rise with the troops gained from Black Sabbath and the forts gained from your successful attacks.  As mages with no or little troops begin to be difficult to find you can disband your Skeletons and destroy forts.&lt;br /&gt;
&lt;br /&gt;
===Build Order===&lt;br /&gt;
By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After your first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.&lt;br /&gt;
&lt;br /&gt;
===Your First Defense===&lt;br /&gt;
When done attacking disband your Skeletons.  They are useless.  Recruit some Imps while building your new land into guilds.  Disband Skeletons along the way leaving only a small percentage at the end of your turns.  Keep as many Zombies as mana constraints permit.  With all of your newly gained land you might want to put a decent defense up.  Summon up some wraiths, preferably enough to make them your top stack.  With BS up you should be summoning up wraiths as you max out your mana during research.  Never let your research turns go to waste in terms of overall production.   Recruit a few fake stacks in VERY small numbers.  You should always have ten stacks.  Fog/Satchel, Fog/Web something along those lines should work well for you on defense.  You could always do the Fog/Bottle of Eversmoking as well and run a few Orc stacks.  Remember, its not what you stack but how many.  All black units other than Lich and Horned Demon suck in their own way.  As long as no reds or greens hit you from directly below you, you should be fine.  With any luck some of the guys you banged down will counter you from well below and give you free damaged status.  Writing ignorant arrows and being a prick in general can help that process.&lt;br /&gt;
&lt;br /&gt;
==Finishing Research==&lt;br /&gt;
&lt;br /&gt;
-switching up stacks (lich)(dem)&lt;br /&gt;
&lt;br /&gt;
-change in attacking tactics &lt;br /&gt;
&lt;br /&gt;
-fireball/mentalthrash/gaze(later on)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==So You Think You Need Some Barriers?==&lt;br /&gt;
&lt;br /&gt;
-when to build barrs&lt;br /&gt;
&lt;br /&gt;
-if youre gonna do it do it all the way. (73%&amp;gt;&amp;gt;&amp;gt;&amp;gt;75%) *bugged*&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6518</id>
		<title>The Only Nether Guide You Will Ever Need</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6518"/>
		<updated>2006-06-16T15:07:00Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* Rush from Turn 121 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== '''Scope of This Guide''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a guide to rushing Nether on [http://blitz.the-reincarnation.com Blitz] and [http://guild.the-reincarnation.com Guild Server].  Any other form of playing nether is faggotry and probably involves clicking the geld button like a [http://wiki.the-reincarnation.com/index.php/User:Mulltani monkey].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Why play Nether?==&lt;br /&gt;
&lt;br /&gt;
The strength of Nether lies in it's efficiency in the land range between 2k-6k.    Why is Nether so efficient at these land levels?  [http://wiki.the-reincarnation.com/index.php/Black_Sabbath Black Sabbath].  After you have broken 6k land with Nether you're on your own as black sabbath's advantage decreases as your land increases.  You can think of playing Nether in the same way one might play Zerg on Star Craft:  Lots of cheap crappy units that you can use to probe all enemies and find weak spots.  If you're not making twice as many attacks as a Nether mage than you normally would as other colors then you're doing something wrong.  Generally with a full set of 200 turns you need to be attacking at least 60 of those turns.  Thats 30 attacks.   If you can run positive mana you can easily get to 50 attacks per run.  Sounds absurd?  There are three spells that make this possible which will be discussed shortly.  First things first...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two Starting Options==&lt;br /&gt;
===Rush from Turn 121===&lt;br /&gt;
There are two ways to rush black.  Rushing from the gate and rushing after you have Black Sabbath researched.  Either way you should have your mage set up with 10k units at 121 turns taken.  There are always going to be free lands available that are more efficient to grab than explore for.  As a rule of thumb you should only continue rushing in earnest if you have much more land than the rest of the server.  Otherwise you should research Black Sabbath ASAP.&lt;br /&gt;
&lt;br /&gt;
===Rush directly after Black Sabbath===&lt;br /&gt;
In general you will have more success starting your first serious run after having Black Sabbath researched. (Unless your name is Gummy or Bale)&lt;br /&gt;
&lt;br /&gt;
==First Attack Run==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
As soon as you have Black Sabbath researched and cast you should be grabbing as much land as possible.  Two spells that are indispensable in this endeavor are Blaze and Mental Thrash.  [http://wiki.the-reincarnation.com/index.php/Blaze Blaze] is a mini inferno.  Early on in a round it can gain quick land.  [http://wiki.the-reincarnation.com/index.php/Mental_Thrash Mental Thrash]is a little more expensive but effective vs Eradication mages.  You are going to want to make a shit-ton of attacks so these cheap spells can help your crap army actually gain some land.&lt;br /&gt;
&lt;br /&gt;
===Grab Grab Grab!!!1===&lt;br /&gt;
&lt;br /&gt;
As soon as Black Sabbath has provided your mage with 10,000 units you should begin attacking.&lt;br /&gt;
Most defenders at this point are going to have next to no troops.  Open a ranklist and look for the mages that have the most land in your ranklist.  After some practice with this you should be able to find the mages with no troops with some ease.  As you attack your net power will rise with the troops gained from Black Sabbath and the forts gained from your successful attacks.  As mages with no or little troops begin to be difficult to find you can disband your Skeletons and destroy forts.&lt;br /&gt;
&lt;br /&gt;
===Build Order===&lt;br /&gt;
By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After your first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.&lt;br /&gt;
&lt;br /&gt;
===Your First Defense===&lt;br /&gt;
When done attacking disband your Skeletons.  They are useless.  Recruit some Imps while building your new land into guilds.  Disband Skeletons along the way leaving only a small percentage at the end of your turns.  Keep as many Zombies as mana constraints permit.  With all of your newly gained land you might want to put a decent defense up.  Summon up some wraiths, preferably enough to make them your top stack.  With BS up you should be summoning up wraiths as you max out your mana during research.  Never let your research turns go to waste in terms of overall production.   Recruit a few fake stacks in VERY small numbers.  You should always have ten stacks.  Fog/Satchel, Fog/Web something along those lines should work well for you on defense.  You could always do the Fog/Bottle of Eversmoking as well and run a few Orc stacks.  Remember, its not what you stack but how many.  All black units other than Lich and Horned Demon suck in their own way.  As long as no reds or greens hit you from directly below you, you should be fine.  With any luck some of the guys you banged down will counter you from well below and give you free damaged status.  Writing ignorant arrows and being a prick in general can help that process.&lt;br /&gt;
&lt;br /&gt;
==Finishing Research==&lt;br /&gt;
&lt;br /&gt;
-switching up stacks (lich)(dem)&lt;br /&gt;
&lt;br /&gt;
-change in attacking tactics &lt;br /&gt;
&lt;br /&gt;
-fireball/mentalthrash/gaze(later on)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==So You Think You Need Some Barriers?==&lt;br /&gt;
&lt;br /&gt;
-when to build barrs&lt;br /&gt;
&lt;br /&gt;
-if youre gonna do it do it all the way. (73%&amp;gt;&amp;gt;&amp;gt;&amp;gt;75%) *bugged*&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6517</id>
		<title>The Only Nether Guide You Will Ever Need</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6517"/>
		<updated>2006-06-16T14:43:21Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== '''Scope of This Guide''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a guide to rushing Nether on [http://blitz.the-reincarnation.com Blitz] and [http://guild.the-reincarnation.com Guild Server].  Any other form of playing nether is faggotry and probably involves clicking the geld button like a [http://wiki.the-reincarnation.com/index.php/User:Mulltani monkey].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Why play Nether?==&lt;br /&gt;
&lt;br /&gt;
The strength of Nether lies in it's efficiency in the land range between 2k-6k.    Why is Nether so efficient at these land levels?  [http://wiki.the-reincarnation.com/index.php/Black_Sabbath Black Sabbath].  After you have broken 6k land with Nether you're on your own as black sabbath's advantage decreases as your land increases.  You can think of playing Nether in the same way one might play Zerg on Star Craft:  Lots of cheap crappy units that you can use to probe all enemies and find weak spots.  If you're not making twice as many attacks as a Nether mage than you normally would as other colors then you're doing something wrong.  Generally with a full set of 200 turns you need to be attacking at least 60 of those turns.  Thats 30 attacks.   If you can run positive mana you can easily get to 50 attacks per run.  Sounds absurd?  There are three spells that make this possible which will be discussed shortly.  First things first...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two Starting Options==&lt;br /&gt;
===Rush from Turn 121===&lt;br /&gt;
There are two ways to rush black.  Rushing from the gate and rushing after you have Black Sabbath researched.  Either way you should have your mage set up with 10k units at 121 turns taken.  There are always going to be free lands available that are more efficient to grab than explore for.  &lt;br /&gt;
&lt;br /&gt;
===Rush directly after Black Sabbath===&lt;br /&gt;
In general you will have more success starting your first serious run after having Black Sabbath researched. (Unless your name is Gummy or Bale)&lt;br /&gt;
&lt;br /&gt;
==First Attack Run==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
As soon as you have Black Sabbath researched and cast you should be grabbing as much land as possible.  Two spells that are indispensable in this endeavor are Blaze and Mental Thrash.  [http://wiki.the-reincarnation.com/index.php/Blaze Blaze] is a mini inferno.  Early on in a round it can gain quick land.  [http://wiki.the-reincarnation.com/index.php/Mental_Thrash Mental Thrash]is a little more expensive but effective vs Eradication mages.  You are going to want to make a shit-ton of attacks so these cheap spells can help your crap army actually gain some land.&lt;br /&gt;
&lt;br /&gt;
===Grab Grab Grab!!!1===&lt;br /&gt;
&lt;br /&gt;
As soon as Black Sabbath has provided your mage with 10,000 units you should begin attacking.&lt;br /&gt;
Most defenders at this point are going to have next to no troops.  Open a ranklist and look for the mages that have the most land in your ranklist.  After some practice with this you should be able to find the mages with no troops with some ease.  As you attack your net power will rise with the troops gained from Black Sabbath and the forts gained from your successful attacks.  As mages with no or little troops begin to be difficult to find you can disband your Skeletons and destroy forts.&lt;br /&gt;
&lt;br /&gt;
===Build Order===&lt;br /&gt;
By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After your first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.&lt;br /&gt;
&lt;br /&gt;
===Your First Defense===&lt;br /&gt;
When done attacking disband your Skeletons.  They are useless.  Recruit some Imps while building your new land into guilds.  Disband Skeletons along the way leaving only a small percentage at the end of your turns.  Keep as many Zombies as mana constraints permit.  With all of your newly gained land you might want to put a decent defense up.  Summon up some wraiths, preferably enough to make them your top stack.  With BS up you should be summoning up wraiths as you max out your mana during research.  Never let your research turns go to waste in terms of overall production.   Recruit a few fake stacks in VERY small numbers.  You should always have ten stacks.  Fog/Satchel, Fog/Web something along those lines should work well for you on defense.  You could always do the Fog/Bottle of Eversmoking as well and run a few Orc stacks.  Remember, its not what you stack but how many.  All black units other than Lich and Horned Demon suck in their own way.  As long as no reds or greens hit you from directly below you, you should be fine.  With any luck some of the guys you banged down will counter you from well below and give you free damaged status.  Writing ignorant arrows and being a prick in general can help that process.&lt;br /&gt;
&lt;br /&gt;
==Finishing Research==&lt;br /&gt;
&lt;br /&gt;
-switching up stacks (lich)(dem)&lt;br /&gt;
&lt;br /&gt;
-change in attacking tactics &lt;br /&gt;
&lt;br /&gt;
-fireball/mentalthrash/gaze(later on)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==So You Think You Need Some Barriers?==&lt;br /&gt;
&lt;br /&gt;
-when to build barrs&lt;br /&gt;
&lt;br /&gt;
-if youre gonna do it do it all the way. (73%&amp;gt;&amp;gt;&amp;gt;&amp;gt;75%) *bugged*&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6516</id>
		<title>The Only Nether Guide You Will Ever Need</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6516"/>
		<updated>2006-06-16T14:42:31Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* '''Scope of This Guide''' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== '''Scope of This Guide''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a guide to rushing Nether on [http://blitz.the-reincarnation.com Blitz] and [http://guild.the-reincarnation.com Guild Server].  Any other form of playing nether is faggotry and probably involves clicking the geld button like a [http://wiki.the-reincarnation.com/index.php/User:Mulltani monkey].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Why play Nether?==&lt;br /&gt;
&lt;br /&gt;
The strength of Nether lies in it's efficiency in the land range between 2k-6k.    Why is Nether so efficient at these land levels?  [http://wiki.the-reincarnation.com/index.php/Black_Sabbath Black Sabbath].  After you have broken 6k land with Nether you're on your own as black sabbath's advantage decreases as your land increases.  You can think of playing Nether in the same way one might play Zerg on Star Craft:  Lots of cheap crappy units that you can use to probe all enemies and find weak spots.  If you're not making twice as many attacks as a Nether mage than you normally would as other colors then you're doing something wrong.  Generally with a full set of 200 turns you need to be attacking at least 60 of those turns.  Thats 30 attacks.   If you can run positive mana you can easily get to 50 attacks per run.  Sounds absurd?  There are three spells that make this possible which will be discussed shortly.  First things first...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two Starting Options==&lt;br /&gt;
===Rush from Turn 121===&lt;br /&gt;
There are two ways to rush black.  Rushing from the gate and rushing after you have Black Sabbath researched.  Either way you should have your mage set up with 10k units at 121 turns taken.  There are always going to be free lands available that are more efficient to grab than explore for.  &lt;br /&gt;
&lt;br /&gt;
===Rush directly after Black Sabbath===&lt;br /&gt;
In general you will have more success starting your first serious run after having Black Sabbath researched. (Unless your name is Gummy or Bale)&lt;br /&gt;
&lt;br /&gt;
==First Attack Run==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
As soon as you have Black Sabbath researched and cast you should be grabbing as much land as possible.  Two spells that are indispensable in this endeavor are Blaze and Mental Thrash.  [http://wiki.the-reincarnation.com/index.php/Blaze Blaze] is a mini inferno.  Early on in a round it can gain quick land.  [http://wiki.the-reincarnation.com/index.php/Mental_Thrash Mental Thrash]is a little more expensive but highly effective vs Eradication mages.  You are going to want to make a shit-ton of attacks so these cheap spells can help your crap army actually gain some land.&lt;br /&gt;
&lt;br /&gt;
===Grab Grab Grab!!!1===&lt;br /&gt;
&lt;br /&gt;
As soon as Black Sabbath has provided your mage with 10,000 units you should begin attacking.&lt;br /&gt;
Most defenders at this point are going to have next to no troops.  Open a ranklist and look for the mages that have the most land in your ranklist.  After some practice with this you should be able to find the mages with no troops with some ease.  As you attack your net power will rise with the troops gained from Black Sabbath and the forts gained from your successful attacks.  As mages with no or little troops begin to be difficult to find you can disband your Skeletons and destroy forts.&lt;br /&gt;
&lt;br /&gt;
===Build Order===&lt;br /&gt;
By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After your first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.&lt;br /&gt;
&lt;br /&gt;
===Your First Defense===&lt;br /&gt;
When done attacking disband your Skeletons.  They are useless.  Recruit some Imps while building your new land into guilds.  Disband Skeletons along the way leaving only a small percentage at the end of your turns.  Keep as many Zombies as mana constraints permit.  With all of your newly gained land you might want to put a decent defense up.  Summon up some wraiths, preferably enough to make them your top stack.  With BS up you should be summoning up wraiths as you max out your mana during research.  Never let your research turns go to waste in terms of overall production.   Recruit a few fake stacks in VERY small numbers.  You should always have ten stacks.  Fog/Satchel, Fog/Web something along those lines should work well for you on defense.  You could always do the Fog/Bottle of Eversmoking as well and run a few Orc stacks.  Remember, its not what you stack but how many.  All black units other than Lich and Horned Demon suck in their own way.  As long as no reds or greens hit you from directly below you, you should be fine.  With any luck some of the guys you banged down will counter you from well below and give you free damaged status.  Writing ignorant arrows and being a prick in general can help that process.&lt;br /&gt;
&lt;br /&gt;
==Finishing Research==&lt;br /&gt;
&lt;br /&gt;
-switching up stacks (lich)(dem)&lt;br /&gt;
&lt;br /&gt;
-change in attacking tactics &lt;br /&gt;
&lt;br /&gt;
-fireball/mentalthrash/gaze(later on)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==So You Think You Need Some Barriers?==&lt;br /&gt;
&lt;br /&gt;
-when to build barrs&lt;br /&gt;
&lt;br /&gt;
-if youre gonna do it do it all the way. (73%&amp;gt;&amp;gt;&amp;gt;&amp;gt;75%) *bugged*&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6514</id>
		<title>The Only Nether Guide You Will Ever Need</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6514"/>
		<updated>2006-06-16T14:40:01Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== '''Scope of This Guide''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a guide to rushing Nether on [http://blitz.the-reincarnation.com Blitz] and [http://guild.the-reincarnation.com Guild Server].  Any other form of playing nether is faggotry and probably involves clicking the geld button like a monkey.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Why play Nether?==&lt;br /&gt;
&lt;br /&gt;
The strength of Nether lies in it's efficiency in the land range between 2k-6k.    Why is Nether so efficient at these land levels?  [http://wiki.the-reincarnation.com/index.php/Black_Sabbath Black Sabbath].  After you have broken 6k land with Nether you're on your own as black sabbath's advantage decreases as your land increases.  You can think of playing Nether in the same way one might play Zerg on Star Craft:  Lots of cheap crappy units that you can use to probe all enemies and find weak spots.  If you're not making twice as many attacks as a Nether mage than you normally would as other colors then you're doing something wrong.  Generally with a full set of 200 turns you need to be attacking at least 60 of those turns.  Thats 30 attacks.   If you can run positive mana you can easily get to 50 attacks per run.  Sounds absurd?  There are three spells that make this possible which will be discussed shortly.  First things first...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two Starting Options==&lt;br /&gt;
===Rush from Turn 121===&lt;br /&gt;
There are two ways to rush black.  Rushing from the gate and rushing after you have Black Sabbath researched.  Either way you should have your mage set up with 10k units at 121 turns taken.  There are always going to be free lands available that are more efficient to grab than explore for.  &lt;br /&gt;
&lt;br /&gt;
===Rush directly after Black Sabbath===&lt;br /&gt;
In general you will have more success starting your first serious run after having Black Sabbath researched. (Unless your name is Gummy or Bale)&lt;br /&gt;
&lt;br /&gt;
==First Attack Run==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
As soon as you have Black Sabbath researched and cast you should be grabbing as much land as possible.  Two spells that are indispensable in this endeavor are Blaze and Mental Thrash.  [http://wiki.the-reincarnation.com/index.php/Blaze Blaze] is a mini inferno.  Early on in a round it can gain quick land.  [http://wiki.the-reincarnation.com/index.php/Mental_Thrash Mental Thrash]is a little more expensive but highly effective vs Eradication mages.  You are going to want to make a shit-ton of attacks so these cheap spells can help your crap army actually gain some land.&lt;br /&gt;
&lt;br /&gt;
===Grab Grab Grab!!!1===&lt;br /&gt;
&lt;br /&gt;
As soon as Black Sabbath has provided your mage with 10,000 units you should begin attacking.&lt;br /&gt;
Most defenders at this point are going to have next to no troops.  Open a ranklist and look for the mages that have the most land in your ranklist.  After some practice with this you should be able to find the mages with no troops with some ease.  As you attack your net power will rise with the troops gained from Black Sabbath and the forts gained from your successful attacks.  As mages with no or little troops begin to be difficult to find you can disband your Skeletons and destroy forts.&lt;br /&gt;
&lt;br /&gt;
===Build Order===&lt;br /&gt;
By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After your first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.&lt;br /&gt;
&lt;br /&gt;
===Your First Defense===&lt;br /&gt;
When done attacking disband your Skeletons.  They are useless.  Recruit some Imps while building your new land into guilds.  Disband Skeletons along the way leaving only a small percentage at the end of your turns.  Keep as many Zombies as mana constraints permit.  With all of your newly gained land you might want to put a decent defense up.  Summon up some wraiths, preferably enough to make them your top stack.  With BS up you should be summoning up wraiths as you max out your mana during research.  Never let your research turns go to waste in terms of overall production.   Recruit a few fake stacks in VERY small numbers.  You should always have ten stacks.  Fog/Satchel, Fog/Web something along those lines should work well for you on defense.  You could always do the Fog/Bottle of Eversmoking as well and run a few Orc stacks.  Remember, its not what you stack but how many.  All black units other than Lich and Horned Demon suck in their own way.  As long as no reds or greens hit you from directly below you, you should be fine.  With any luck some of the guys you banged down will counter you from well below and give you free damaged status.  Writing ignorant arrows and being a prick in general can help that process.&lt;br /&gt;
&lt;br /&gt;
==Finishing Research==&lt;br /&gt;
&lt;br /&gt;
-switching up stacks (lich)(dem)&lt;br /&gt;
&lt;br /&gt;
-change in attacking tactics &lt;br /&gt;
&lt;br /&gt;
-fireball/mentalthrash/gaze(later on)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==So You Think You Need Some Barriers?==&lt;br /&gt;
&lt;br /&gt;
-when to build barrs&lt;br /&gt;
&lt;br /&gt;
-if youre gonna do it do it all the way. (73%&amp;gt;&amp;gt;&amp;gt;&amp;gt;75%) *bugged*&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6513</id>
		<title>The Only Nether Guide You Will Ever Need</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6513"/>
		<updated>2006-06-16T14:39:29Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== '''Scope of This Guide''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a guide to rushing Nether on [http://blitz.the-reincarnation.com Blitz] and [http://guild.the-reincarnation.com Guild Server].  Any other form of playing nether is faggotry and probably involves clicking the geld button like a monkey.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Why play Nether?==&lt;br /&gt;
&lt;br /&gt;
The strength of Nether lies in it's efficiency in the land range between 2k-6k.    Why is Nether so efficient at these land levels?  [http://wiki.the-reincarnation.com/index.php/Black_Sabbath Black Sabbath].  After you have broken 6k land with Nether you're on your own as black sabbath's advantage decreases as your land increases.  You can think of playing Nether in the same way one might play Zerg on Star Craft:  Lots of cheap crappy units that you can use to probe all enemies and find weak spots.  If you're not making twice as many attacks as a Nether mage than you normally would as other colors then you're doing something wrong.  Generally with a full set of 200 turns you need to be attacking at least 60 of those turns.  Thats 30 attacks.   If you can run positive mana you can easily get to 50 attacks per run.  Sounds absurd?  There are three spells that make this possible which will be discussed shortly.  First things first...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two Starting Options==&lt;br /&gt;
===Rush from Turn 121===&lt;br /&gt;
There are two ways to rush black.  Rushing from the gate and rushing after you have Black Sabbath researched.  Either way you should have your mage set up with 10k units at 121 turns taken.  There are always going to be free lands available that are more efficient to grab than explore for.  &lt;br /&gt;
&lt;br /&gt;
===Rush directly after Black Sabbath===&lt;br /&gt;
In general you will have more success starting your first serious run after having Black Sabbath researched. (Unless your name is Gummy or Bale)&lt;br /&gt;
&lt;br /&gt;
==First Attack Run==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
As soon as you have Black Sabbath researched and cast you should be grabbing as much land as possible.  Two spells that are indispensable in this endeavor are Blaze and Mental Thrash.  [http://wiki.the-reincarnation.com/index.php/Blaze Blaze] is a mini inferno.  Early on in a round it can gain quick land.  [http://wiki.the-reincarnation.com/index.php/Mental_Thrash Mental Thrash] is a little more expensive but highly effective vs Eradication mages.  You are going to want to make a shit-ton of attacks so these cheap spells can help your crap army actually gain some land.&lt;br /&gt;
&lt;br /&gt;
===Grab Grab Grab!!!1===&lt;br /&gt;
&lt;br /&gt;
As soon as Black Sabbath has provided your mage with 10,000 units you should begin attacking.&lt;br /&gt;
Most defenders at this point are going to have next to no troops.  Open a ranklist and look for the mages that have the most land in your ranklist.  After some practice with this you should be able to find the mages with no troops with some ease.  As you attack your net power will rise with the troops gained from Black Sabbath and the forts gained from your successful attacks.  As mages with no or little troops begin to be difficult to find you can disband your Skeletons and destroy forts.&lt;br /&gt;
&lt;br /&gt;
===Build Order===&lt;br /&gt;
By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After your first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.&lt;br /&gt;
&lt;br /&gt;
===Your First Defense===&lt;br /&gt;
When done attacking disband your Skeletons.  They are useless.  Recruit some Imps while building your new land into guilds.  Disband Skeletons along the way leaving only a small percentage at the end of your turns.  Keep as many Zombies as mana constraints permit.  With all of your newly gained land you might want to put a decent defense up.  Summon up some wraiths, preferably enough to make them your top stack.  With BS up you should be summoning up wraiths as you max out your mana during research.  Never let your research turns go to waste in terms of overall production.   Recruit a few fake stacks in VERY small numbers.  You should always have ten stacks.  Fog/Satchel, Fog/Web something along those lines should work well for you on defense.  You could always do the Fog/Bottle of Eversmoking as well and run a few Orc stacks.  Remember, its not what you stack but how many.  All black units other than Lich and Horned Demon suck in their own way.  As long as no reds or greens hit you from directly below you, you should be fine.  With any luck some of the guys you banged down will counter you from well below and give you free damaged status.  Writing ignorant arrows and being a prick in general can help that process.&lt;br /&gt;
&lt;br /&gt;
==Finishing Research==&lt;br /&gt;
&lt;br /&gt;
-switching up stacks (lich)(dem)&lt;br /&gt;
&lt;br /&gt;
-change in attacking tactics &lt;br /&gt;
&lt;br /&gt;
-fireball/mentalthrash/gaze(later on)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==So You Think You Need Some Barriers?==&lt;br /&gt;
&lt;br /&gt;
-when to build barrs&lt;br /&gt;
&lt;br /&gt;
-if youre gonna do it do it all the way. (73%&amp;gt;&amp;gt;&amp;gt;&amp;gt;75%) *bugged*&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6511</id>
		<title>The Only Nether Guide You Will Ever Need</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6511"/>
		<updated>2006-06-16T14:35:26Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* Rush directly after Black Sabbath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== '''Scope of This Guide''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a guide to rushing Nether on [http://blitz.the-reincarnation.com Blitz] and [http://guild.the-reincarnation.com Guild Server].  Any other form of playing nether is faggotry and probably involves clicking the geld button like a monkey.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Why play Nether?==&lt;br /&gt;
&lt;br /&gt;
The strength of Nether lies in it's efficiency in the land range between 2k-6k.    Why is Nether so efficient at these land levels?  [http://wiki.the-reincarnation.com/index.php/Black_Sabbath Black Sabbath].  After you have broken 6k land with Nether you're on your own as black sabbath's advantage decreases as your land increases.  You can think of playing Nether in the same way one might play Zerg on Star Craft:  Lots of cheap crappy units that you can use to probe all enemies and find weak spots.  If you're not making twice as many attacks as a Nether mage than you normally would as other colors then you're doing something wrong.  Generally with a full set of 200 turns you need to be attacking at least 60 of those turns.  Thats 30 attacks.   If you can run positive mana you can easily get to 50 attacks per run.  Sounds absurd?  There are three spells that make this possible which will be discussed shortly.  First things first...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two Starting Options==&lt;br /&gt;
===Rush from Turn 121===&lt;br /&gt;
There are two ways to rush black.  Rushing from the gate and rushing after you have Black Sabbath researched.  Either way you should have your mage set up with 10k units at 121 turns taken.  There are always going to be free lands available that are more efficient to grab than explore for.  &lt;br /&gt;
&lt;br /&gt;
===Rush directly after Black Sabbath===&lt;br /&gt;
In general you will have more success starting your first serious run after having Black Sabbath researched. (Unless your name is Gummy or Bale)&lt;br /&gt;
&lt;br /&gt;
==First Attack Run==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
As soon as you have Black Sabbath researched and cast you should be grabbing as much land as possible.  Two spells that are indispensable in this endeavor are Blaze and Mental Thrash.  [http://wiki.the-reincarnation.com/index.php/Blaze Blaze] is a mini inferno.  Early on in a round it can gain quick land.  Mental thrash is a little more expensive but highly effective vs Eradication mages.  You are going to want to make a shit-ton of attacks so these cheap spells can help your crap army actually gain some land.&lt;br /&gt;
&lt;br /&gt;
===Grab Grab Grab!!!1===&lt;br /&gt;
&lt;br /&gt;
As soon as Black Sabbath has provided your mage with 10,000 units you should begin attacking.&lt;br /&gt;
Most defenders at this point are going to have next to no troops.  Open a ranklist and look for the mages that have the most land in your ranklist.  After some practice with this you should be able to find the mages with no troops with some ease.  As you attack your net power will rise with the troops gained from Black Sabbath and the forts gained from your successful attacks.  As mages with no or little troops begin to be difficult to find you can disband your Skeletons and destroy forts.&lt;br /&gt;
&lt;br /&gt;
===Build Order===&lt;br /&gt;
By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After your first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.&lt;br /&gt;
&lt;br /&gt;
===Your First Defense===&lt;br /&gt;
When done attacking disband your Skeletons.  They are useless.  Recruit some Imps while building your new land into guilds.  Disband Skeletons along the way leaving only a small percentage at the end of your turns.  Keep as many Zombies as mana constraints permit.  With all of your newly gained land you might want to put a decent defense up.  Summon up some wraiths, preferably enough to make them your top stack.  With BS up you should be summoning up wraiths as you max out your mana during research.  Never let your research turns go to waste in terms of overall production.   Recruit a few fake stacks in VERY small numbers.  You should always have ten stacks.  Fog/Satchel, Fog/Web something along those lines should work well for you on defense.  You could always do the Fog/Bottle of Eversmoking as well and run a few Orc stacks.  Remember, its not what you stack but how many.  All black units other than Lich and Horned Demon suck in their own way.  As long as no reds or greens hit you from directly below you, you should be fine.  With any luck some of the guys you banged down will counter you from well below and give you free damaged status.  Writing ignorant arrows and being a prick in general can help that process.&lt;br /&gt;
&lt;br /&gt;
==Finishing Research==&lt;br /&gt;
&lt;br /&gt;
-switching up stacks (lich)(dem)&lt;br /&gt;
&lt;br /&gt;
-change in attacking tactics &lt;br /&gt;
&lt;br /&gt;
-fireball/mentalthrash/gaze(later on)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==So You Think You Need Some Barriers?==&lt;br /&gt;
&lt;br /&gt;
-when to build barrs&lt;br /&gt;
&lt;br /&gt;
-if youre gonna do it do it all the way. (73%&amp;gt;&amp;gt;&amp;gt;&amp;gt;75%) *bugged*&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6510</id>
		<title>The Only Nether Guide You Will Ever Need</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6510"/>
		<updated>2006-06-16T14:34:27Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* Your First Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== '''Scope of This Guide''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a guide to rushing Nether on [http://blitz.the-reincarnation.com Blitz] and [http://guild.the-reincarnation.com Guild Server].  Any other form of playing nether is faggotry and probably involves clicking the geld button like a monkey.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Why play Nether?==&lt;br /&gt;
&lt;br /&gt;
The strength of Nether lies in it's efficiency in the land range between 2k-6k.    Why is Nether so efficient at these land levels?  [http://wiki.the-reincarnation.com/index.php/Black_Sabbath Black Sabbath].  After you have broken 6k land with Nether you're on your own as black sabbath's advantage decreases as your land increases.  You can think of playing Nether in the same way one might play Zerg on Star Craft:  Lots of cheap crappy units that you can use to probe all enemies and find weak spots.  If you're not making twice as many attacks as a Nether mage than you normally would as other colors then you're doing something wrong.  Generally with a full set of 200 turns you need to be attacking at least 60 of those turns.  Thats 30 attacks.   If you can run positive mana you can easily get to 50 attacks per run.  Sounds absurd?  There are three spells that make this possible which will be discussed shortly.  First things first...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two Starting Options==&lt;br /&gt;
===Rush from Turn 121===&lt;br /&gt;
There are two ways to rush black.  Rushing from the gate and rushing after you have Black Sabbath researched.  Either way you should have your mage set up with 10k units at 121 turns taken.  There are always going to be free lands available that are more efficient to grab than explore for.  &lt;br /&gt;
&lt;br /&gt;
===Rush directly after Black Sabbath===&lt;br /&gt;
In general you will have more success starting your first serious run after having Black Sabbath explored. (Unless your name is Gummy or Bale)&lt;br /&gt;
&lt;br /&gt;
==First Attack Run==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
As soon as you have Black Sabbath researched and cast you should be grabbing as much land as possible.  Two spells that are indispensable in this endeavor are Blaze and Mental Thrash.  [http://wiki.the-reincarnation.com/index.php/Blaze Blaze] is a mini inferno.  Early on in a round it can gain quick land.  Mental thrash is a little more expensive but highly effective vs Eradication mages.  You are going to want to make a shit-ton of attacks so these cheap spells can help your crap army actually gain some land.&lt;br /&gt;
&lt;br /&gt;
===Grab Grab Grab!!!1===&lt;br /&gt;
&lt;br /&gt;
As soon as Black Sabbath has provided your mage with 10,000 units you should begin attacking.&lt;br /&gt;
Most defenders at this point are going to have next to no troops.  Open a ranklist and look for the mages that have the most land in your ranklist.  After some practice with this you should be able to find the mages with no troops with some ease.  As you attack your net power will rise with the troops gained from Black Sabbath and the forts gained from your successful attacks.  As mages with no or little troops begin to be difficult to find you can disband your Skeletons and destroy forts.&lt;br /&gt;
&lt;br /&gt;
===Build Order===&lt;br /&gt;
By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After your first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.&lt;br /&gt;
&lt;br /&gt;
===Your First Defense===&lt;br /&gt;
When done attacking disband your Skeletons.  They are useless.  Recruit some Imps while building your new land into guilds.  Disband Skeletons along the way leaving only a small percentage at the end of your turns.  Keep as many Zombies as mana constraints permit.  With all of your newly gained land you might want to put a decent defense up.  Summon up some wraiths, preferably enough to make them your top stack.  With BS up you should be summoning up wraiths as you max out your mana during research.  Never let your research turns go to waste in terms of overall production.   Recruit a few fake stacks in VERY small numbers.  You should always have ten stacks.  Fog/Satchel, Fog/Web something along those lines should work well for you on defense.  You could always do the Fog/Bottle of Eversmoking as well and run a few Orc stacks.  Remember, its not what you stack but how many.  All black units other than Lich and Horned Demon suck in their own way.  As long as no reds or greens hit you from directly below you, you should be fine.  With any luck some of the guys you banged down will counter you from well below and give you free damaged status.  Writing ignorant arrows and being a prick in general can help that process.&lt;br /&gt;
&lt;br /&gt;
==Finishing Research==&lt;br /&gt;
&lt;br /&gt;
-switching up stacks (lich)(dem)&lt;br /&gt;
&lt;br /&gt;
-change in attacking tactics &lt;br /&gt;
&lt;br /&gt;
-fireball/mentalthrash/gaze(later on)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==So You Think You Need Some Barriers?==&lt;br /&gt;
&lt;br /&gt;
-when to build barrs&lt;br /&gt;
&lt;br /&gt;
-if youre gonna do it do it all the way. (73%&amp;gt;&amp;gt;&amp;gt;&amp;gt;75%) *bugged*&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6509</id>
		<title>The Only Nether Guide You Will Ever Need</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Only_Nether_Guide_You_Will_Ever_Need&amp;diff=6509"/>
		<updated>2006-06-16T14:32:42Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* Two Starting Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== '''Scope of This Guide''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a guide to rushing Nether on [http://blitz.the-reincarnation.com Blitz] and [http://guild.the-reincarnation.com Guild Server].  Any other form of playing nether is faggotry and probably involves clicking the geld button like a monkey.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Why play Nether?==&lt;br /&gt;
&lt;br /&gt;
The strength of Nether lies in it's efficiency in the land range between 2k-6k.    Why is Nether so efficient at these land levels?  [http://wiki.the-reincarnation.com/index.php/Black_Sabbath Black Sabbath].  After you have broken 6k land with Nether you're on your own as black sabbath's advantage decreases as your land increases.  You can think of playing Nether in the same way one might play Zerg on Star Craft:  Lots of cheap crappy units that you can use to probe all enemies and find weak spots.  If you're not making twice as many attacks as a Nether mage than you normally would as other colors then you're doing something wrong.  Generally with a full set of 200 turns you need to be attacking at least 60 of those turns.  Thats 30 attacks.   If you can run positive mana you can easily get to 50 attacks per run.  Sounds absurd?  There are three spells that make this possible which will be discussed shortly.  First things first...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Two Starting Options==&lt;br /&gt;
===Rush from Turn 121===&lt;br /&gt;
There are two ways to rush black.  Rushing from the gate and rushing after you have Black Sabbath researched.  Either way you should have your mage set up with 10k units at 121 turns taken.  There are always going to be free lands available that are more efficient to grab than explore for.  &lt;br /&gt;
&lt;br /&gt;
===Rush directly after Black Sabbath===&lt;br /&gt;
In general you will have more success starting your first serious run after having Black Sabbath explored. (Unless your name is Gummy or Bale)&lt;br /&gt;
&lt;br /&gt;
==First Attack Run==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
As soon as you have Black Sabbath researched and cast you should be grabbing as much land as possible.  Two spells that are indispensable in this endeavor are Blaze and Mental Thrash.  [http://wiki.the-reincarnation.com/index.php/Blaze Blaze] is a mini inferno.  Early on in a round it can gain quick land.  Mental thrash is a little more expensive but highly effective vs Eradication mages.  You are going to want to make a shit-ton of attacks so these cheap spells can help your crap army actually gain some land.&lt;br /&gt;
&lt;br /&gt;
===Grab Grab Grab!!!1===&lt;br /&gt;
&lt;br /&gt;
As soon as Black Sabbath has provided your mage with 10,000 units you should begin attacking.&lt;br /&gt;
Most defenders at this point are going to have next to no troops.  Open a ranklist and look for the mages that have the most land in your ranklist.  After some practice with this you should be able to find the mages with no troops with some ease.  As you attack your net power will rise with the troops gained from Black Sabbath and the forts gained from your successful attacks.  As mages with no or little troops begin to be difficult to find you can disband your Skeletons and destroy forts.&lt;br /&gt;
&lt;br /&gt;
===Build Order===&lt;br /&gt;
By now you should have 600+ WS.  Build nodes first.  Just enough to run positive mana income.  250 should be more than enough.  Dump the rest into guilds.  Research order tips can be found in the [http://wiki.the-reincarnation.com/index.php/Researching_for_dummies Reseaching Guide for Dummies].  You want to finish research with 2,000 guilds so keep that in mind while you decide what buildings to use.  After your first land run you should generally only hit targets of opportunity.  Sitting up top with 3500-4000 land makes it easy to have 2,000 guilds and finish research first.  Most of your turns not spent researching should be used converting your army to a more durable solution.&lt;br /&gt;
&lt;br /&gt;
===Your First Defense===&lt;br /&gt;
When done attacking disband your Skeletons.  They are useless.  Recruit some Imps and while building your new land into guilds.  Disband Skeletons along the way leaving only a small percentage at the end of your turns.  Keep as many Zombies as mana constraints permit.  With all of your newly gained land you might want to put a decent defense up.  Summon up some wraiths, preferably enough to make them your top stack.  With BS up you should be summoning up wraiths as you max out your mana during research.  Never let your research turns go to waste in terms of overall production.   Recruit a few fake stacks in VERY small numbers.  You should always have ten stacks.  Fog/Satchel, Fog/Web something along those lines should work well for you on defense.  You could always do the Fog/Bottle of Eversmoking as well and run a few Orc stacks.  Remember, its not what you stack but how many.  All black units other than Lich and Horned Demon suck in their own way.  As long as no reds or greens hit you from directly below you, you should be fine.  With any luck some of the guys you banged down will counter you from well below and give you free damaged status.  Writing ignorant arrows and being a prick in general can help that process.&lt;br /&gt;
&lt;br /&gt;
==Finishing Research==&lt;br /&gt;
&lt;br /&gt;
-switching up stacks (lich)(dem)&lt;br /&gt;
&lt;br /&gt;
-change in attacking tactics &lt;br /&gt;
&lt;br /&gt;
-fireball/mentalthrash/gaze(later on)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==So You Think You Need Some Barriers?==&lt;br /&gt;
&lt;br /&gt;
-when to build barrs&lt;br /&gt;
&lt;br /&gt;
-if youre gonna do it do it all the way. (73%&amp;gt;&amp;gt;&amp;gt;&amp;gt;75%) *bugged*&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Hungry_Men&amp;diff=2018</id>
		<title>Hungry Men</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Hungry_Men&amp;diff=2018"/>
		<updated>2006-01-30T23:45:19Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=120&amp;gt;'''Name:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hungry Men&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Shortname:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HM&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Server:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Guild Server&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Leader:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;no leader, we are a democratic guild&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Website:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;http://hm.fantasywars.de/&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''IRC Channel:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;#hungrymen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Supporting Guild:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Yes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Hungry_Men&amp;diff=2011</id>
		<title>Hungry Men</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Hungry_Men&amp;diff=2011"/>
		<updated>2006-01-30T23:39:13Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=120&amp;gt;'''Name:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cock Hungry Men&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Shortname:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HM&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Server:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Guild Server&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Leader:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;no leader, we are a democratic guild&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Website:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;http://hm.fantasywars.de/&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''IRC Channel:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;#hungrymen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Supporting Guild:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Yes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=User:Antioch&amp;diff=2002</id>
		<title>User:Antioch</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=User:Antioch&amp;diff=2002"/>
		<updated>2006-01-30T23:06:37Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born on March 15, 1980, the younger brother to 5 domineering sisters, Antioch (real name Mark Gonzales) started having strange urges directed towards other boys at an early age. &lt;br /&gt;
&lt;br /&gt;
[[Image:Antioch.jpg]]&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=File:Antioch.jpg&amp;diff=2000</id>
		<title>File:Antioch.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=File:Antioch.jpg&amp;diff=2000"/>
		<updated>2006-01-30T23:05:36Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: Antioch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Antioch&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Player_Gallery&amp;diff=1996</id>
		<title>Player Gallery</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Player_Gallery&amp;diff=1996"/>
		<updated>2006-01-30T23:00:05Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* '''A''' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Gallery ==&lt;br /&gt;
&lt;br /&gt;
Who is the person behind the mage on the battlefield?&amp;lt;br&amp;gt;&lt;br /&gt;
How old is he? or is &amp;lt;i&amp;gt;he&amp;lt;/i&amp;gt; a girl? Is there a chance to meet your enemy at school the next day?&lt;br /&gt;
&lt;br /&gt;
Find it out!&lt;br /&gt;
&lt;br /&gt;
='''A'''=&lt;br /&gt;
[[User:Antioch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Apollo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Arathorn]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''B'''=&lt;br /&gt;
[[User:Baltazar]]&amp;lt;br&amp;gt;&lt;br /&gt;
='''C'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Cade]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''D'''&lt;br /&gt;
&lt;br /&gt;
='''E'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Exile]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''F'''&lt;br /&gt;
&lt;br /&gt;
='''G'''=&lt;br /&gt;
[[User:Galad]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Groentje]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Grushdeva333]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:DrGTO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''F'''&lt;br /&gt;
&lt;br /&gt;
='''H'''=&lt;br /&gt;
[[User:Hellknight]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''I'''&lt;br /&gt;
&lt;br /&gt;
'''J'''&lt;br /&gt;
&lt;br /&gt;
'''K'''&lt;br /&gt;
&lt;br /&gt;
='''L'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Liadran]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''M'''&lt;br /&gt;
&lt;br /&gt;
='''N'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Ninarx]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''O'''&lt;br /&gt;
&lt;br /&gt;
='''P'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Pad of Heck]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Poppet]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Q'''&lt;br /&gt;
&lt;br /&gt;
='''R'''=&lt;br /&gt;
[[User:Ren the Unclean]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''S'''=&lt;br /&gt;
[[User:Sammael]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Senex]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Skyline]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Simba]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''T'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Tijn]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''U'''&lt;br /&gt;
&lt;br /&gt;
'''V'''&lt;br /&gt;
&lt;br /&gt;
'''W'''&lt;br /&gt;
&lt;br /&gt;
'''X'''&lt;br /&gt;
&lt;br /&gt;
'''Y'''&lt;br /&gt;
&lt;br /&gt;
='''Z'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Zadok]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Player_Gallery&amp;diff=1995</id>
		<title>Player Gallery</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Player_Gallery&amp;diff=1995"/>
		<updated>2006-01-30T22:59:48Z</updated>

		<summary type="html">&lt;p&gt;Bokumo: /* '''A''' */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Player Gallery ==&lt;br /&gt;
&lt;br /&gt;
Who is the person behind the mage on the battlefield?&amp;lt;br&amp;gt;&lt;br /&gt;
How old is he? or is &amp;lt;i&amp;gt;he&amp;lt;/i&amp;gt; a girl? Is there a chance to meet your enemy at school the next day?&lt;br /&gt;
&lt;br /&gt;
Find it out!&lt;br /&gt;
&lt;br /&gt;
='''A'''=&lt;br /&gt;
[[User:Arathorn]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Apollo]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Arathorn]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''B'''=&lt;br /&gt;
[[User:Baltazar]]&amp;lt;br&amp;gt;&lt;br /&gt;
='''C'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Cade]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''D'''&lt;br /&gt;
&lt;br /&gt;
='''E'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Exile]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''F'''&lt;br /&gt;
&lt;br /&gt;
='''G'''=&lt;br /&gt;
[[User:Galad]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Groentje]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Grushdeva333]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GayTO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''F'''&lt;br /&gt;
&lt;br /&gt;
='''H'''=&lt;br /&gt;
[[User:Hellknight]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''I'''&lt;br /&gt;
&lt;br /&gt;
'''J'''&lt;br /&gt;
&lt;br /&gt;
'''K'''&lt;br /&gt;
&lt;br /&gt;
='''L'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Liadran]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''M'''&lt;br /&gt;
&lt;br /&gt;
='''N'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Ninarx]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''O'''&lt;br /&gt;
&lt;br /&gt;
='''P'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Pad of Heck]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Poppet]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Q'''&lt;br /&gt;
&lt;br /&gt;
='''R'''=&lt;br /&gt;
[[User:Ren the Unclean]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''S'''=&lt;br /&gt;
[[User:Sammael]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Senex]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Skyline]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Simba]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''T'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Tijn]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''U'''&lt;br /&gt;
&lt;br /&gt;
'''V'''&lt;br /&gt;
&lt;br /&gt;
'''W'''&lt;br /&gt;
&lt;br /&gt;
'''X'''&lt;br /&gt;
&lt;br /&gt;
'''Y'''&lt;br /&gt;
&lt;br /&gt;
='''Z'''=&lt;br /&gt;
&lt;br /&gt;
[[User:Zadok]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bokumo</name></author>
		
	</entry>
</feed>