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	<id>https://wiki.the-reincarnation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Funnyname</id>
	<title>TheReincarnation - User contributions [en]</title>
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	<updated>2026-05-17T18:02:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Assassin_(Hero)&amp;diff=40284</id>
		<title>Assassin (Hero)</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Assassin_(Hero)&amp;diff=40284"/>
		<updated>2011-08-20T15:37:32Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* Sent My mage out to Assasination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Herostats&lt;br /&gt;
| description = Beta Testing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sent My mage out to Assasination ==&lt;br /&gt;
&lt;br /&gt;
Lost My level 16 hero.&lt;br /&gt;
 Please update the ability to reflect this can happen.&lt;br /&gt;
 Thanks&lt;br /&gt;
&lt;br /&gt;
Message From: Country Advisor (#-7) &lt;br /&gt;
Message To: My Lord, Emeria Ploshatt Assassin has no&lt;br /&gt;
Received: 2010-07-31 17:00:06&lt;br /&gt;
&lt;br /&gt;
My Lord,&lt;br /&gt;
&lt;br /&gt;
Emeria Ploshatt Assassin has not returned from her mission to betaserver (#230)'s kingdom. We must presume that she has died.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
From UBB Changes [http://www.the-reincarnation.com/viewtopic.php?f=44&amp;amp;t=25957 January 2010 Reset]:&lt;br /&gt;
&lt;br /&gt;
Assassin Slay ability now requires unit kills to activate.&lt;br /&gt;
&lt;br /&gt;
Slay ability has been redesigned. It now lowers the stack kill percentage required to expose a hero. The formula is 20% + 5% per level. So a level 17 Assassin (level 4 slay skill) would have a 40% reduction to the needed kill percentage. In other words if they kill at least 60% of the paired stack then the hero leading that stack will be exposed and can be killed with enough damage done to the hero.&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Assassin_(Hero)&amp;diff=40283</id>
		<title>Assassin (Hero)</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Assassin_(Hero)&amp;diff=40283"/>
		<updated>2011-08-20T15:37:09Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* Sent My mage out to Assasination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Herostats&lt;br /&gt;
| description = Beta Testing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sent My mage out to Assasination ==&lt;br /&gt;
&lt;br /&gt;
Lost My level 16 hero.&lt;br /&gt;
 Please update the ability to reflect this can happen.&lt;br /&gt;
 Thanks&lt;br /&gt;
&lt;br /&gt;
Message From: Country Advisor (#-7) &lt;br /&gt;
Message To: My Lord, Emeria Ploshatt Assassin has no&lt;br /&gt;
Received: 2010-07-31 17:00:06&lt;br /&gt;
&lt;br /&gt;
My Lord,&lt;br /&gt;
&lt;br /&gt;
Emeria Ploshatt Assassin has not returned from her mission to betaserver (#230)'s kingdom. We must presume that she has died.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
From UBB Changes [http://www.the-reincarnation.com/viewtopic.php?f=44&amp;amp;t=25957 January 2010 Reset]:&lt;br /&gt;
&lt;br /&gt;
Assassin Slay ability now requires unit kills to activate.&lt;br /&gt;
&lt;br /&gt;
Slay ability has been redesigned. It now lowers the stack kill percentage required to expose a hero. The formula is 20% + 5% per level. So a level 17 Assassin (level 4 slay skill) would have a 40% reduction to the needed kill percentage. In other words if they kill at least 60% of the paired stack then the hero leading that stack will be exposed and can be killed with enough damage.&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Swords_for_Hire&amp;diff=39903</id>
		<title>Swords for Hire</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Swords_for_Hire&amp;diff=39903"/>
		<updated>2011-08-16T21:29:15Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Elaborated bitsy, and added list of units&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section of the [[Black Market]] allows the purchase of a number of [[Plain]] [[Mercenary]] units. The units cost nothing to recruit, but have an upkeep and take some population space. &lt;br /&gt;
&lt;br /&gt;
The units that can be purchased this way are as follows:&lt;br /&gt;
&lt;br /&gt;
[[Assassin]]&lt;br /&gt;
&lt;br /&gt;
[[Bounty Hunter]]&lt;br /&gt;
&lt;br /&gt;
[[Falcon]]&lt;br /&gt;
&lt;br /&gt;
[[Mercenary]]&lt;br /&gt;
&lt;br /&gt;
[[Renegade Wizard]]&lt;br /&gt;
&lt;br /&gt;
[[Starving Peasant]]&lt;br /&gt;
&lt;br /&gt;
[[Trained Elephant]]&lt;br /&gt;
&lt;br /&gt;
[[War Hound]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Shops]]&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Flight&amp;diff=39902</id>
		<title>Flight</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Flight&amp;diff=39902"/>
		<updated>2011-08-16T19:12:11Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Removed irrelevant off-side link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&lt;br /&gt;
==Effects== &lt;br /&gt;
&lt;br /&gt;
Adds Flying abilities to one of your stack.  On-color flight also reduces enemy accuracy by 5%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: Effective in defense with a mono ground stack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Spells]] [[Category:Phantasm Spells]] [[Category:Battle Spells]]&lt;br /&gt;
[[Category:Complex Spells]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Hand_of_Negation&amp;diff=38413</id>
		<title>The Hand of Negation</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Hand_of_Negation&amp;diff=38413"/>
		<updated>2011-08-01T21:56:07Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itemstats&lt;br /&gt;
| description   = &lt;br /&gt;
&lt;br /&gt;
It is a metal gauntlet for the right hand. It looks too big at first, but when you slip your hand in it, it tightens just a little bit to fit you. Suddenly, the gauntlet begins to radiate a white aura. You know that this white aura can shoot out antimagic rays to nullify any magic upon contact.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NeedsConfirm}}&lt;br /&gt;
==Effects==&lt;br /&gt;
* This [[Unique Items|Unique Item]] charges when you spend turns [[Mana#MP_charging|m.p. charging]], and not just by spending turns.&lt;br /&gt;
* The item, Hand of Negation, can be blocked by [[barriers]].&lt;br /&gt;
* If it passes barriers, it will remove every [[enchantment]] in the affected kingdom. (Uncertain if it removes enchantments cast by Gods as well, will need testing.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Update:&lt;br /&gt;
&lt;br /&gt;
* After the initial use, 200 turns must occurs before The Hand of Negation can be used again. Within the item listing you will see The Hand of Negation(1) if it can be used, otherwise it will say The Hand of Negation(0). - July 2010&lt;br /&gt;
&lt;br /&gt;
[[Unique Items]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Items]] [[Category:Unique Items]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=God_Favour&amp;diff=38412</id>
		<title>God Favour</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=God_Favour&amp;diff=38412"/>
		<updated>2011-08-01T21:49:20Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* How to get Favour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to get Favour==&lt;br /&gt;
Favour is obtained by donating an amount of your geld to a god on the Altar of Darkness, found in the [[Black Market]].&lt;br /&gt;
&lt;br /&gt;
You need to donate a significant amount to stand a chance.&lt;br /&gt;
* Minimum is 10% of your total geld. Total geld includes all of your geld temporarily stored on the Black Market in the form of bids.&lt;br /&gt;
&lt;br /&gt;
On top of that,&lt;br /&gt;
* the minimum for Blitz server (1 turn/5 min) is 20,000,000, &lt;br /&gt;
* the minimum for Beta/Guild/Solo/ArchWar/Arch server (1 turn/7-8 min) is 15,000,000,&lt;br /&gt;
* You need to have spent at least 300 turns (all servers, no trial-and-error reincarnating/rushing).&lt;br /&gt;
&lt;br /&gt;
If the above conditions are satisfied, you have a 50% chance to receive Favoured status.&lt;br /&gt;
&lt;br /&gt;
==Standard Favour Effects==&lt;br /&gt;
&lt;br /&gt;
Each god has a standard favour effect that lasts for 48 hours.&lt;br /&gt;
* Nature gives......... +10% geld generation by farms/towns and pop income&lt;br /&gt;
* Sun gives............. +3% accuracy in battles&lt;br /&gt;
* Moon gives........... +5%/+10% without/with oversummoning node m.p. generation &lt;br /&gt;
* Magic gives.......... +20 SL and decreases casting cost by 10%&lt;br /&gt;
* Science gives......... Doubled item generation&amp;lt;sup&amp;gt;[http://www.the-reincarnation.com/viewtopic.php?f=2&amp;amp;t=22185 (UBB)]&amp;lt;/sup&amp;gt;. Especially useful during research when Guilds are plentiful.&lt;br /&gt;
:::::: Grants item generation abilities even if you have no guilds.&lt;br /&gt;
:::::: +10% increased yields when using items (like the [[skills|skill]] [[Legendary Artificer]]).&lt;br /&gt;
:::::: ''Note:'' Science's protection of items such as [[Magical Compass]], [[Minor Indulgence]], and [[Unique Items|Uniques]], is not in any way linked to favor status.&lt;br /&gt;
* Satan gives............ lowered unit upkeep by 10% (Mana Upkeep only lowered by 5%)&lt;br /&gt;
* Lucifer gives........... +10% summoning yields/attack power (primary + counter, perhaps also secondary attack)&lt;br /&gt;
&lt;br /&gt;
===Additional Rewards===&lt;br /&gt;
On top of that, you also randomly gain one of the following:&amp;lt;sup&amp;gt;(chances estimated)&amp;lt;/sup&amp;gt;&lt;br /&gt;
* If you have harmful enchantments on your kingdom, gods may cast [[Indulgence of God]] and remove them (unknown chance of success) &amp;lt;sup&amp;gt;[http://www.the-reincarnation.com/viewtopic.php?f=43&amp;amp;t=25378 (UBB)]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* 45% chance of a random enchantment for 15 turns. &lt;br /&gt;
** You pay '''no upkeep''' for this enchantment.&lt;br /&gt;
** The enchantment is cast as if it was on-color, and at godly [[spell level]] (777).&lt;br /&gt;
** God enchantment effects stack on top of your own enchantments. &lt;br /&gt;
** Possible enchantments are not linked to your color. They include: &lt;br /&gt;
*** {{blue}} Phantasm: [[Concentration]], [[Mind Bar]], [[Hallucination]],&lt;br /&gt;
*** {{green}} Verdant:   [[Nature's Lore]], [[Weather Summoning]], [[Sunray]],&lt;br /&gt;
*** {{white}} Ascendant: [[Love and Peace]], [[Protection from Evil]], [[Resist Elements]]  &lt;br /&gt;
*** {{black}} Nether:    [[Black Sabbath]], [[Shroud of Darkness]],&lt;br /&gt;
*** {{plain}} Plain:    [[Invigorate]] (replacing {{white}} [[The Holy Light]])&lt;br /&gt;
** It is wise to cast up your own enchantments '''before''' donating, if you are going for maximum effect (e.g. super-[[Concentration]]), as it is a waste to use the 15 godly-enchanted turns just for the casting of your own enchantments. &lt;br /&gt;
* 20% chance to receive one [[items|lesser item]].&lt;br /&gt;
* 15% chance to receive a small [[mana|m.p.]] refill, comparable to a[[Mana Crystal]].&lt;br /&gt;
* 10% chance that a group of [[Fanatic]]s ('Zealots') joins your army. &lt;br /&gt;
* 5% chance to receive a random [[heroes|hero]] of up to level 17.&lt;br /&gt;
* 5% chance that the [[Luck|Star of Luck]] will shine upon you.&lt;br /&gt;
* There is a small chance that the God will test a hero of yours. Failure brings death, success adds one level to your hero.&lt;br /&gt;
&lt;br /&gt;
===Jealousy table===&lt;br /&gt;
&lt;br /&gt;
It is possible to be in favoured status with multiple gods concurrently. There is an inherent risk that donating to more than one god will result in jealous backlash, outlined in the table below. Safe combination of certain gods used to be possible, though this is no longer the case. If you have favour from (god in top row) and want to add favour from (god in left colum), there is a xxx (number in crosstable) chance the first god gets jealous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Nature'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Sun'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Moon'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Science'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Satan'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Lucifer'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Nature''' &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Sun'''   &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/B&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Moon'''  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Magic''' &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;25%?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/B&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Science''' &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Satan''' &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Lucifer'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/B&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jealousy remarks===&lt;br /&gt;
* The table dates back to [[History_of_Terra|Archmage]] and may no longer be completely accurate.&lt;br /&gt;
* It is harder to get favour right after recovering from disfavour. When you are in Hatred status and you pay it off, do not try to get a second god's favour immediately after, as it will result in jealousy again.&lt;br /&gt;
* Nature is the god on its own, Sun-Moon, Science-Magic and Satan-Lucifer can be seen as each other's opposites. Their combinations are the hardest to achieve.&lt;br /&gt;
* Certain gods have lessened chances of becoming jealous based on the order of the donation received. Known beneficial orders include:&lt;br /&gt;
** Nature, Magic&lt;br /&gt;
** Magic, Moon&lt;br /&gt;
&lt;br /&gt;
= Disfavour and Hatred status =&lt;br /&gt;
You receive Disfavour and Hatred status from making gods jealous and donating puny 1 geld amounts.&lt;br /&gt;
* In Disfavoured status, you experience the opposite effect that favour would give you. &lt;br /&gt;
* In Hatred status, that negative effect is doubled.&lt;br /&gt;
** e.g. -40 spell level for Magic Hatred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On top of that, there are short term penalties associated with Disfavour and Hatred status. They are more detrimental under Hatred.&lt;br /&gt;
The possibilities for Disfavour are:&lt;br /&gt;
* Offensive Enchantments: [[Death and Decay]], [[Meteor Storm]], [[Battle Chant]], [[Call Lightning]]&lt;br /&gt;
** You cannot dispel gods' enchantments, but you can remove them using [[Minor Indulgence]].&lt;br /&gt;
* Offensive Spells: [[Destroy Artifacts]], [[Fool's Gold]] and [[Spell Strike]] &lt;br /&gt;
** Like all God spells, these have increased potency.&lt;br /&gt;
* [[heroes|Hero]] testing&lt;br /&gt;
* [[Luck#Bad_Luck|Bad Luck]] &lt;br /&gt;
* Loss of 'Damaged' [[Protection]] status.&lt;br /&gt;
* Loss of [[Mana|m.p.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The possibilities for Hatred are:&lt;br /&gt;
* Severe offensive Enchantments: (some more fatal than others): [[Death and Decay]], [[Meteor Storm]], [[Battle Chant]]&lt;br /&gt;
** You cannot dispel gods' enchantments, but you can remove them using [[Minor Indulgence]].&lt;br /&gt;
* Severe Offensive Spells: [[Destroy Artifacts]], [[Fool's Gold]] and [[Spell Strike]] &lt;br /&gt;
* More offensive Spells: [[Earthquake]], [[Volcano Eruption]], &lt;br /&gt;
** Like all God spells, these have increased potency. For example, Destroy Artifacts cast under Hatred has resulted in the loss of 50 items.&lt;br /&gt;
* [[Atomic Bomb]]&lt;br /&gt;
* Hero death&lt;br /&gt;
* [[Luck#Bad_Luck|Bad Luck]]&lt;br /&gt;
* No Damaged Protection &lt;br /&gt;
* Loss of [[Mana|m.p.]]&lt;br /&gt;
&lt;br /&gt;
===Hero testing===&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 loses a set amount of experience, or your hero dies. If your hero is very low level when it loses experience, its level may decrease by two.&lt;br /&gt;
&lt;br /&gt;
:: ''Example: Two levels are lost.''&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Magic, the Mother of All and Nothing tested your hero Vandergaard of Faerun Berserker.&amp;lt;br&amp;gt;&lt;br /&gt;
Vandergaard of Faerun Berserker terribly failed Magic, the Mother of All and Nothing's test.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Name Vandergaard of Faerun Berserker Level 6 (Xp: 16048)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Most Favoured =&lt;br /&gt;
In order to obtain Most Favoured status, you must:&lt;br /&gt;
* Be a Top 10 donator.&lt;br /&gt;
* Donate almost all of your geld (over 90%).&lt;br /&gt;
* Donate at least ten times the minimum donation amount.&lt;br /&gt;
* Have special kinds of things in your army (Race/Colour/Attacktype units) - differs per god,&lt;br /&gt;
* Have special kinds of things in your country / play style - differs per god,&lt;br /&gt;
** For Science, it is said that you need at least 1000 lesser items and 1 unique (e.g. a [[Holy Grail]]).&lt;br /&gt;
** For Nature, it is said that you have to be peaceful, without attacking other mages for days.&lt;br /&gt;
* Have special kind of relationship with another god (e.g. Hatred with at least one other god, all neutral, etc)  - differs per god&lt;br /&gt;
&lt;br /&gt;
If all of the above conditions are satisfied, then you have a 50%&amp;lt;sup&amp;gt;(''unverified'')&amp;lt;/sup&amp;gt; chance to become Most Favoured. Beware, though: the requirements for Most Favoured sometimes change. &lt;br /&gt;
&lt;br /&gt;
=== Jealousy of other gods ===&lt;br /&gt;
* Other gods may become annoyed once Most Favoured status is attained.&lt;br /&gt;
* Once becoming Most Favoured, other '''favoured''' status gods may get jealous (like when getting normal Favour) and change status.&lt;br /&gt;
* Once becoming Most Favoured, other '''neutral''' status gods may get jealous (''unlike'' when getting normal Favour).&lt;br /&gt;
* Once becoming Most Favoured, other '''disfavoured''' or '''hatred''' status gods may get jealous.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Most Favoured status brings double what normal favour brings, for double the time (96 hours). There are additional benefits which are specific to each god:&lt;br /&gt;
&lt;br /&gt;
* Nature: [[Plant Growth]] or [[Nature's Favor]] or [[Nature's Lore]] level 777 for 300 turns (with upkeep).&lt;br /&gt;
* Sun: 100 [[Red Dragon]]s (with upkeep).&lt;br /&gt;
* Moon: Full mana charge and 70,000 [[werewolf|werewolves]] (with upkeep).&lt;br /&gt;
* Magic: 777 [[Concentration]] for 400 turns, 500 nodes.&lt;br /&gt;
* Science: Random [[Unique Items|unique item]] (including Holy Grails).&lt;br /&gt;
* Satan: 50 turns of [[Contract of the Soul|CoS]] (no upkeep, no Devil Prince).&lt;br /&gt;
* Lucifer: a level 18-24 random [[:Category:Heroes|hero]] (with upkeep).&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
*Pull off a Moon Most Favoured at Armageddon, have the biggest power boost with no turns spent possible, and secure yourself a surprise Hall of Immortals spot that way. However, this only gives 13.3 million [[Net Power]].&lt;br /&gt;
*Before attempting Science Most Favoured, acquire all the Holy Grails and put them on the market to sell. Keep one in your inventory if you have no other unique (because Science requires a unique in your inventory to grant Most Favoured). This way, you can be assured that Science will not grant you a Holy Grail as a reward.&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
&lt;br /&gt;
= Patron Status =&lt;br /&gt;
In early 2010, a new type of status with the gods was enabled across all servers. Patron status has thus far only been attained by one mage, and the exact method has not been released. You may find vague hints on how to obtain Patron status through a specific god's encyclopedia page.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
*&amp;quot;Permanent&amp;quot; Patron status from the god (Patron bonus ~ 150% favor bonus).&lt;br /&gt;
*'Favor' boon every 48hrs - Works like favor loss.&lt;br /&gt;
*Patron status remains until patron limit is exceeded, then lowest donor is removed.&lt;br /&gt;
*Jealousy will not affect the patron god (can't be disfavored by patron god).&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
*It becomes more difficult to gain favor from other gods (increased donation requirement, smaller % chance to succeed).&lt;br /&gt;
*You cannot donate to the patron god while a patron.&lt;br /&gt;
&lt;br /&gt;
===Gaining Patron Status===&lt;br /&gt;
*Neutral -&amp;gt; Patron status donation&lt;br /&gt;
*Donate solely to patron god for a length of time.&lt;br /&gt;
*Be a top 10 donor at the time of the patron donation.&lt;br /&gt;
*Donate x * favor minimum (or x% total geld), whichever is higher.&lt;br /&gt;
*Special hidden requirements that vary by god (easier than MF requirements).&lt;br /&gt;
&lt;br /&gt;
===Losing Patron Status===&lt;br /&gt;
Patron status will be lost if any of the following conditions are met:&lt;br /&gt;
*You are no longer Top 10 donor.&lt;br /&gt;
*When patron limit is exceeded, the lowest donor is removed.&lt;br /&gt;
*If Most Favored is achieved, Patron status is lost.&lt;br /&gt;
&lt;br /&gt;
===Other Details===&lt;br /&gt;
*You can only have 1 Patron god at a time.&lt;br /&gt;
*Patron status can be achieved again if lost.&lt;br /&gt;
*Most Favored status can be attempted for the Patron god every 48 hours (you must still meet the MF requirements, but you can donate from patron-&amp;gt;most favored)&lt;br /&gt;
*Most Favored status for a god other than the patron  god will result in loss of patron status.&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Siege&amp;diff=38411</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Siege&amp;diff=38411"/>
		<updated>2011-08-01T21:39:33Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* Siege Attack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;!!! Siege is a word with double meaning in TR !!!&amp;lt;/B&amp;gt;&lt;br /&gt;
* It is a type of attacking (the one that is hardest to win, but can take up to 10% of land including forts)&lt;br /&gt;
* It is also a [[Unit Abilities|Unit Ability]] (giving some bonus in battles to some [[Units]])&lt;br /&gt;
&lt;br /&gt;
=Siege Attack=&lt;br /&gt;
The biggest form of attack in the game, involving a larger part of a kingdom, including its [[forts]]. &lt;br /&gt;
* The defender loses max 10% of his land (won [[Regular]] attack would give max 5%). The sieging attacker gains 1/3 of that, if the attacker was within 200% of defender [[net power]] before the battle (as in any attack). &lt;br /&gt;
* To conquer the maximum amount of land in a siege attack, a sufficient number of [[units]] needs to have survived the battle to occupy each newly gained acre. The same goes to win [[forts]]. The number of units is 50 per acre taken, so an easy way to monitor if you have enough is to say 5 units per 1 acres of your opponent.&lt;br /&gt;
* For eradication mages ({{red}}'s ''only!''), the enchantment [[Battle Chant]] makes that you also capture geld (like in a [[Pillage]]) after a won [[Siege]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege attacks are more difficult to win than [[regular]] attacks, because: &lt;br /&gt;
* Since [[forts]] are involved, the targeted mage is granted defensive bonuses when defending. &lt;br /&gt;
* On top of that, the sieging army receives a 10% [[accuracy]] penalty (base [[accuracy]] is 30%, in a [[Siege]] it becomes 20%, not taking the [[Siege]] unit ability into account).&lt;br /&gt;
* However, the accuracy loss is disregarded on defending units with [[FLYING]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A [[Siege]] takes 2 [[turns]]&lt;br /&gt;
* A [[Siege]] can be blocked by [[Hallucination]] - the attacker loses 2 [[turns]] + [[war expense]]&lt;br /&gt;
* The [[Battle Chant]] [[enchantments|enchantment]] can give [[geld]] to a succesful invader of [[Eradication]] {{Red}} speciality.&lt;br /&gt;
* [[Epidemics]] can be transferred from attacker to defender and from defender to attacker in Regulars.&lt;br /&gt;
* [[Enchantments]] can be dispelled by [[Siege]] attacking, no matter if you win or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Attack types]]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=wvbaT7aASwM video of a siege]&lt;br /&gt;
&lt;br /&gt;
=Unit ability SIEGE=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Siege ability negates the natural 10% [[accuracy]] penalty when sieging an enemy mage. &lt;br /&gt;
&lt;br /&gt;
It has no effect when on defence or when attacking in a [[Regular]] battle.&lt;br /&gt;
&lt;br /&gt;
The spell [[Phase Step]] gives Siege unit ability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt;Units with ability SIEGE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{White}} White   &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Catapult]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Titan]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Green}} Green   &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Red}} Red     &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Black}} Black   &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Blue}} Blue    &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Plain}} Plain   &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Iron Golem]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Unit Abilities]]''' | '''[[Units]]''' [[Category: Unit Abilities]]&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Pre-orders&amp;diff=38410</id>
		<title>Pre-orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Pre-orders&amp;diff=38410"/>
		<updated>2011-08-01T21:28:24Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* subtlety */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 &amp;amp; Archwar than on other servers. For A&amp;amp;AW, 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>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Total_Newbie_Handbook&amp;diff=38409</id>
		<title>Total Newbie Handbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Total_Newbie_Handbook&amp;diff=38409"/>
		<updated>2011-08-01T21:23:16Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itemstats&lt;br /&gt;
| description   = &lt;br /&gt;
&lt;br /&gt;
This small handbook contains a FAQ and other notes on how to get started as an apprentice mage. The only thing that you found interesting is some cantrip spells attached at the end of the handbook.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Summons either 5,000 [[frog]]s or 5,000 [[squirrel]]s into your army. Chances are equal. Usually used to create cheap, low NP fodder that will help with blocking pillages or having enough troops to gain maximum land in attacks.&lt;br /&gt;
&lt;br /&gt;
[[Items#Lesser Items|Lesser Items]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Items]] [[Category:Lesser Items]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Summoning]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Total_Newbie_Handbook&amp;diff=38408</id>
		<title>Total Newbie Handbook</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Total_Newbie_Handbook&amp;diff=38408"/>
		<updated>2011-08-01T21:22:20Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itemstats&lt;br /&gt;
| description   = &lt;br /&gt;
&lt;br /&gt;
This small handbook contains a FAQ and other notes on how to get started as an apprentice mage. The only thing that you found interesting is some cantrip spells attached at the end of the handbook.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Summons either 5,000 [[frog]]s or 5,000 [[squirrel]]s into your army. Chances are equal. Usually used to create cheap, low NP fodder that will help to block pillages.&lt;br /&gt;
&lt;br /&gt;
[[Items#Lesser Items|Lesser Items]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Items]] [[Category:Lesser Items]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Summoning]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Skills&amp;diff=38407</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Skills&amp;diff=38407"/>
		<updated>2011-08-01T21:05:14Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* Tips on what skill to develop first */&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;
=Developing your skills=&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)&lt;br /&gt;
You are advised to choose wisely what skill to activate for development. &lt;br /&gt;
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;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;server speed&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;20&amp;quot;&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;skill ticks needed&amp;lt;br&amp;gt; to get one skill point&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;On 600 land&amp;lt;br&amp;gt;with 5% guild&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;On 2000 land&amp;lt;br&amp;gt;with 5% guild&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;On 5000 land&amp;lt;br&amp;gt;with 5% guild&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Beta - 1turn/5min&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;&amp;lt;td&amp;gt;239 turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;y turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34 turns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solo - 1turn/7min&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;&amp;lt;td&amp;gt;x turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;y turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;z turns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guild - 1turn/7min&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;&amp;lt;td&amp;gt;x turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;y turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;z turns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arch - 1turn/12min&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;&amp;lt;td&amp;gt;x turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;y turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;z turns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A cast of [[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;
&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;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Rank Invest&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Total Invest&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;20&amp;quot;&amp;gt; &amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Rank Invest&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Total Invest&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;11&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;66&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;12&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;78&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;13&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;91&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;14&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;105&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;15&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;16&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;136&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;17&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;153&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;18&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;171&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;19&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;190&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;10&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;20&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;210&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;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>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Skills&amp;diff=38406</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Skills&amp;diff=38406"/>
		<updated>2011-08-01T21:04:41Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* Tips on what skill to develop first */&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;
=Developing your skills=&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)&lt;br /&gt;
You are advised to choose wisely what skill to activate for development. &lt;br /&gt;
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;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;server speed&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;20&amp;quot;&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;skill ticks needed&amp;lt;br&amp;gt; to get one skill point&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;On 600 land&amp;lt;br&amp;gt;with 5% guild&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;On 2000 land&amp;lt;br&amp;gt;with 5% guild&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;On 5000 land&amp;lt;br&amp;gt;with 5% guild&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Beta - 1turn/5min&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;&amp;lt;td&amp;gt;239 turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;y turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34 turns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solo - 1turn/7min&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;&amp;lt;td&amp;gt;x turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;y turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;z turns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guild - 1turn/7min&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;&amp;lt;td&amp;gt;x turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;y turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;z turns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arch - 1turn/12min&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;&amp;lt;td&amp;gt;x turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;y turns&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;z turns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A cast of [[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;
&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;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Rank Invest&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Total Invest&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;20&amp;quot;&amp;gt; &amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;80&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Rank Invest&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Total Invest&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;11&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;11&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;66&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;12&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;78&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;13&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;91&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;14&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;105&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;15&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;16&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;136&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;17&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;153&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;18&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;171&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;19&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;19&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;190&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;10&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;th align=&amp;quot;center&amp;quot;&amp;gt;20&amp;lt;/th&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;210&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;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 things 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 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>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=God_Favour&amp;diff=37043</id>
		<title>God Favour</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=God_Favour&amp;diff=37043"/>
		<updated>2011-02-04T23:23:56Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Changed the value for beta, it is not 20mill, but in fact 15mill, for the minimum bid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to get Favour==&lt;br /&gt;
Favour is obtained by donating an amount of your geld to a god on the Altar of Darkness, found in the [[Black Market]].&lt;br /&gt;
&lt;br /&gt;
You need to donate a significant amount to stand a chance.&lt;br /&gt;
* Minimum is 10% of your total geld. Total geld includes all of your geld temporarily stored on the Black Market in the form of bids.&lt;br /&gt;
&lt;br /&gt;
On top of that,&lt;br /&gt;
* the minimum for Blitz server (1 turn/5 min) is 20,000,000, &lt;br /&gt;
* the minimum for Beta/Guild/Solo/ArchWar server (1 turn/7-8 min) is 15,000,000,&lt;br /&gt;
* the minimum for Arch server (1 turn/12 min) is 10,000,000.&lt;br /&gt;
* You need to have spent at least 300 turns (all servers, no trial-and-error reincarnating/rushing).&lt;br /&gt;
&lt;br /&gt;
If the above conditions are satisfied, you have a 50% chance to receive Favoured status.&lt;br /&gt;
&lt;br /&gt;
==Standard Favour Effects==&lt;br /&gt;
&lt;br /&gt;
Each god has a standard favour effect that lasts for 48 hours.&lt;br /&gt;
* Nature gives......... +10% geld generation by farms/towns and pop income&lt;br /&gt;
* Sun gives............. +3% accuracy in battles&lt;br /&gt;
* Moon gives........... +5%/+10% without/with oversummoning node m.p. generation &lt;br /&gt;
* Magic gives.......... +20 SL and decreases casting cost by 10%&lt;br /&gt;
* Science gives......... Doubled item generation&amp;lt;sup&amp;gt;[http://www.the-reincarnation.com/viewtopic.php?f=2&amp;amp;t=22185 (UBB)]&amp;lt;/sup&amp;gt;. Especially useful during research when Guilds are plentiful.&lt;br /&gt;
:::::: Grants item generation abilities even if you have no guilds.&lt;br /&gt;
:::::: +10% increased yields when using items (like the [[skills|skill]] [[Legendary Artificer]]).&lt;br /&gt;
:::::: ''Note:'' Science's protection of items such as [[Magical Compass]], [[Minor Indulgence]], and [[Unique Items|Uniques]], is not in any way linked to favor status.&lt;br /&gt;
* Satan gives............ lowered unit upkeep by 10% (Mana Upkeep only lowered by 5%)&lt;br /&gt;
* Lucifer gives........... +10% summoning yields/attack power (primary + counter, perhaps also secondary attack)&lt;br /&gt;
&lt;br /&gt;
===Additional Rewards===&lt;br /&gt;
On top of that, you also randomly gain one of the following:&amp;lt;sup&amp;gt;(chances estimated)&amp;lt;/sup&amp;gt;&lt;br /&gt;
* If you have harmful enchantments on your kingdom, gods may cast [[Indulgence of God]] and remove them (unknown chance of success) &amp;lt;sup&amp;gt;[http://www.the-reincarnation.com/viewtopic.php?f=43&amp;amp;t=25378 (UBB)]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* 45% chance of a random enchantment for 15 turns. &lt;br /&gt;
** You pay '''no upkeep''' for this enchantment.&lt;br /&gt;
** The enchantment is cast as if it was on-color, and at godly [[spell level]] (777).&lt;br /&gt;
** God enchantment effects stack on top of your own enchantments. &lt;br /&gt;
** Possible enchantments are not linked to your color. They include: &lt;br /&gt;
*** {{blue}} Phantasm: [[Concentration]], [[Mind Bar]], [[Hallucination]],&lt;br /&gt;
*** {{green}} Verdant:   [[Nature's Lore]], [[Weather Summoning]], [[Sunray]],&lt;br /&gt;
*** {{white}} Ascendant: [[Love and Peace]], [[Protection from Evil]], [[Resist Elements]]  &lt;br /&gt;
*** {{black}} Nether:    [[Black Sabbath]], [[Shroud of Darkness]],&lt;br /&gt;
*** {{plain}} Plain:    [[Invigorate]] (replacing {{white}} [[The Holy Light]])&lt;br /&gt;
** It is wise to cast up your own enchantments '''before''' donating, if you are going for maximum effect (e.g. super-[[Concentration]]), as it is a waste to use the 15 godly-enchanted turns just for the casting of your own enchantments. &lt;br /&gt;
* 20% chance to receive one [[items|lesser item]].&lt;br /&gt;
* 15% chance to receive a small [[mana|m.p.]] refill, comparable to a[[Mana Crystal]].&lt;br /&gt;
* 10% chance that a group of [[Fanatic]]s ('Zealots') joins your army. &lt;br /&gt;
* 5% chance to receive a random [[heroes|hero]] of up to level 17.&lt;br /&gt;
* 5% chance that the [[Luck|Star of Luck]] will shine upon you.&lt;br /&gt;
* There is a small chance that the God will test a hero of yours. Failure brings death, success adds one level to your hero.&lt;br /&gt;
&lt;br /&gt;
===Jealousy table===&lt;br /&gt;
&lt;br /&gt;
It is possible to be in favoured status with multiple gods concurrently. There is an inherent risk that donating to more than one god will result in jealous backlash, outlined in the table below. Safe combination of certain gods used to be possible, though this is no longer the case. If you have favour from (god in top row) and want to add favour from (god in left colum), there is a xxx (number in crosstable) chance the first god gets jealous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Nature'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Sun'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Moon'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Science'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Satan'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Lucifer'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Nature''' &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Sun'''   &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/B&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Moon'''  &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Magic''' &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;25%?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/B&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Science''' &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Satan''' &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Lucifer'''&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;75%&amp;lt;/B&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jealousy remarks===&lt;br /&gt;
* The table dates back to [[History_of_Terra|Archmage]] and may no longer be completely accurate.&lt;br /&gt;
* It is harder to get favour right after recovering from disfavour. When you are in Hatred status and you pay it off, do not try to get a second god's favour immediately after, as it will result in jealousy again.&lt;br /&gt;
* Nature is the god on its own, Sun-Moon, Science-Magic and Satan-Lucifer can be seen as each other's opposites. Their combinations are the hardest to achieve.&lt;br /&gt;
* Certain gods have lessened chances of becoming jealous based on the order of the donation received. Known beneficial orders include:&lt;br /&gt;
** Nature, Magic&lt;br /&gt;
** Magic, Moon&lt;br /&gt;
&lt;br /&gt;
= Disfavour and Hatred status =&lt;br /&gt;
You receive Disfavour and Hatred status from making gods jealous and donating puny 1 geld amounts.&lt;br /&gt;
* In Disfavoured status, you experience the opposite effect that favour would give you. &lt;br /&gt;
* In Hatred status, that negative effect is doubled.&lt;br /&gt;
** e.g. -40 spell level for Magic Hatred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On top of that, there are short term penalties associated with Disfavour and Hatred status. They are more detrimental under Hatred.&lt;br /&gt;
The possibilities for Disfavour are:&lt;br /&gt;
* Offensive Enchantments: [[Death and Decay]], [[Meteor Storm]], [[Battle Chant]], [[Call Lightning]]&lt;br /&gt;
** You cannot dispel gods' enchantments, but you can remove them using [[Minor Indulgence]].&lt;br /&gt;
* Offensive Spells: [[Destroy Artifacts]], [[Fool's Gold]] and [[Spell Strike]] &lt;br /&gt;
** Like all God spells, these have increased potency.&lt;br /&gt;
* [[heroes|Hero]] testing&lt;br /&gt;
* [[Luck#Bad_Luck|Bad Luck]] &lt;br /&gt;
* Loss of 'Damaged' [[Protection]] status.&lt;br /&gt;
* Loss of [[Mana|m.p.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The possibilities for Hatred are:&lt;br /&gt;
* Severe offensive Enchantments: (some more fatal than others): [[Death and Decay]], [[Meteor Storm]], [[Battle Chant]]&lt;br /&gt;
** You cannot dispel gods' enchantments, but you can remove them using [[Minor Indulgence]].&lt;br /&gt;
* Severe Offensive Spells: [[Destroy Artifacts]], [[Fool's Gold]] and [[Spell Strike]] &lt;br /&gt;
* More offensive Spells: [[Earthquake]], [[Volcano Eruption]], &lt;br /&gt;
** Like all God spells, these have increased potency. For example, Destroy Artifacts cast under Hatred has resulted in the loss of 50 items.&lt;br /&gt;
* [[Atomic Bomb]]&lt;br /&gt;
* Hero death&lt;br /&gt;
* [[Luck#Bad_Luck|Bad Luck]]&lt;br /&gt;
* No Damaged Protection &lt;br /&gt;
* Loss of [[Mana|m.p.]]&lt;br /&gt;
&lt;br /&gt;
===Hero testing===&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 loses a set amount of experience, or your hero dies. If your hero is very low level when it loses experience, its level may decrease by two.&lt;br /&gt;
&lt;br /&gt;
:: ''Example: Two levels are lost.''&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Magic, the Mother of All and Nothing tested your hero Vandergaard of Faerun Berserker.&amp;lt;br&amp;gt;&lt;br /&gt;
Vandergaard of Faerun Berserker terribly failed Magic, the Mother of All and Nothing's test.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Name Vandergaard of Faerun Berserker Level 6 (Xp: 16048)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Most Favoured =&lt;br /&gt;
In order to obtain Most Favoured status, you must:&lt;br /&gt;
* Be a Top 10 donator.&lt;br /&gt;
* Donate almost all of your geld (over 90%).&lt;br /&gt;
* Donate at least ten times the minimum donation amount.&lt;br /&gt;
* Have special kinds of things in your army (Race/Colour/Attacktype units) - differs per god,&lt;br /&gt;
* Have special kinds of things in your country / play style - differs per god,&lt;br /&gt;
** For Science, it is said that you need at least 1000 lesser items and 1 unique (e.g. a [[Holy Grail]]).&lt;br /&gt;
** For Nature, it is said that you have to be peaceful, without attacking other mages for days.&lt;br /&gt;
* Have special kind of relationship with another god (e.g. Hatred with at least one other god, all neutral, etc)  - differs per god&lt;br /&gt;
&lt;br /&gt;
If all of the above conditions are satisfied, then you have a 50%&amp;lt;sup&amp;gt;(''unverified'')&amp;lt;/sup&amp;gt; chance to become Most Favoured. Beware, though: the requirements for Most Favoured sometimes change. &lt;br /&gt;
&lt;br /&gt;
=== Jealousy of other gods ===&lt;br /&gt;
* Other gods may become annoyed once Most Favoured status is attained.&lt;br /&gt;
* Once becoming Most Favoured, other '''favoured''' status gods may get jealous (like when getting normal Favour) and change status.&lt;br /&gt;
* Once becoming Most Favoured, other '''neutral''' status gods may get jealous (''unlike'' when getting normal Favour).&lt;br /&gt;
* Once becoming Most Favoured, other '''disfavoured''' or '''hatred''' status gods may get jealous.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Most Favoured status brings double what normal favour brings, for double the time (96 hours). There are additional benefits which are specific to each god:&lt;br /&gt;
&lt;br /&gt;
* Nature: [[Plant Growth]] or [[Nature's Favor]] or [[Nature's Lore]] level 777 for 300 turns (with upkeep).&lt;br /&gt;
* Sun: 100 [[Red Dragon]]s (with upkeep).&lt;br /&gt;
* Moon: Full mana charge and 70,000 [[werewolf|werewolves]] (with upkeep).&lt;br /&gt;
* Magic: 777 [[Concentration]] for 400 turns, 500 nodes.&lt;br /&gt;
* Science: Random [[Unique Items|unique item]] (including Holy Grails).&lt;br /&gt;
* Satan: 50 turns of [[Contract of the Soul|CoS]] (no upkeep, no Devil Prince).&lt;br /&gt;
* Lucifer: a level 18-24 random [[:Category:Heroes|hero]] (with upkeep).&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
*Pull off a Moon Most Favoured at Armageddon, have the biggest power boost with no turns spent possible, and secure yourself a surprise Hall of Immortals spot that way. However, this only gives 13.3 million [[Net Power]].&lt;br /&gt;
*Before attempting Science Most Favoured, acquire all the Holy Grails and put them on the market to sell. Keep one in your inventory if you have no other unique (because Science requires a unique in your inventory to grant Most Favoured). This way, you can be assured that Science will not grant you a Holy Grail as a reward.&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
&lt;br /&gt;
= Patron Status =&lt;br /&gt;
In early 2010, a new type of status with the gods was enabled across all servers. Patron status has thus far only been attained by one mage, and the exact method has not been released. You may find vague hints on how to obtain Patron status through a specific god's encyclopedia page.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
*&amp;quot;Permanent&amp;quot; Patron status from the god (Patron bonus ~ 150% favor bonus).&lt;br /&gt;
*'Favor' boon every 48hrs - Works like favor loss.&lt;br /&gt;
*Patron status remains until patron limit is exceeded, then lowest donor is removed.&lt;br /&gt;
*Jealousy will not affect the patron god (can't be disfavored by patron god).&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
*It becomes more difficult to gain favor from other gods (increased donation requirement, smaller % chance to succeed).&lt;br /&gt;
*You cannot donate to the patron god while a patron.&lt;br /&gt;
&lt;br /&gt;
===Gaining Patron Status===&lt;br /&gt;
*Neutral -&amp;gt; Patron status donation&lt;br /&gt;
*Donate solely to patron god for a length of time.&lt;br /&gt;
*Be a top 10 donor at the time of the patron donation.&lt;br /&gt;
*Donate x * favor minimum (or x% total geld), whichever is higher.&lt;br /&gt;
*Special hidden requirements that vary by god (easier than MF requirements).&lt;br /&gt;
&lt;br /&gt;
===Losing Patron Status===&lt;br /&gt;
Patron status will be lost if any of the following conditions are met:&lt;br /&gt;
*You are no longer Top 10 donor.&lt;br /&gt;
*When patron limit is exceeded, the lowest donor is removed.&lt;br /&gt;
*If Most Favored is achieved, Patron status is lost.&lt;br /&gt;
&lt;br /&gt;
===Other Details===&lt;br /&gt;
*You can only have 1 Patron god at a time.&lt;br /&gt;
*Patron status can be achieved again if lost.&lt;br /&gt;
*Most Favored status can be attempted for the Patron god every 48 hours (you must still meet the MF requirements, but you can donate from patron-&amp;gt;most favored)&lt;br /&gt;
*Most Favored status for a god other than the patron  god will result in loss of patron status.&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Geld&amp;diff=37027</id>
		<title>Geld</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Geld&amp;diff=37027"/>
		<updated>2011-01-24T16:41:50Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Clarified and expanded a few things.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{resourcesnav}}&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
[[Image:Icongeld.gif]] Geld, also known as gold or money [[Image:Icongeld2.gif]]&lt;br /&gt;
&lt;br /&gt;
Geld is created by the [[population]] in your kingdom. How much geld you generate each [[turns|turn]], depends primarily on the population you have, and what buildings you have put on your land (with emphasis on [[Towns]](But the net income can be changed by [[God Favour]], [[Unique]] or [[Heroes]].)). There is no cap to the maximum amount of geld you can accumulate, but you can't have less than zero geld (no loans!), at which point you start losing stacks, heroes and eventually buildings. &lt;br /&gt;
&lt;br /&gt;
* Geld is consumed by many army [[units]] and [[heroes]], by [[buildings]], and by going to war ([[war expense]]). Your status report breaks down the total upkeep. &lt;br /&gt;
* There are also game features that alter your geld generation. When [[items]], [[heroes]] or [[enchantments]] reduce your geld generation, that is called 'Hidden upkeep'.&lt;br /&gt;
* Geld is a pillageable resource.&lt;br /&gt;
&lt;br /&gt;
The formula for base geld-income is:&lt;br /&gt;
*  Current Pop * (((100 + 10*Town) / Land) ^ 0.5) + 1000&lt;br /&gt;
*  The above seems to have been changed to: Current Pop * (((100 + 10*Town) / Land) ^ 0.0000005) + 1000 (Blitz, Feb 2009)&lt;br /&gt;
*  The current formula for geld-income seems to simply be Current Pop + 1000 &lt;br /&gt;
**  When [[Geld#Gelding|gelding]], you gain the net amount with no upkeep for each turn taken, and as you do this, you take turns giving you the usual income of your kingdom (Gelding in negative income means you lose that amount of geld each turn taken on top of the gain from the gelding).&lt;br /&gt;
**  When suffering hidden upkeeps, lower the amount by a certain factor (-10% means factor 0.9)&lt;br /&gt;
**  It uses the population you have at the end of the turn ''(confirmed by marty)''&lt;br /&gt;
**  with absolutely no pop, you will still get a tiny 1000 geld, and the next turn you will have the base 50 pop and get already more than 1000 geld.&lt;br /&gt;
&lt;br /&gt;
=Game features affecting Geld=&lt;br /&gt;
[[:Category:Items|Items]]&lt;br /&gt;
* [[Sage Stone]] (lesser item), generates 1-2 million of geld (random amount, always price)&lt;br /&gt;
* [[Treasure Chest]] (lesser item) can generate 300k as one of the random results.&lt;br /&gt;
* [[Treasure Map]] (lesser item) can generate 500k as one of the random results.&lt;br /&gt;
* [[Official List of Demands]] (lesser item) can destroy or steal geld&lt;br /&gt;
* [[Letters of the Thieves Guild]] (lesser item) can steal geld&lt;br /&gt;
* [[Pipes of the Sewer]] (lesser item) can destroy geld. &lt;br /&gt;
* [[Efreeti Bottle]] (unique item) can generate 200 million as one of the random results.&lt;br /&gt;
&lt;br /&gt;
* Some Uniques reduce your geld generation (e.g. hidden upkeep)&lt;br /&gt;
** Some Uniques increase geld generation&lt;br /&gt;
* Selling any item on the [[Black Market]] returns geld on sale.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[:Category:Enchantments|Enchantments]]&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Nature's Favor]] {{Green}} adds (0.224 x Spell Level) food per farm (Allowing more pop).&lt;br /&gt;
* [[Weather Summoning]] {{Green}} increases food production meaning less farms are needed to upkeep same population. Can be used to increase geld, if you not destroy the excess farms.&lt;br /&gt;
* [[Battle Chant]] {{Red}} allows Eradication mages (yes, ONLY {{red}} red mages) to steal geld when successfully winning a [[siege]] or [[regular]] although winning a siege yields more(??).&lt;br /&gt;
* [[Laziness]] {{Blue}} greatly reduces geld generation (~90%)&lt;br /&gt;
* ''(incomplete)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[:Category:Spells|Spells]]&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Fool's Gold]] {{Blue}} - steals a large amount of geld from target mage. &lt;br /&gt;
* ''(incomplete)''&lt;br /&gt;
* [[Wish]] {{Blue}} can give you geld or give you [[Efreeti Bottle]] which can give you geld. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[:Category:Heroes|Heroes]]&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Alchemist]] {{Plain}} - [[Alchemy]] increases geld generation by 4% + 4%/level (at the cost of reduced mana generation).&lt;br /&gt;
* [[Merchant]] {{Plain}} - [[Trading]] increases geld income by 20k + 20k/lvl.&lt;br /&gt;
* ''(incomplete)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;[[GodFavour|Gods]]&amp;lt;/b&amp;gt;&lt;br /&gt;
* Nature god favour and most favoured increases normal geld generation (by 10% resp. 20%)&lt;br /&gt;
* Nature god disfavour and hatred decreases normal geld generation (by 10% resp. 20%)&lt;br /&gt;
&lt;br /&gt;
=Gelding =&lt;br /&gt;
Gelding generates geld based on your &amp;quot;Income&amp;quot;: it gives you a gold amount equal to your net gold income per turn spent gelding, while still adding the normal positive/negative income as a companion to the turns spent. &lt;br /&gt;
&lt;br /&gt;
* Gelding early in the game is a common strategy to get the funds required to buy a good hero or wanted off-color/ancient spell. This is often called [[Whoring]].&lt;br /&gt;
* Optimizing gelding envolves a gentle balance between % of towns on your land, allowing population growth to be maximal all the time, by providing excess space for population all the time. There is a nice tool [[Geld_Optimizer_Applet|that can help you]] optimize your gelding.&lt;br /&gt;
&lt;br /&gt;
=Zero geld=&lt;br /&gt;
Zero geld (no positive income for some time, no savings left) is the case of fully depleting your geld, complete stacks of geld consuming units may disband themselves (in random order: you may be able to keep supporting some of your smaller stacks). More dangerous (and ultimately deadly) you may start losing buildings (guilds, workshops, barracks and ultimately forts). In the case of forts: you will lose half of your forts each turn you spend without geld (i.e. you will not die of bankruptcy the next turn, but very well could die within a couple of turns if you don’t take appropriate action).&lt;br /&gt;
&lt;br /&gt;
=More?=&lt;br /&gt;
{{resourcesnav}}&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Mana&amp;diff=37026</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Mana&amp;diff=37026"/>
		<updated>2011-01-24T15:40:42Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Clarified and expanded a few things.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{resourcesnav}}&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
Magic Power (MP, m.p.) is also known as mana. &lt;br /&gt;
&lt;br /&gt;
MP is generated and stored using your [[nodes]]. &lt;br /&gt;
* The efficiency at which your [[nodes]] generate mana is controlled by the % of land that [[nodes]] occuppy. &lt;br /&gt;
* The capacity for MP storage that your nodes provide, is 1,000 mana per node. You cannot have negative MP storage. You can have an temporarilly overfilled MP storage, e.g. when an enemy is destroying [[nodes]] - spending a [[turns|turn]] will top-off that excess storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* MP is consumed by many army [[units]] and [[heroes]], by magic (spell casting, [[:Category:Enchantments|enchantments]] upkeep, [[defense assignment]]), by [[barriers]]. Your status report breaks down the total upkeep.&lt;br /&gt;
* On most servers (except ARCH and ARCHWAR), 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]]: when [[items]], [[heroes]] or [[enchantments]] reduce your MP production, that is called 'Hidden upkeep'.&lt;br /&gt;
&lt;br /&gt;
==MP charging==&lt;br /&gt;
MP charging generates MP based on your &amp;quot;Income&amp;quot;: 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]] in your [[turns|turn cycle]] is essential for day-to-day oversummoning, and in upkeeping a huge army on relative small land, and an important part for strategies for many colors.&lt;br /&gt;
&lt;br /&gt;
* MP charging for an amount of turns that would overfill your nodes, is NOT a good idea: MP charge yield is accounted for early in the order of calculations, then topped off, and after that the m.p. upkeep for the amount of [[turns]] is calculated - resulting in underfilled nodes, even though you would have charged them full if you charged [[turns|turn-by-turn]].&lt;br /&gt;
&lt;br /&gt;
* Some [[items|unique items]] are charged while m.p. charging.&lt;br /&gt;
&lt;br /&gt;
==zero m.p.==&lt;br /&gt;
'Zero m.p.' is the case of fully depleting your magic power, complete stacks of m.p. consuming units may disband themselves (in random order: you may be able to keep supporting some of your smaller stacks); maintained [[enchantments]] may cancel themselves; and ultimately you may lose the [[barriers]] that you build.&lt;br /&gt;
=Advanced=&lt;br /&gt;
==Game features affecting M.P.==&lt;br /&gt;
&amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Mana Crystal]] (lesser item) generates MP for your kingdom (random amount). &lt;br /&gt;
* [[Mana Vortex]] (lesser item) destroys MP in target kingdom (random amount). &lt;br /&gt;
* [[Efreeti Bottle]] (unique item) can refill your MP on using.&lt;br /&gt;
* Some Uniques reduce your nodes MP generation (e.g. hidden upkeep)&lt;br /&gt;
* Some Uniques boost your nodes MP generation (e.g. hidden bonus m.p.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Enchantments&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[The Holy Light]] reduces your nodes MP generation (e.g. hidden upkeep)&lt;br /&gt;
* [[Black Sabbath]] makes your MP generation fluctuate, but on average increases production in exchange for 666 [[population]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Earthquake]] will destroys part of targets MP, as well as ALL of your own.&lt;br /&gt;
* [[Wish]] can make you lose MP (100k) or give you Efreeti Bottle which can give you MP. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Heroes&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[Shaman]] ability 'channeling' increases node MP generation. The higher the hero level, the more efficient the channeling but also the more the upkeep for the hero. As a result there is shifting a break even point where the hero's channeling produces more extra MP than its upkeep, causing it to only be paying off on big land (&amp;gt;5,000 acres).&lt;br /&gt;
* [[Devil Prince]] after [[Contract of Soul]] reduces your nodes MP generation (e.g. hidden upkeep). [[Devil Prince]] and [[Black Sabbath]] effects even out about.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gods&amp;lt;/b&amp;gt;&lt;br /&gt;
* Getting favour of any god, may refill part of your MP storage&lt;br /&gt;
* Moon [[GodFavour|god favour]] and most favour increases node MP generation (by 10% resp. 20%)&lt;br /&gt;
* Moon [[GodFavour|god disfavour]] and hatred decreases node MP generation (by 10% resp. 20%)&lt;br /&gt;
&lt;br /&gt;
=Harvesting Mana from nodes=&lt;br /&gt;
==Mana Graph==&lt;br /&gt;
[[image:AMNodebreakdown.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Effectiveness of Nodes==&lt;br /&gt;
The graph  below illustrates that the more nodes you have, the less each individual nodes generates.&lt;br /&gt;
Above a certain value, therefore it is usually not worth building any more [[nodes]].&lt;br /&gt;
* Building above 55% nodes, will make you able to store more m.p., '''but''' per turn it will lower your net m.p. generation!&lt;br /&gt;
* The production per turn is almost the same for having 45% or 55% nodes. The latter number enables you to store more m.p. though (after charging a lot of turns or popping the mana items).&lt;br /&gt;
* In other words: you can support less m.p.-eating army with 70% nodes than you can on 50% nodes.&lt;br /&gt;
* [[Mana#Mana Charging]] doubles the depicted values (see above)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Typical Usage''&lt;br /&gt;
* If having much m.p. gain for invested node land numbers is your thing, having more than 45% nodes to summon and upkeep your army is typically not worth it.&lt;br /&gt;
** The no-[[oversummoning]] game-change has made it favourable to drop the number of nodes for traditionally mana-heavy colors such as {{green}} Verdancy, {{white}} Ascendant and {{blue}} Phantasm magic. &lt;br /&gt;
** Worrying about keeping your node-number just below a whole number is only important at larger amounts of land.&lt;br /&gt;
* If storing as much m.p. as possible on as little land you have is your goal: building over 45% nodes is worth it.&lt;br /&gt;
** You can use &amp;gt;55% nodes if you have special need for lots of m.p. (eg casting [[Armageddon]], or preparing a [[Volcano Eruption|VE-bombardment]] or prepare to [[Earthquake]] a big mage or whatever).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Details in the graph'' &lt;br /&gt;
* Stepped decreasing linear lines in the graph show decreasing gain-per-node above 10% node land use (LEFT axis) for normal and moons-favour situation.&lt;br /&gt;
* Saw-tooth parabolic-like curves on the graph show what the m.p. yield for a given %percentage of nodes (RIGHT axis) for 2K, 3K, 4K, 5K and 5K+moon's [[GodFavour|favour]] situations.&lt;br /&gt;
&lt;br /&gt;
==Base node yield formula==&lt;br /&gt;
After some investigation, i found out the REAL node yield formula.&lt;br /&gt;
&lt;br /&gt;
Yield = XL/100 + N(100-X)/10 with X=floor(100N/L)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For full percentages this gives:&lt;br /&gt;
&lt;br /&gt;
Yield Y = (10XL+100XL-X²L)/1000 = (110XL-X²L)/1000 = XL(110-X)/1000 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this formula:&lt;br /&gt;
*Rndd= Rounded down function&lt;br /&gt;
*N = amount of nodes&lt;br /&gt;
*L = amount of land&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Example1: Land=5000, N=1000, X=20&lt;br /&gt;
*Yield = 20x5000/100 + 1000(80)/10 = 1000+8000 = 9000. &lt;br /&gt;
&amp;lt;br&amp;gt;Example2: Land=5000, N=2000, X=40&lt;br /&gt;
*Yield = 40x5000/100 + 2000(60)/10 = 2000+12000 = 14000. &lt;br /&gt;
&amp;lt;br&amp;gt;Example3: Land=5000, N=1990, X=39, N/L=39.8&lt;br /&gt;
*Yield = 39x5000/100 + 1990(61)/10 = 1950+12139 = 14089.&lt;br /&gt;
&lt;br /&gt;
*Max gain is thus when the first derative of this formula is 0: (for full percentages)&lt;br /&gt;
** Max Yield for X: (110L-2X)/1000 = 0 &lt;br /&gt;
**              &amp;lt;=&amp;gt; 2X = 110&lt;br /&gt;
**              &amp;lt;=&amp;gt;  X = 55 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Max gain in total is thus indeed at 55.99%.&lt;br /&gt;
&lt;br /&gt;
*Yield Y is your base income. It can now be influenced by:&lt;br /&gt;
** Alchemist : - 0.10 Y&lt;br /&gt;
** Moon's Favour : + 0.10Y&lt;br /&gt;
** Holy Grail : - 1000&lt;br /&gt;
** The Holy Light : - 0.25 Y&lt;br /&gt;
** ...&lt;br /&gt;
&lt;br /&gt;
=Obsolete optimization=&lt;br /&gt;
&amp;lt;b&amp;gt;Local Maxima&amp;lt;/b&amp;gt;&lt;br /&gt;
* Because of an extra rounding in the old m.p. formula, it was better to have (for example) 43.99% than to have 44.0% nodes. Depending on the number of nodes and the amount of land, destroying one could be more beneficial than building one.&lt;br /&gt;
* This extra rounding in the middle of the mana income formula was removed, getting rid of the local maxima and making M.P. income smoothly increase along with nodes at all points (with diminishing returns and until 55% max, as always).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=More?=&lt;br /&gt;
UBB thread of interest: http://ubb.the-reincarnation.com/viewtopic.php?t=12718&lt;br /&gt;
&lt;br /&gt;
{{resourcesnav}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Earth_Elemental&amp;diff=37025</id>
		<title>Earth Elemental</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Earth_Elemental&amp;diff=37025"/>
		<updated>2011-01-23T20:11:11Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Image removed, is there a permission for this probably copyrighted work? Besides, the elemental isn't very earthy, being in water and all and it clutter unnecessarily (Smaller and more fitting is ok )&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description   = &amp;lt;center&amp;gt;&amp;quot;''Agragaaah, we be ambushed by mountain!''&amp;quot; - Slab, Nether cave troll&amp;lt;br&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
These massive elementals, who are as old as the hills, are the ultimate expression of nature's unbridled wrath. Using their incredible power to crush components, they demonstrate that nature can be a real mother. Composed of rocks and other minerals, they demand a diet rich of nutrients to maintain their existence on the mortal plane.&lt;br /&gt;
&lt;br /&gt;
| infoboxcolor  = &lt;br /&gt;
| labelcolor    = {{Color Verdant}}&lt;br /&gt;
| color         = [[VERDANT]]&lt;br /&gt;
| race          = [[ELEMENTAL]]&lt;br /&gt;
| attrib        = [[SUMMON]] [[NOMARKET]]&lt;br /&gt;
| power         = 22,000&lt;br /&gt;
| ap            = 100,000&lt;br /&gt;
| type          = [[MELEE]]&lt;br /&gt;
| init          = 1&lt;br /&gt;
| counter       = 15,000&lt;br /&gt;
| xap           = 275,000&lt;br /&gt;
| xtype         = [[MAGIC]] [[RANGED]]&lt;br /&gt;
| xinit         = 3&lt;br /&gt;
| hp            = 100,000&lt;br /&gt;
| recruit       = -&lt;br /&gt;
| upkeep        = 36.0 M.P.&lt;br /&gt;
| ability       = [[ENDURANCE]], &lt;br /&gt;
[[WEAKNESS TO ATTACKTYPE]] [[LIGHTNING]]&lt;br /&gt;
&lt;br /&gt;
| spell         = [[Summon Earth Elemental]]&lt;br /&gt;
| item          = -&lt;br /&gt;
| red           = 50&lt;br /&gt;
| black         = 60&lt;br /&gt;
| blue          = 40&lt;br /&gt;
| missile       = 90&lt;br /&gt;
| fire          = 50&lt;br /&gt;
| poison        = 100&lt;br /&gt;
| breath        = 60&lt;br /&gt;
| magic         = 50&lt;br /&gt;
| melee         = 90&lt;br /&gt;
| ranged        = 70&lt;br /&gt;
| lightning     = 50&lt;br /&gt;
| cold          = 40&lt;br /&gt;
| paralyze      = 95&lt;br /&gt;
| psychic       = 80&lt;br /&gt;
| holy          = 80&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Units]] &lt;br /&gt;
[[Category:Verdant Units]]&lt;br /&gt;
[[Category: Elementals]]&lt;br /&gt;
[[Category:Ultimates]]&lt;br /&gt;
[[Category:Melee Units]]&lt;br /&gt;
[[Category:Magic Units]]&lt;br /&gt;
[[Category:Ranged Units]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Water_Elemental&amp;diff=37024</id>
		<title>Water Elemental</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Water_Elemental&amp;diff=37024"/>
		<updated>2011-01-23T20:03:32Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Removed the image, the joke is nonexistant, only juveniles will find such funny, and it ruins the informative nature of this place, as well as ruining the lay out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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. Impervious to normal weapons, and poisonous to the touch, 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        = 30 M.P.&lt;br /&gt;
| ability       = [[ENDURANCE]]&lt;br /&gt;
| spell         = [[Conjure Elemental]]&lt;br /&gt;
| item          = -&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;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
[[Category:Phantasm Units]]&lt;br /&gt;
[[Category:Ranged Units]]&lt;br /&gt;
[[Category:Poison Units]]&lt;br /&gt;
[[Category:Ultimates]]&lt;br /&gt;
[[Category:Elementals]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;== Additional Comments ==&lt;br /&gt;
-WE are one of the 3 elementals you can randomly get from the Conjure Elemental spell. It can be difficult to use the spell because it is expensive, it is random in what it provides, and each elemental has relatively different characterstics, making it hard to plan for them.&lt;br /&gt;
&lt;br /&gt;
-WE suffer from the same weaknesses as all Phantasm elementals in that they aren't very sturdy. They are, however, extremely high damage for net power, doing more damage even than a corresponding number of Chimeras. Their single attack is all Primary and thus it is directly affected by things such as Valor and spells/items that work only on the Primary and not secondary (Bubble Wine, etc).&lt;br /&gt;
&lt;br /&gt;
-With no Breath resists, low Fire and relatively low health, they are very vulnerable to Red mages. Their one good point on defense is 100% Melee resists, which can sometimes let them sponge Green attacks.&lt;br /&gt;
&lt;br /&gt;
-It is best to stack them low in your army.&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Leviathan&amp;diff=37023</id>
		<title>Leviathan</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Leviathan&amp;diff=37023"/>
		<updated>2011-01-23T19:59:24Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Removed the image, noone find such childish humor amusing, and it clutter and ruins the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description   = ''&amp;quot;Beneath the thunders of the upper deep, Far, far beneath in the abysmal sea, His ancient, dreamless, uninvaded sleep The Kraken sleepeth!&amp;quot;- Alfred Lord Tennyson, The Kraken''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
These gargantuan sea creatures are summoned from the depths of the largest oceans of Terra. Their incredible mass is matched only by the range of their poisonous stinger attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| labelcolor    = {{Color Phantasm}}&lt;br /&gt;
| textcolor     = #000000&lt;br /&gt;
| color         = [[PHANTASM]]&lt;br /&gt;
| race          = [[GIANT]]&lt;br /&gt;
| attrib        = [[SUMMON]] [[NOMARKET]]&lt;br /&gt;
| power         = 49,500&lt;br /&gt;
| ap            = 200,000&lt;br /&gt;
| type          = [[MELEE]]&lt;br /&gt;
| init          = 2&lt;br /&gt;
| counter       = 50,000&lt;br /&gt;
| xap           = 300,000&lt;br /&gt;
| xtype         = [[POISON]] [[RANGED]]&lt;br /&gt;
| xinit         = 3&lt;br /&gt;
| hp            = 100,000&lt;br /&gt;
| recruit       = -&lt;br /&gt;
| upkeep        = 6,400 Gold, 60 M.P.&lt;br /&gt;
| ability       = [[ADDITIONAL STRIKE]], [[ENDURANCE]], [[SCALES]]&lt;br /&gt;
| spell         = [[Summon Leviathan]]&lt;br /&gt;
| item          = -&lt;br /&gt;
| white         = 50&lt;br /&gt;
| green         = 75&lt;br /&gt;
| red           = 75&lt;br /&gt;
| black         = 90&lt;br /&gt;
| blue          = 80&lt;br /&gt;
| missile       = 95&lt;br /&gt;
| fire          = 50&lt;br /&gt;
| poison        = 100&lt;br /&gt;
| breath        = 80&lt;br /&gt;
| magic         = 90&lt;br /&gt;
| melee         = 95&lt;br /&gt;
| ranged        = 95&lt;br /&gt;
| lightning     = 70&lt;br /&gt;
| cold          = 80&lt;br /&gt;
| paralyze      = 90&lt;br /&gt;
| psychic       = 70&lt;br /&gt;
| holy          = 80&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
[[Category:Phantasm Units]]&lt;br /&gt;
[[Category:Melee Units]]&lt;br /&gt;
[[Category:Poison Units]]&lt;br /&gt;
[[Category:Ranged Secondary Units]]&lt;br /&gt;
[[Category:Ultimates]]&lt;br /&gt;
[[Category:Giants]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;== Additional Comments ==&lt;br /&gt;
*Horrible ultimates, they are the only blue units that have 12 resistances, don't expect them to win you wars. They cost way too much gold and mana for their use. Your better off with AA's if you want soakers.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*If you can stack them low enough, they're terrific fodder killers.&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Hell_Hound&amp;diff=37022</id>
		<title>Hell Hound</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Hell_Hound&amp;diff=37022"/>
		<updated>2011-01-23T19:58:22Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Removed the image, it's not funny, clutters and ruins the page, as well as being amazingly redundant on top of plain not funny.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unitstats&lt;br /&gt;
&lt;br /&gt;
| description   = A hell hound resembles a huge hound with rust-red and red-brown skin. They have glowing red eyes and sharp teeth. They are fire breathing canines of extra-planar origin. In combat, they breathe fire at their opponents, then engage in battle with their sharp teeth.&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          = [[DEMON]]&lt;br /&gt;
| attrib        = [[SUMMON]]&lt;br /&gt;
| power         = 159&lt;br /&gt;
| ap            = 1,000&lt;br /&gt;
| type          = [[MELEE]]&lt;br /&gt;
| init          = 1&lt;br /&gt;
| counter       = 300&lt;br /&gt;
| xap           = 1,800&lt;br /&gt;
| xtype         = [[FIRE]] [[BREATH]]&lt;br /&gt;
| xinit         = 3&lt;br /&gt;
| hp            = 700&lt;br /&gt;
| recruit       = -&lt;br /&gt;
| upkeep        = 10 Gold, 0.12 M.P.&lt;br /&gt;
| ability       = [[WEAKNESS TO ATTACKTYPE]] [[COLD]],&lt;br /&gt;
[[FEAR]]&lt;br /&gt;
&lt;br /&gt;
| spell         = [[Summon Hellhound]]&lt;br /&gt;
| item          = [[The Apparatus]]&lt;br /&gt;
| red           = 50&lt;br /&gt;
| missile       = 25&lt;br /&gt;
| fire          = 100&lt;br /&gt;
| poison        = 50&lt;br /&gt;
| magic         = 25&lt;br /&gt;
| melee         = 35&lt;br /&gt;
| ranged        = 25&lt;br /&gt;
| psychic       = 25&lt;br /&gt;
| holy          = 10&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
[[Category:Eradication Units]]&lt;br /&gt;
[[Category:Melee Units]]&lt;br /&gt;
[[Category:Fire Units]]&lt;br /&gt;
[[Category:Breath Units]]&lt;br /&gt;
[[Category:Demons]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=User:Funnyname&amp;diff=37021</id>
		<title>User:Funnyname</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=User:Funnyname&amp;diff=37021"/>
		<updated>2011-01-23T18:43:18Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Created page with &amp;quot;Waaa waaa, nothing to say. I fix stuff that is broken, with the guidance of more intelligent people.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Waaa waaa, nothing to say. I fix stuff that is broken, with the guidance of more intelligent people.&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Enchantress&amp;diff=37020</id>
		<title>Enchantress</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Enchantress&amp;diff=37020"/>
		<updated>2011-01-23T14:47:33Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Herostats&lt;br /&gt;
| description   = &lt;br /&gt;
&lt;br /&gt;
Enchantresses are an elven woman  skilled in nature magic. Unlike druids, they focus on infusing magical power into inanimate objects, creating a union between nature and man. In times of peace, they focus on creating beneficial items, such as light globes and music boxes, but during war, their talents turn to enchanting ordinary weapons into artifacts of great power.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enchant Weapon==&lt;br /&gt;
Increases Accuracy, Primary and Counter AP of one of your random stacks by +5% and + 1%/lvl. Is [[weighted]].&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant Item==&lt;br /&gt;
Generates lesser items. The generation rate is independent of the number of Guilds. Items are generated approx once every 20-40 turns at skill level 1. &lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
High level Enchantresses command a very high price as it is one of the few ways to increase accuracy and increasing item generation. However as the first ability is gotten at level 14, Enchantresses below level 14 on the market have next to no value. Enchantresses will lead Elves in preference to other stacks, however the other elven stacks are weak barracks units. The Enchantress is especially useful in a short stack, where the chance of wasting the accuracy boost on a low stack is reduced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[category:heroes]] [[category:battle heroes]] [[category:verdant Heroes]]&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Enchantress&amp;diff=37019</id>
		<title>Enchantress</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Enchantress&amp;diff=37019"/>
		<updated>2011-01-23T14:46:52Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Herostats&lt;br /&gt;
| description   = &lt;br /&gt;
&lt;br /&gt;
Enchantresses are an elven woman  skilled in nature magic. Unlike druids, they focus on infusing magical power into inanimate objects, creating a union between nature and man. In times of peace, they focus on creating beneficial items, such as light globes and music boxes, but during war, their talents turn to enchanting ordinary weapons into artifacts of great power.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Enchant Weapon==&lt;br /&gt;
Increases Accuracy, Primary and Counter AP of one of your random stacks by +5% and + 1%/lvl. Is [[weighted]].&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchant Item==&lt;br /&gt;
Generates lesser items. The generation rate is independent of the number of Guilds. Items are generated approx once every 20-40 turns at skill level 1. &lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
High level Enchantresses command a very high price as it is one of the few ways to increase accuracy and increasing item generation. However as the first ability is gotten at level 14, Enchantresses below level 14 on the market have next to no value. Enchantresses will lead Elves in preference to other stacks, however the other elven stacks are weak barracks units. The Enchantress is especially useful in a short stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[category:heroes]] [[category:battle heroes]] [[category:verdant Heroes]]&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Regular&amp;diff=37018</id>
		<title>Regular</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Regular&amp;diff=37018"/>
		<updated>2011-01-23T12:37:36Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Added a formula for land grabbing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Regular Attack=&lt;br /&gt;
A form of attack in the game, involving a modest part of a kingdom. &lt;br /&gt;
* A succesful Regular attack gains land from the defeated mage. &lt;br /&gt;
* The defender loses max 5% of his land (won [[Siege]] attack would give max 10%). The attacker gains 1/3 of that, if the attacker was within 200% of defender [[net power]] before the battle (as in any attack). &lt;br /&gt;
* To conquer the maximum amount of land in a regular attack, a sufficient number of [[units]] needs to have survived the battle to occupy each newly gained acre. The number of units is 50 per acre taken, so an easy way to monitor if you have enough is to say 5000 units per 1000 acres of your opponent (Because 10% of the 1000 acres equals 100, and 5000/100 is 50.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A [[Regular]] attack takes 2 [[turns]]&lt;br /&gt;
* A [[Regular]] attack can be blocked by [[Hallucination]] - the attacker loses 2 [[turns]] + [[war expense]]&lt;br /&gt;
* The [[Battle Chant]] [[enchantments|enchantment]] can give [[geld]] to a succesful invader of [[Eradication]] (red) speciality.&lt;br /&gt;
* [[Epidemics]] can be transferred from attacker to defender and from defender to attacker in Regulars.&lt;br /&gt;
* [[enchantments]] can be dispelled by [[Regular]] attacking, no matter if you win or not.&lt;br /&gt;
&lt;br /&gt;
[[Category:Attack types]]&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Siege&amp;diff=37017</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Siege&amp;diff=37017"/>
		<updated>2011-01-23T12:33:19Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Added a formula for land grabbing, and added the flying defender as a factor that negates the 10% accuracy loss.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;!!! Siege is a word with double meaning in TR !!!&amp;lt;/B&amp;gt;&lt;br /&gt;
* It is a type of attacking (the one that is hardest to win, but can take up to 10% of land including forts)&lt;br /&gt;
* It is also a [[Unit Abilities|Unit Ability]] (giving some bonus in battles to some [[Units]])&lt;br /&gt;
&lt;br /&gt;
=Siege Attack=&lt;br /&gt;
The biggest form of attack in the game, involving a larger part of a kingdom, including its [[forts]]. &lt;br /&gt;
* The defender loses max 10% of his land (won [[Regular]] attack would give max 5%). The sieging attacker gains 1/3 of that, if the attacker was within 200% of defender [[net power]] before the battle (as in any attack). &lt;br /&gt;
* To conquer the maximum amount of land in a siege attack, a sufficient number of [[units]] needs to have survived the battle to occupy each newly gained acre. The same goes to win [[forts]]. The number of units is 50 per acre taken, so an easy way to monitor if you have enough is to say 5000 units per 1000 acres of your opponent (Because 10% of the 1000 acres equals 100, and 5000/100 is 50.). &lt;br /&gt;
* For eradication mages ({{red}}'s ''only!''), the enchantment [[Battle Chant]] makes that you also capture geld (like in a [[Pillage]]) after a won [[Siege]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege attacks are more difficult to win than [[regular]] attacks, because: &lt;br /&gt;
* Since [[forts]] are involved, the targeted mage is granted defensive bonuses when defending. &lt;br /&gt;
* On top of that, the sieging army receives a 10% [[accuracy]] penalty (base [[accuracy]] is 30%, in a [[Siege]] it becomes 20%, not taking the [[Siege]] unit ability into account).&lt;br /&gt;
* However, the accuracy loss is disregarded on defending units with [[FLYING]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A [[Siege]] takes 2 [[turns]]&lt;br /&gt;
* A [[Siege]] can be blocked by [[Hallucination]] - the attacker loses 2 [[turns]] + [[war expense]]&lt;br /&gt;
* The [[Battle Chant]] [[enchantments|enchantment]] can give [[geld]] to a succesful invader of [[Eradication]] {{Red}} speciality.&lt;br /&gt;
* [[Epidemics]] can be transferred from attacker to defender and from defender to attacker in Regulars.&lt;br /&gt;
* [[Enchantments]] can be dispelled by [[Siege]] attacking, no matter if you win or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Attack types]]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=wvbaT7aASwM video of a siege]&lt;br /&gt;
&lt;br /&gt;
=Unit ability SIEGE=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Siege ability negates the natural 10% [[accuracy]] penalty when sieging an enemy mage. &lt;br /&gt;
&lt;br /&gt;
It has no effect when on defence or when attacking in a [[Regular]] battle.&lt;br /&gt;
&lt;br /&gt;
The spell [[Phase Step]] gives Siege unit ability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt;Units with ability SIEGE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{White}} White   &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Catapult]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Titan]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Green}} Green   &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Red}} Red     &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Black}} Black   &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Blue}} Blue    &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{{Plain}} Plain   &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Iron Golem]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Unit Abilities]]''' | '''[[Units]]''' [[Category: Unit Abilities]]&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Brooch_of_Protection&amp;diff=37016</id>
		<title>Brooch of Protection</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Brooch_of_Protection&amp;diff=37016"/>
		<updated>2011-01-23T12:22:05Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Edited to reflect the nerfs to this and Scroll&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itemstats&lt;br /&gt;
| description   = &lt;br /&gt;
&lt;br /&gt;
This large ornamental pin is embalmed with magic. It can create a force field that blocks attacks. The magic of the brooch disappears when the force field is broken by an enemy attack. Area of Effect: all units&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Gives all friendly units a 30% bonus to their [[MELEE]] Resistance. &lt;br /&gt;
&lt;br /&gt;
[[Items#Lesser Items|Lesser Items]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Items]] [[Category:Lesser Items]]  [[Category:Battle Items]] &lt;br /&gt;
&lt;br /&gt;
[[Category:Resistance Modifiers]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Other Comments=&lt;br /&gt;
This item used to give 50% [[MELEE]] Resistance, but had it's effect reduced by 20%, similarly to the item [[Scroll of Protection from Fire]].&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Scroll_of_Protection_from_Fire&amp;diff=37015</id>
		<title>Scroll of Protection from Fire</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Scroll_of_Protection_from_Fire&amp;diff=37015"/>
		<updated>2011-01-23T12:18:39Z</updated>

		<summary type="html">&lt;p&gt;Funnyname: Updating to reflect the nerfs of this and Brooch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Itemstats&lt;br /&gt;
| description   = &lt;br /&gt;
&lt;br /&gt;
This scroll is inscribed with magical runes, writings, and symbols. When a mage recites the scroll, the scroll provides limited protection for a random unit from fire damage for an amount of time. Area of Effects: all units&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Gives all friendly units a 30% bonus to their [[FIRE]] Resistance. &lt;br /&gt;
&lt;br /&gt;
[[Items#Lesser Items|Lesser Items]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Items]] [[Category:Lesser Items]]  [[Category:Battle Items]] &lt;br /&gt;
&lt;br /&gt;
[[Category:Resistance Modifiers]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Other Comments=&lt;br /&gt;
This item used to give 50% [[FIRE]] Resistance, but had it's effect reduced by 20%, similarly to the item [[Brooch of Protection]].&lt;/div&gt;</summary>
		<author><name>Funnyname</name></author>
		
	</entry>
</feed>