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	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49977</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49977"/>
		<updated>2016-07-06T22:09:47Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Third Run and Beyond */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough [[forts]] to stay alive!&lt;br /&gt;
&lt;br /&gt;
=Research-Only Start: Key Points=&lt;br /&gt;
* build workshop early to save turns constructing other buildings!&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
* you can't get [[luck]] for the first few hundred turns (the exact amount is unknown by the author), so there is no point in wasting your clicks early on&lt;br /&gt;
&lt;br /&gt;
=Research-Only Turn Schedule=&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
:Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
:* disband all the troops you get initially&lt;br /&gt;
:* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
:* explore a bit more - build some workshops, towns, farms, and a few guilds (to get passive research going)&lt;br /&gt;
:* if your [[population]] is within 5-10% of its maximum value, build extra farms and towns&lt;br /&gt;
:* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
:If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
:On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
:* 800 land&lt;br /&gt;
:* around 400 workshops&lt;br /&gt;
:* about 320 land in farms-plus-towns&lt;br /&gt;
:* remaining small amount of guilds, forts, barracks, nodes, etc.&lt;br /&gt;
:* Not too many guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
:On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have much more land by now and won't be able to properly exploit Council Protection once you exceed 1600 land.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
:On all servers other than Lightning, after saving up max turns...&lt;br /&gt;
:* explore/build to 1500-1600 land, 40-50 turns at a time&lt;br /&gt;
:** keep 10-14 forts&lt;br /&gt;
:** build guilds on new land&lt;br /&gt;
:** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
:At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
:On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
:Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine, maintaining watch over your geld storage and income.&lt;br /&gt;
&lt;br /&gt;
:Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.  (See [[#Exiting_Research|Exiting Research]].)&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated max [[turns]]&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for max turns before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with max turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49976</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49976"/>
		<updated>2016-07-06T22:07:35Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough [[forts]] to stay alive!&lt;br /&gt;
&lt;br /&gt;
=Research-Only Start: Key Points=&lt;br /&gt;
* build workshop early to save turns constructing other buildings!&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
* you can't get [[luck]] for the first few hundred turns (the exact amount is unknown by the author), so there is no point in wasting your clicks early on&lt;br /&gt;
&lt;br /&gt;
=Research-Only Turn Schedule=&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
:Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
:* disband all the troops you get initially&lt;br /&gt;
:* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
:* explore a bit more - build some workshops, towns, farms, and a few guilds (to get passive research going)&lt;br /&gt;
:* if your [[population]] is within 5-10% of its maximum value, build extra farms and towns&lt;br /&gt;
:* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
:If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
:On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
:* 800 land&lt;br /&gt;
:* around 400 workshops&lt;br /&gt;
:* about 320 land in farms-plus-towns&lt;br /&gt;
:* remaining small amount of guilds, forts, barracks, nodes, etc.&lt;br /&gt;
:* Not too many guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
:On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have much more land by now and won't be able to properly exploit Council Protection once you exceed 1600 land.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
:On all servers other than Lightning, after saving up max turns...&lt;br /&gt;
:* explore/build to 1500-1600 land, 40-50 turns at a time&lt;br /&gt;
:** keep 10-14 forts&lt;br /&gt;
:** build guilds on new land&lt;br /&gt;
:** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
:At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
:On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
:Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
:Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated max [[turns]]&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for max turns before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with max turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49975</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49975"/>
		<updated>2016-07-06T22:05:39Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Research-Only Start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough [[forts]] to stay alive!&lt;br /&gt;
&lt;br /&gt;
=Key Points=&lt;br /&gt;
* build workshop early to save turns constructing other buildings!&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
* you can't get [[luck]] for the first few hundred turns (the exact amount is unknown by the author), so there is no point in wasting your clicks early on&lt;br /&gt;
&lt;br /&gt;
=Research-Only Start=&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
:Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
:* disband all the troops you get initially&lt;br /&gt;
:* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
:* explore a bit more - build some workshops, towns, farms, and a few guilds (to get passive research going)&lt;br /&gt;
:* if your [[population]] is within 5-10% of its maximum value, build extra farms and towns&lt;br /&gt;
:* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
:If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
:On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
:* 800 land&lt;br /&gt;
:* around 400 workshops&lt;br /&gt;
:* about 320 land in farms-plus-towns&lt;br /&gt;
:* remaining small amount of guilds, forts, barracks, nodes, etc.&lt;br /&gt;
:* Not too many guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
:On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have much more land by now and won't be able to properly exploit Council Protection once you exceed 1600 land.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
:On all servers other than Lightning, after saving up max turns...&lt;br /&gt;
:* explore/build to 1500-1600 land, 40-50 turns at a time&lt;br /&gt;
:** keep 10-14 forts&lt;br /&gt;
:** build guilds on new land&lt;br /&gt;
:** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
:At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
:On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
:Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
:Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated max [[turns]]&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for max turns before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with max turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49974</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49974"/>
		<updated>2016-07-06T22:04:10Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Research-Only Start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough [[forts]] to stay alive!&lt;br /&gt;
&lt;br /&gt;
=Key Points=&lt;br /&gt;
* build workshop early to save turns constructing other buildings!&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
* you can't get [[luck]] for the first few hundred turns (the exact amount is unknown by the author), so there is no point in wasting your clicks early on&lt;br /&gt;
&lt;br /&gt;
=Research-Only Start=&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds (to get passive research going)&lt;br /&gt;
* if your [[population]] is within 5-10% of its maximum value, build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 320 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of guilds, forts, barracks, nodes, etc.&lt;br /&gt;
* Not too many guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have much more land by now and won't be able to properly exploit Council Protection once you exceed 1600 land.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up max turns...&lt;br /&gt;
* explore/build to 1500-1600 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated max [[turns]]&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for max turns before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with max turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49973</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49973"/>
		<updated>2016-07-06T22:03:39Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Key Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough [[forts]] to stay alive!&lt;br /&gt;
&lt;br /&gt;
=Key Points=&lt;br /&gt;
* build workshop early to save turns constructing other buildings!&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
* you can't get [[luck]] for the first few hundred turns (the exact amount is unknown by the author), so there is no point in wasting your clicks early on&lt;br /&gt;
&lt;br /&gt;
==Research-Only Start==&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds (to get passive research going)&lt;br /&gt;
* if your [[population]] is within 5-10% of its maximum value, build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 320 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of guilds, forts, barracks, nodes, etc.&lt;br /&gt;
* Not too many guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have much more land by now and won't be able to properly exploit Council Protection once you exceed 1600 land.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up max turns...&lt;br /&gt;
* explore/build to 1500-1600 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated max [[turns]]&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for max turns before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with max turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49972</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49972"/>
		<updated>2016-07-06T18:55:20Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough [[forts]] to stay alive!&lt;br /&gt;
&lt;br /&gt;
=Key Points=&lt;br /&gt;
* build workshop early to save turns constructing other buildings!&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
&lt;br /&gt;
==Research-Only Start==&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds (to get passive research going)&lt;br /&gt;
* if your [[population]] is within 5-10% of its maximum value, build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 320 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of guilds, forts, barracks, nodes, etc.&lt;br /&gt;
* Not too many guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have much more land by now and won't be able to properly exploit Council Protection once you exceed 1600 land.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up max turns...&lt;br /&gt;
* explore/build to 1500-1600 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated max [[turns]]&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for max turns before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with max turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49971</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49971"/>
		<updated>2016-07-06T18:53:32Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough [[forts]] to stay alive!&lt;br /&gt;
&lt;br /&gt;
=Key Points=&lt;br /&gt;
* build workshop early to save turns constructing other buildings!&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
&lt;br /&gt;
==Research-Only Start==&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds (to get passive research going)&lt;br /&gt;
* if your [[population]] is within 5-10% of its maximum value, build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 320 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of guilds, forts, barracks, nodes, etc.&lt;br /&gt;
* Not too many guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have much more land by now and won't be able to properly exploit Council Protection once you exceed 1600 land.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up 200 turns...&lt;br /&gt;
* explore/build to 1500-1600 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated ~200 [[turns]] (480 on Lightning)&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for 200 turns (max turns) before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with 200 new turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49970</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49970"/>
		<updated>2016-07-06T18:51:15Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough [[forts]] to stay alive!&lt;br /&gt;
&lt;br /&gt;
=Key Points=&lt;br /&gt;
* build workshop early to save turns constructing other buildings!&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
&lt;br /&gt;
==Research-Only Start==&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds (to get passive research going)&lt;br /&gt;
* if your [[population]] is within 5-10% of its maximum value, build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 320 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of guilds, forts, barracks, nodes, etc.&lt;br /&gt;
* Not too many guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have roughly twice this much land by now and won't be able to exploit Council Protection.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up 200 turns...&lt;br /&gt;
* explore/build to 1500-1650 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated ~200 [[turns]] (480 on Lightning)&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for 200 turns (max turns) before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with 200 new turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49969</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49969"/>
		<updated>2016-07-06T18:49:18Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* First, Second and Third run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough [[forts]] to stay alive!&lt;br /&gt;
&lt;br /&gt;
=Key Points=&lt;br /&gt;
* build workshop early to save turns constructing other buildings!&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
&lt;br /&gt;
==Research-Only Start==&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds (to get passive research going)&lt;br /&gt;
* watch your [[geld]] income using status report, watch your population growth&lt;br /&gt;
* if your [[population]] is close to max: build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 350 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of forts, barracks, nodes etc.&lt;br /&gt;
* Not too many guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have roughly twice this much land by now and won't be able to exploit Council Protection.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up 200 turns...&lt;br /&gt;
* explore/build to 1500-1650 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated ~200 [[turns]] (480 on Lightning)&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for 200 turns (max turns) before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with 200 new turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49968</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49968"/>
		<updated>2016-07-06T18:45:54Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Starting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough [[forts]] to stay alive!&lt;br /&gt;
&lt;br /&gt;
=First, Second and Third run=&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
&lt;br /&gt;
==Research-Only Start==&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds&lt;br /&gt;
* watch your [[geld]] income using status report, watch your population growth&lt;br /&gt;
* if your [[population]] is close to max: build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 350 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of forts, barracks, nodes etc.&lt;br /&gt;
* No guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have roughly twice this much land by now and won't be able to exploit Council Protection.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up 200 turns...&lt;br /&gt;
* explore/build to 1500-1650 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated ~200 [[turns]] (480 on Lightning)&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for 200 turns (max turns) before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with 200 new turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49967</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49967"/>
		<updated>2016-07-06T18:45:20Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
Whereas some people employ subtle variances and optimizations, this guide presents a simple and straight-forward method of completely researching quickly.&lt;br /&gt;
&lt;br /&gt;
No matter how you decide to start off, make sure that you keep enough forts to stay alive!&lt;br /&gt;
&lt;br /&gt;
=First, Second and Third run=&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
&lt;br /&gt;
==Research-Only Start==&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds&lt;br /&gt;
* watch your [[geld]] income using status report, watch your population growth&lt;br /&gt;
* if your [[population]] is close to max: build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 350 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of forts, barracks, nodes etc.&lt;br /&gt;
* No guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have roughly twice this much land by now and won't be able to exploit Council Protection.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up 200 turns...&lt;br /&gt;
* explore/build to 1500-1650 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated ~200 [[turns]] (480 on Lightning)&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for 200 turns (max turns) before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with 200 new turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49966</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49966"/>
		<updated>2016-07-06T18:42:50Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Starting Strategies=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
If you decide to finish research as quick as possible, you can still do it in several ways. This page presents a straightforward simple way, and some alternatives.&lt;br /&gt;
&lt;br /&gt;
No matter what choice you make, make sure that you keep enough forts to stay alive!&lt;br /&gt;
&lt;br /&gt;
=First, Second and Third run=&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
&lt;br /&gt;
==Research-Only Start==&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds&lt;br /&gt;
* watch your [[geld]] income using status report, watch your population growth&lt;br /&gt;
* if your [[population]] is close to max: build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 350 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of forts, barracks, nodes etc.&lt;br /&gt;
* No guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have roughly twice this much land by now and won't be able to exploit Council Protection.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up 200 turns...&lt;br /&gt;
* explore/build to 1500-1650 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated ~200 [[turns]] (480 on Lightning)&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for 200 turns (max turns) before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with 200 new turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=49965</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=49965"/>
		<updated>2016-07-06T18:41:48Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
Want to play the game &amp;quot;by the book&amp;quot;? You may find there are many different books to play by! This page contains some stuff that might at least get you off to a good start.&lt;br /&gt;
&lt;br /&gt;
* A general (but dated) resource is the [[Groentje Players Manual|Player's Manual]]. &lt;br /&gt;
* In order to better understand other players, wiki pages and the UBB, it's a good idea to learn [[Common Terminology|common terminology]].&lt;br /&gt;
* Below is a collection of guides written by other players who decided they wanted to share their knowledge. Anyone can add a guide!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;But please note:&amp;lt;/b&amp;gt;&lt;br /&gt;
* Some guides may be old and contain outdated information. Some may even have been wrong to begin with. It is always a good idea to be somewhat sceptical, and to think for yourself in order to figure out what's true and what isn't. Even though some of the hard numbers and data may no longer be correct; the concepts, strategies, and ideas in the guide could still be quite solid.  If you read them with a grain of salt and look for updated numbers elsewhere in the wiki you will find yourself with loads of good information to start your career with. Remember also that you can always ask questions in the [http://www.the-reincarnation.com/viewforum.php?f=2 Hall of Sages] on the [http://www.the-reincarnation.com/index.php official forums] when you're in doubt. Or, perhaps even better, join ''#reincarnation'' or ''#appa'' on [[IRC]] to ask your question there in real time chat. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=42% valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;b&amp;gt;General Guides&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td width=42% valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Color Guides&amp;lt;/b&amp;gt;&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 valign=&amp;quot;top&amp;quot;&amp;gt;{{Plain}} &amp;lt;i&amp;gt;Beginner Guidance&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Researching for dummies]] - ''Nov. 06 (updated July 2016)''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mike Clough's Strategy Guide]] - ''Dec. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Beginner's Guide to TR]] - ''Dec. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guidance For New Players]] - ''Oct. 07''&amp;lt;br&amp;gt;&lt;br /&gt;
[[DoctorEvil’s Newbie Guides]] - ''Mar. 08''&amp;lt;br&amp;gt;&lt;br /&gt;
[[HalfDoneWikiStartupGuide|An old guide, once featured on the portal (edits welcome!)]] - ''Dec. 09''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Research Phase Guide]] - ''Feb. 10''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spending turns on oversummoning servers]] - ''Mar. 10''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Knight of Dawn's The Reincarnation Simplified Guide]] - ''Aug. 11''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Allah's One Page Newbie Guide]] - ''May 15'' &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;{{black}} &amp;lt;i&amp;gt;Nether - Black&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alzorath's Nether Guide]] - ''May 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sabre Nether Guide]] - ''May 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Seraph's Devils Guide]] - ''Nov. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Weaver's black rushing]] - ''Nov. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Broke and Butter's Battlelust Battle Guide]] - ''Apr. 07''&amp;lt;br&amp;gt;&lt;br /&gt;
[[DOLZero's Devil Guide]] - ''May 07''&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Only Guide to Nether You Will Ever Need]] - ''July 07''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Umbra's Nether Guide]] - ''Apr. 08''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;{{Plain}} &amp;lt;i&amp;gt;Advanced Guidance&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Topian Early Ranking]] - ''Mar. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Catfishing]] - ''Feb. 07''&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;{{red}} &amp;lt;i&amp;gt;Eradication - Red&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alzorath's Eradication Guide]] - ''Nov. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Azreal's long and detailed ERAD Guide|Azreal's Red Guide]] - ''Nov. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[RedGuide]] - ''Feb. 10''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jgnod's Red Stacking]] - &amp;quot;Aug 14&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&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 valign=&amp;quot;top&amp;quot;&amp;gt;{{Plain}} &amp;lt;i&amp;gt;Game Mechanics&amp;lt;/i&amp;gt;&lt;br /&gt;
[[War Formulas from the Ronin Assassins|Ronin's War Formulas]] - ''Jan. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Understanding Stacking]] - ''Dec. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Summoning Rates]] - ''Aug. 07''&amp;lt;br&amp;gt;&lt;br /&gt;
[[General Mechanics Guide| General Mechanics Guide v0.3]] - ''Oct. 07''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Battle Mechanics]] - ''Jul. 12''&amp;lt;br&amp;gt;&lt;br /&gt;
[[GodFavour|Favour from Gods]] - ''May 10''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pairing]] - ''Feb. 11''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;{{green}} &amp;lt;i&amp;gt;Verdancy - Green&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[A Basic Guide to Verdancy|Simple Verdant Guide]] - ''Mar. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Roxton's Simple Tips|Roxton's Tips for Verdant]] - ''Oct. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Incomplete: weaver's complete guide to green rushing]] - ''Oct. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[SirHatterGreenGuide|Sir Hatter's Green Guide for Apprentice Server]] - ''Dec. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[http://ubb.the-reincarnation.com/viewtopic.php?t=10320 Verdant Stacking in UBB Hall of Sages] - ''Forum Post 06-08''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alzorath's Verdant Guide]] - ''Jan. 07''&amp;lt;br&amp;gt;&lt;br /&gt;
&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 valign=&amp;quot;top&amp;quot;&amp;gt;{{Plain}} &amp;lt;i&amp;gt;Tools or Calculators&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Geld Optimizer Applet]] - ''Apr. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lonectzn's Stack Calculator]] - ''May 08''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;{{blue}} &amp;lt;i&amp;gt;Phantasm - Blue&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alzorath's Phantasm Guide]] - ''May 06''&amp;lt;br&amp;gt;&lt;br /&gt;
&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 valign=&amp;quot;top&amp;quot;&amp;gt;{{Plain}} &amp;lt;i&amp;gt;Other Information&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grahams War Guide]] - ''Apr. 07''&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Eye Formula]] - ''Dec. 07''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cerberus' COMPLETE guide to warfare]] - ''Jan. 08''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;{{white}} &amp;lt;i&amp;gt;Ascendancy - White&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Maerlyn Style White]] - ''Mar. 06''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sirhatter’s Complete White Guide (AM)|Sirhatter’s White Guide]] - ''Oct. 07''&amp;lt;br&amp;gt;&lt;br /&gt;
[[DL_Snake's Ascendancy Guide|DL_Snake's Ascendant Guide]] - ''Jan. 08&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Contributing to this section? Great! Just dump your new page somewhere in the''&lt;br /&gt;
''TALK pages and we'll organise this page further.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==GalaxyNet and TR IRC==&lt;br /&gt;
Guidance to help you set up a connection to the Galaxynet IRC network, and channels such as #reincarnation.&lt;br /&gt;
* [[IRC|What is IRC, what is this TR-irc server?]]&lt;br /&gt;
* [[IRC_mIRC|Setting up IRC]]&lt;br /&gt;
* [[agentsvr Guide to a registered nick @ GalaxyNet]]&lt;br /&gt;
* [[cvn's Guide to IRC @ GalaxyNet]]&lt;br /&gt;
* [[IRC Guide for Archmages]]&lt;br /&gt;
[[Category:Main Pages]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49964</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49964"/>
		<updated>2016-07-06T18:36:16Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Strategies, right after reincarnating your mage=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
If you decide to finish research as quick as possible, you can still do it in several ways. This page presents a straightforward simple way, and some alternatives.&lt;br /&gt;
&lt;br /&gt;
No matter what choice you make, make sure that you keep enough forts to stay alive!&lt;br /&gt;
&lt;br /&gt;
=First, Second and Third run=&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
&lt;br /&gt;
==Research-Only Start==&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds&lt;br /&gt;
* watch your [[geld]] income using status report, watch your population growth&lt;br /&gt;
* if your [[population]] is close to max: build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 350 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of forts, barracks, nodes etc.&lt;br /&gt;
* No guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have roughly twice this much land by now and won't be able to exploit Council Protection.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up 200 turns...&lt;br /&gt;
* explore/build to 1500-1650 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated ~200 [[turns]] (480 on Lightning)&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.  By the time you're starting to climb, your mage will have passively researched your last spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for 200 turns (max turns) before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
* with 200 new turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49963</id>
		<title>Researching for dummies</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Researching_for_dummies&amp;diff=49963"/>
		<updated>2016-07-06T18:31:51Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Strategies, right after reincarnating your mage=&lt;br /&gt;
You have a couple of options to choose from when you create your mage...&lt;br /&gt;
* Rushing for land with relative simple units available in the beginning of the game (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Gelding for off-color spells, heroes etc. (not discussed here; only advisable if the reset has just begun)&lt;br /&gt;
* Researching as quick as possible (YEAH! discussed here!)&lt;br /&gt;
&lt;br /&gt;
If you decide to finish research as quick as possible, you can still do it in several ways. This page presents a straightforward simple way, and some alternatives.&lt;br /&gt;
&lt;br /&gt;
No matter what choice you make, make sure that you keep enough forts to stay alive!&lt;br /&gt;
&lt;br /&gt;
=First, Second and Third run=&lt;br /&gt;
* it's often advisable that you not keep an army as keeping an army is often a waste of land and resources (extra towns, farms, nodes are required)&lt;br /&gt;
* exploit [[Protection#Apprentice_protection|Apprentice]] and [[Protection#Council_protection|Council]] Protection status to your benefit: don't spend more than 120 turns on the first run and don't move if you are attacked into Council Protection; leave protection when YOU are ready for it&lt;br /&gt;
&lt;br /&gt;
==Research-Only Start==&lt;br /&gt;
===First Run (120 turns)===&lt;br /&gt;
Use the first 120 [[turns]] in the following manner:&lt;br /&gt;
* disband all the troops you get initially&lt;br /&gt;
* explore a few [[turns]] - build workshops one turn by one turn (build a few farms if you need to)&lt;br /&gt;
* explore a bit more - build some workshops, towns, farms, and a few guilds&lt;br /&gt;
* watch your [[geld]] income using status report, watch your population growth&lt;br /&gt;
* if your [[population]] is close to max: build extra farms and towns&lt;br /&gt;
* keep food production (from farms) and residential space (mainly from towns) in balance&lt;br /&gt;
&lt;br /&gt;
If you don't grasp the above: go read [[Groentje Players Manual|Players Manual]] sections [[Groentje Players Manual Ch4|INTERIOR]] and [[Groentje Players Manual Ch5|MAGIC]] , then read this again!&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, by performing the steps above, you should be able to build to:&lt;br /&gt;
* 800 land&lt;br /&gt;
* around 400 workshops&lt;br /&gt;
* about 350 land in farms-plus-towns&lt;br /&gt;
* remaining small amount of forts, barracks, nodes etc.&lt;br /&gt;
* No guilds yet - we'll build those in the 2nd run&lt;br /&gt;
&lt;br /&gt;
On Lightning, the exploration rate is increased drastically, and although you want to follow a similar process, you should have roughly twice this much land by now and won't be able to exploit Council Protection.&lt;br /&gt;
&lt;br /&gt;
===Second Run===&lt;br /&gt;
On all servers other than Lightning, after saving up 200 turns...&lt;br /&gt;
* explore/build to 1500-1650 land, 40-50 turns at a time&lt;br /&gt;
** keep 10-14 forts&lt;br /&gt;
** build guilds on new land&lt;br /&gt;
** check your status report every 40-50 turns to make sure your geld storage and production is acceptable (don't geld crash!)&lt;br /&gt;
&lt;br /&gt;
At 100-150 SL, you may want to force your research path to research blue spells until you get concentration (which you'll need extra nodes to upkeep.)&lt;br /&gt;
&lt;br /&gt;
On non-Lightning servers, you will probably want to stay at 1500-1600 for the duration of research in order to take advantage of [[Protection|Council Protection]].&lt;br /&gt;
&lt;br /&gt;
===Third Run and Beyond===&lt;br /&gt;
&lt;br /&gt;
Until you are nearly done (within 50 turns) with research, continue researching.  You may want to actively research by spending turns on the research page, or you can let passive research do its job and keep doing the explore/build routine.&lt;br /&gt;
&lt;br /&gt;
Refer to the [[Spell Level]] page to ascertain when you are nearly finished with research.&lt;br /&gt;
&lt;br /&gt;
=Financing your Research=&lt;br /&gt;
* don't keep an army (see [[#Basics_of_troopless_defense|basics of troopless defense]]), so that won't cost you [[geld]]&lt;br /&gt;
* If you keep an army: make it disbandable m.p. eaters. Disband it when you are spending big amounts of turns doing the research.&lt;br /&gt;
* watch your [[geld]] stock (make notes) to see how fast it is dropping. Perhaps at some point you need more [[geld]]... someway. &lt;br /&gt;
* you could sell some items&lt;br /&gt;
* increase your geld income by building more towns/farms (check your status report to make sure that Food Production &amp;amp; Residential Space are balanced)&lt;br /&gt;
* use the geld/tax feature if you need gold in a hurry&lt;br /&gt;
* spells that increase your [[geld]] income usually are not worth the their [[mana|m.p.]] upkeep/turn investment/node-landuse during research phase&lt;br /&gt;
&lt;br /&gt;
=Basics of Troopless Defense=&lt;br /&gt;
* as long as you are not attacked: spend every turn researching &lt;br /&gt;
* when you are attacked and are 'in council protection &amp;quot;P&amp;quot;' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours, see [[Groentje_Players_Manual_Ch6#Protection|Players Manual, section on Protection]].&lt;br /&gt;
* if you are in Council Protection, wait without moving until you have accumulated ~200 [[turns]] (480 on Lightning)&lt;br /&gt;
* be on the watch for an incoming attack; if you are attacked, check yourself on the rank list: if you are in &amp;quot;P&amp;quot;, don't move anymore just wait for turns &lt;br /&gt;
* rebuild your forts when necessary&lt;br /&gt;
&lt;br /&gt;
=Speeding Up Research=&lt;br /&gt;
See also [[Groentje_Players_Manual_Ch5|section on MAGIC in players manual]]&lt;br /&gt;
* more guilds = faster research&lt;br /&gt;
* Use Concentration to reduce the number of turns used to research a spell&lt;br /&gt;
** the effectiveness of Concentration depends on what colour you are: Green/Red: cast after spell level is ~200, Blues cast &amp;amp; re-apply every 100 spell level, white/black cast &amp;amp; re-apply every 150 turns&lt;br /&gt;
** to re-apply concentration, acquire another level in the Skill [[Grand Enchanter]] (this saves turns and mana)&lt;br /&gt;
* acquire a &amp;quot;Sage&amp;quot; hero&lt;br /&gt;
* investing geld in donations to gods, CAN give you concentration level 777, and that will speed up research for a brief while (research a big spell in one turn!)&lt;br /&gt;
&lt;br /&gt;
=Exiting Research=&lt;br /&gt;
When you are within 50 turns of finishing research, you should destroy down to 500-800 guilds and prepare to upkeep an army (e.g. build nodes, farms, and towns for summoning, enchantments, and recruitment) and have your first attack run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alternative Strategies=&lt;br /&gt;
==Geld start, switching to research==&lt;br /&gt;
This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.&lt;br /&gt;
&lt;br /&gt;
===First run===&lt;br /&gt;
* try a gelding start (on 550-ish land, [[Geld Optimizer Applet]]), for the first 120 turns. &lt;br /&gt;
* don't bid on anything, just sit and wait for 200 turns (max turns) before you move out of Apprentice Status and enter the battle zone.&lt;br /&gt;
&lt;br /&gt;
===Second run===&lt;br /&gt;
* do 50 turns more gelding (to 170 turns) &lt;br /&gt;
* then explore to about 1550 land &lt;br /&gt;
* then build workshops 1 turn by 1 turn to about 399 &lt;br /&gt;
* build to 8 forts &lt;br /&gt;
* then build guilds on the remaining land &lt;br /&gt;
* start researching advanced and simple spells until 0 turns. &lt;br /&gt;
&lt;br /&gt;
===third run===&lt;br /&gt;
* with 200 new turns &lt;br /&gt;
* destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds. &lt;br /&gt;
* you will have enough geld from the first gelding day to keep researching. &lt;br /&gt;
&lt;br /&gt;
===thereafter===&lt;br /&gt;
as above&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[Guides|Back to Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49962</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49962"/>
		<updated>2016-07-06T17:15:59Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Valor vs. Tactics=&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a Warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using the &amp;quot;Attack&amp;quot; formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 (damage modifier) * 1.0 (efficiency) = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 * 1.0 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 * 0.5 * 1.0 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.26 * 0.5 * 1.0 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, swift, beauty.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;br /&gt;
&lt;br /&gt;
*Above level 14, Tactics becomes significantly stronger than Valor, even for primary-only units and also in regular attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:hero abilities]]&lt;br /&gt;
[[category:Battle Factors]]&lt;br /&gt;
[[Category:Heroes]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49961</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49961"/>
		<updated>2016-07-06T17:14:23Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a Warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using the &amp;quot;Attack&amp;quot; formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 (damage modifier) * 1.0 (efficiency) = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 * 1.0 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 * 0.5 * 1.0 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.26 * 0.5 * 1.0 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, swift, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;br /&gt;
&lt;br /&gt;
*Above level 14, Tactics becomes significantly stronger than Valor, even for primary-only units and also in regular attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:hero abilities]]&lt;br /&gt;
[[category:Battle Factors]]&lt;br /&gt;
[[Category:Heroes]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49960</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49960"/>
		<updated>2016-07-06T17:08:59Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a Warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using a stripped-down version of the &amp;quot;Attack&amp;quot; formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.26 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, swift, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;br /&gt;
&lt;br /&gt;
*Above level 14, Tactics becomes significantly stronger than Valor, even for primary-only units and also in regular attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:hero abilities]]&lt;br /&gt;
[[category:Battle Factors]]&lt;br /&gt;
[[Category:Heroes]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49959</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49959"/>
		<updated>2016-07-06T17:08:32Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a Warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using a stripped-down version of the &amp;quot;Attack&amp;quot; formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, swift, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;br /&gt;
&lt;br /&gt;
*Above level 14, Tactics becomes significantly stronger than Valor, even for primary-only units and also in regular attacks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:hero abilities]]&lt;br /&gt;
[[category:Battle Factors]]&lt;br /&gt;
[[Category:Heroes]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49958</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49958"/>
		<updated>2016-07-06T17:06:28Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a Warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using a stripped-down version of the &amp;quot;Attack&amp;quot; formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, swift, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:hero abilities]]&lt;br /&gt;
[[category:Battle Factors]]&lt;br /&gt;
[[Category:Heroes]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49957</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49957"/>
		<updated>2016-07-06T17:02:50Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a Warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (''using the '''Attack = UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency''' formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, swift, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:hero abilities]]&lt;br /&gt;
[[category:Battle Factors]]&lt;br /&gt;
[[Category:Heroes]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49956</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49956"/>
		<updated>2016-07-06T17:02:29Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a Warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (''using the '''Attack = UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency''' formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 Warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, swift, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:hero abilities]]&lt;br /&gt;
[[category:Battle Factors]]&lt;br /&gt;
[[Category:Heroes]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49955</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49955"/>
		<updated>2016-07-06T17:01:47Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 warlord as follows (''using the '''Attack = UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency''' formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, swift, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:hero abilities]]&lt;br /&gt;
[[category:Battle Factors]]&lt;br /&gt;
[[Category:Heroes]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49954</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49954"/>
		<updated>2016-07-06T16:59:53Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 warlord as follows (''using the '''Attack = UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency''' formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, swift, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49953</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49953"/>
		<updated>2016-07-06T16:58:04Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Conclusions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 warlord as follows (''using the '''Attack = UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency''' formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, swift, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49952</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49952"/>
		<updated>2016-07-06T16:57:11Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]].&lt;br /&gt;
&lt;br /&gt;
At lvl 14, a Valor hero provides level-6 Valor, or a 9% boost to primary (only) and counter AP, calculated off of their base values.  At the same level (14), a warlord provides 1% extra accuracy to all attacks.  Comparing these two abilities at these levels, we get the following results...&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
:Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 warlord as follows (''using the '''Attack = UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency''' formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
:Assuming a siege battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 Valor hero and a level 14 warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Tactics''': 100,000 * 0.36 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculations above show Valor and Tactics from a level 14 hero to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, switch, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks and sieges, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve Valor more than Tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve Tactics more than Valor.  For example, Tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49951</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49951"/>
		<updated>2016-07-06T16:48:51Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]]. At lvl 14, a VALOR (9) hero provides 9% to primary (only) and counter AP (subsequently reduced by accuracy, efficiency and random factors). At lvl 14, a TACTICS (14) hero provides 1% extra accuracy to all attacks.&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 valor hero and a level 14 warlord as follows (''using the '''Attack = UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency''' formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Warlord''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 valor hero and a level 14 warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Warlord''': 100,000 * 0.36 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculation above shows Valor and Tactics at level 14 to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, switch, beauty.)&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve valor more than tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve tactics more than valor.  For example, tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49950</id>
		<title>Valor versus Tactics</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Valor_versus_Tactics&amp;diff=49950"/>
		<updated>2016-07-06T16:48:19Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Valor vs. Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valor vs. Tactics==&lt;br /&gt;
{{NeedsConfirm}}&lt;br /&gt;
The common hero ability [[Valor]] is often compared to more expensive and rare ability [[Tactics]] (lvl 14+ [[Warlord]]). Heroes with [[Valor]] enabled (LVL 9 and higher) are much easier and cheaper to get than the high level (LVL 14+) [[Warlord]]. At lvl 14, a VALOR (9) hero provides 9% to primary (only) and counter AP (subsequently reduced by accuracy, efficiency and random factors). At lvl 14, a TACTICS (14) hero provides 1% extra accuracy to all attacks.&lt;br /&gt;
&lt;br /&gt;
====Regular====&lt;br /&gt;
Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 valor hero and a level 14 warlord as follows (''using the '''Attack = UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency''' formula from [[Damage Formula]]''):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.33 (accuracy) * 0.5 = 17,985 effective attack power&lt;br /&gt;
:: '''Warlord''': 100,000 * 0.36 * 0.5 = 18,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
Assuming a regular or defensive battle and Sun favor, a 100,000 primary attack becomes modified by a level 14 valor hero and a level 14 warlord as follows (using the same formula from above):&lt;br /&gt;
:: '''Valor''': 100,000 * 1.09 (valor boost) * 0.23 (accuracy) * 0.5 = 12,535 effective attack power&lt;br /&gt;
:: '''Warlord''': 100,000 * 0.36 * 0.5 = 13,000 effective attack power&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
* The calculation above shows Valor and Tactics at level 14 to be comparable, assuming that your army is heavy on primary attacks, not already AP-boosted by enchantments like Plant Growth (see below), and that your opponent's units do not have many defensive accuracy-affecting abilities (fear, switch, beauty.)&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
*For simpler units with a main primary attack, Valor performs well, especially in regular attacks.  For complex and ultimate units with powerful secondary attacks, Tactics is superior.&lt;br /&gt;
&lt;br /&gt;
*Although some enchantments (such as THL) will improve valor more than tactics, it's much more often the case that battle spells, battle items, heroes, enchantments, etc. will improve tactics more than valor.  For example, tactics is generally much better than Valor for Verdant because Valor's attack bonus is based of Treant/Mandrake base attack which is low to begin with, making an accuracy bonus much more beneficial to Treants and other treefolk since it augments their entire attack, not merely their base primary attacks.&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49949</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49949"/>
		<updated>2016-07-06T16:15:32Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.;  all of these factors are added and subtracted together&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5 if the attack is a primary attack), [[large shield]] (0.5 if UnitA's attack is ranged), [[Weakness_To_Attacktype|weakness]] (2.0 if the attack contains the attack type matching the weakness), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if even that; see, for example, [[Plant_growth#Usage_Tip]]) and not at all on secondary attacks.  (See: [[Valor_versus_Tactics|Valor vs. Tactics]].) This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.  &lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
*'''UnitR_defensive_abilities''' -- although it may seem counter-intuitive, this factor is on the bottom so that we can use the exact same coefficients as above, e.g. 0.5 for large shield (if UnitA's attack is ranged), 0.7 for healing, 2.0 for weakness, etc.;  keep in mind that dividing by 0.5, like in the case of large shield or charm, is the same as multiplying the numerator (hitpoints) by 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy High Elves top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Lightning Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, and now weighting them in respect to their the proportions of HE damage output, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  If you don't like this method, you can always use the standard damage formula from above and simply testing how much damage some number of HE (for example, 10,000 HE) would do to various units.  That said, treants are the winners here with AA not too far behind, although whether you want to summon Treants, as a white, for this purpose is up to you!&lt;br /&gt;
&lt;br /&gt;
Tip: When running these calculations, keep in mind that results over 100 should be considered &amp;quot;excellent,&amp;quot; results over 65 should be considered &amp;quot;good,&amp;quot; and results over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49948</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49948"/>
		<updated>2016-07-06T11:30:01Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.;  all of these factors are added and subtracted together&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5 if the attack is a primary attack), [[large shield]] (0.5 if UnitA's attack is ranged), [[Weakness_To_Attacktype|weakness]] (2.0 if the attack contains the attack type matching the weakness), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if even that; see, for example, [[Plant_growth#Usage_Tip]]) and not at all on secondary attacks.  (See: [[Valor_versus_Tactics|Valor vs. Tactics]].) This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.  &lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
*'''UnitR_defensive_abilities''' -- although it may seem counter-intuitive, this factor is on the bottom so that we can use the exact same coefficients as above, e.g. 0.5 for large shield (if UnitA's attack is ranged), 0.7 for healing, 2.0 for weakness, etc.;  keep in mind that dividing by 0.5, like in the case of large shield or charm, is the same as multiplying the numerator (hitpoints) by 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Lightning Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, and now weighting them in respect to their the proportions of HE damage output, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
When running these calculations, keep in mind that results over 100 should be considered &amp;quot;excellent,&amp;quot; results over 65 should be considered &amp;quot;good,&amp;quot; and results over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49947</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49947"/>
		<updated>2016-07-06T11:24:09Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Using the Damage Formula to your benefit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.;  all of these factors are added and subtracted together&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5 if the attack is a primary attack), [[large shield]] (0.5 if UnitA's attack is ranged), [[Weakness_To_Attacktype|weakness]] (2.0 if the attack contains the attack type matching the weakness), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if even that; see, for example, [[Plant_growth#Usage_Tip]]) and not at all on secondary attacks.  (See: [[Valor_versus_Tactics|Valor vs. Tactics]].) This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.  &lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
*'''UnitR_defensive_abilities''' -- although it may seem counter-intuitive, this factor is on the bottom so that we can use the exact same coefficients as above, e.g. 0.5 for large shield (if UnitA's attack is ranged), 0.7 for healing, 2.0 for weakness, etc.;  keep in mind that dividing by 0.5, like in the case of large shield or charm, is the same as multiplying the numerator (hitpoints) by 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, and now weighting them in respect to their the proportions of HE damage output, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
When running these calculations, keep in mind that results over 100 should be considered &amp;quot;excellent,&amp;quot; results over 65 should be considered &amp;quot;good,&amp;quot; and results over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49946</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49946"/>
		<updated>2016-07-06T11:23:37Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Using the Damage Formula to your benefit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.;  all of these factors are added and subtracted together&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5 if the attack is a primary attack), [[large shield]] (0.5 if UnitA's attack is ranged), [[Weakness_To_Attacktype|weakness]] (2.0 if the attack contains the attack type matching the weakness), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if even that; see, for example, [[Plant_growth#Usage_Tips]]) and not at all on secondary attacks.  (See: [[Valor_versus_Tactics|Valor vs. Tactics]].) This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.  &lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
*'''UnitR_defensive_abilities''' -- although it may seem counter-intuitive, this factor is on the bottom so that we can use the exact same coefficients as above, e.g. 0.5 for large shield (if UnitA's attack is ranged), 0.7 for healing, 2.0 for weakness, etc.;  keep in mind that dividing by 0.5, like in the case of large shield or charm, is the same as multiplying the numerator (hitpoints) by 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, and now weighting them in respect to their the proportions of HE damage output, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
When running these calculations, keep in mind that results over 100 should be considered &amp;quot;excellent,&amp;quot; results over 65 should be considered &amp;quot;good,&amp;quot; and results over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49945</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49945"/>
		<updated>2016-07-06T11:23:16Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Using the Damage Formula to your benefit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.;  all of these factors are added and subtracted together&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5 if the attack is a primary attack), [[large shield]] (0.5 if UnitA's attack is ranged), [[Weakness_To_Attacktype|weakness]] (2.0 if the attack contains the attack type matching the weakness), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if even that; see, for example, [[Plant_growth#Usage_Tipless]]) and not at all on secondary attacks.  (See: [[Valor_versus_Tactics|Valor vs. Tactics]].) This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.  &lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
*'''UnitR_defensive_abilities''' -- although it may seem counter-intuitive, this factor is on the bottom so that we can use the exact same coefficients as above, e.g. 0.5 for large shield (if UnitA's attack is ranged), 0.7 for healing, 2.0 for weakness, etc.;  keep in mind that dividing by 0.5, like in the case of large shield or charm, is the same as multiplying the numerator (hitpoints) by 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, and now weighting them in respect to their the proportions of HE damage output, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
When running these calculations, keep in mind that results over 100 should be considered &amp;quot;excellent,&amp;quot; results over 65 should be considered &amp;quot;good,&amp;quot; and results over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49944</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49944"/>
		<updated>2016-07-06T11:17:04Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.;  all of these factors are added and subtracted together&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5 if the attack is a primary attack), [[large shield]] (0.5 if UnitA's attack is ranged), [[Weakness_To_Attacktype|weakness]] (2.0 if the attack contains the attack type matching the weakness), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
*'''UnitR_defensive_abilities''' -- although it may seem counter-intuitive, this factor is on the bottom so that we can use the exact same coefficients as above, e.g. 0.5 for large shield (if UnitA's attack is ranged), 0.7 for healing, 2.0 for weakness, etc.;  keep in mind that dividing by 0.5, like in the case of large shield or charm, is the same as multiplying the numerator (hitpoints) by 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, and now weighting them in respect to their the proportions of HE damage output, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
When running these calculations, keep in mind that results over 100 should be considered &amp;quot;excellent,&amp;quot; results over 65 should be considered &amp;quot;good,&amp;quot; and results over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49943</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49943"/>
		<updated>2016-07-06T10:24:30Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5 if UnitA's attack is ranged), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
*'''UnitR_defensive_abilities''' -- although it may seem counter-intuitive, this factor is on the bottom so that we can use the exact same coefficients as above, e.g. 0.5 for large shield (if UnitA's attack is ranged), 0.7 for healing, 2.0 for weakness, etc.;  keep in mind that dividing by 0.5, like in the case of large shield or charm, is the same as multiplying the numerator (hitpoints) by 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, and now weighting them in respect to their the proportions of HE damage output, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
When running these calculations, keep in mind that results over 100 should be considered &amp;quot;excellent,&amp;quot; results over 65 should be considered &amp;quot;good,&amp;quot; and results over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49942</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49942"/>
		<updated>2016-07-06T07:22:39Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
*'''UnitR_defensive_abilities''' -- although it may seem counter-intuitive, this factor is on the bottom so that we can use the exact same coefficients as above, e.g. 0.5 for large shield, 0.7 for healing, 2.0 for weakness, etc.;  keep in mind that dividing by 0.5, like in the case of large shield or charm, is the same as multiplying the numerator (hitpoints) by 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, and now weighting them in respect to their the proportions of HE damage output, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
When running these calculations, keep in mind that results over 100 should be considered &amp;quot;excellent,&amp;quot; results over 65 should be considered &amp;quot;good,&amp;quot; and results over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49941</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49941"/>
		<updated>2016-07-06T07:17:54Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
*'''UnitR_defensive_abilities''' -- although it may seem counter-intuitive, this factor is on the bottom so that we can use the exact same coefficients as above, e.g. 0.5 for large shield, 0.7 for healing, 2.0 for weakness, etc.;  keep in mind that dividing by 0.5, like in the case of large shield or charm, is the same as multiplying the numerator (hitpoints) by 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
When running these calculations, keep in mind that results over 100 should be considered &amp;quot;excellent,&amp;quot; results over 65 should be considered &amp;quot;good,&amp;quot; and results over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49940</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49940"/>
		<updated>2016-07-06T07:12:44Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
When running these calculations, keep in mind that results over 100 should be considered &amp;quot;excellent,&amp;quot; results over 65 should be considered &amp;quot;good,&amp;quot; and results over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49939</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49939"/>
		<updated>2016-07-06T07:10:23Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
When running these calculations, keep in mind that any results over 100 should be considered &amp;quot;excellent,&amp;quot; anything over 65 should be considered &amp;quot;good,&amp;quot; and anything over 40 should be considered &amp;quot;decent.&amp;quot;  A result under 30 is quite bad, but it may be inevitable if your opponent is a green using heavy HE + eye/candle, a red using heavy RD/chims + stun/oil, or any other stacking that yields high damage output.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49938</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49938"/>
		<updated>2016-07-06T04:04:44Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so this was a pretty ridiculous example.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49937</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49937"/>
		<updated>2016-07-06T04:02:24Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be nearly this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each... yuck!), so calculating this isn't usually this ridiculous.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49936</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49936"/>
		<updated>2016-07-06T04:00:01Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each), so calculating this isn't usually this ridiculous.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49935</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49935"/>
		<updated>2016-07-06T03:59:11Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
====Unicorn====&lt;br /&gt;
=====Unicorn=====&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be this complicated (lots of accuracy bonuses, candle, two attacks with two attack types each), so calculating this isn't usually this ridiculous.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49934</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49934"/>
		<updated>2016-07-06T03:57:42Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Paralyze Soaking Ability''' = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Paralyze Soaking Ability''' = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Paralyze Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Paralyze Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Paralyze Soaking Ability''' = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn Ranged-Lightning Soaking Ability''' = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Ranged-Lightning Soaking Ability''' = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar Ranged-Lightning Soaking Ability''' = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion Ranged-Lightning Soaking Ability''' = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Ranged-Lightning Soaking Ability''' = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Ranged-Paralyze Soaking Ability''' = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel Soaking Ability''' = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni Soaking Ability''' = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant Soaking Ability''' = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be this complicated (lots of accuracy bonuses, candle, two attacks with two damage types each), so calculating this isn't usually this ridiculous.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49933</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49933"/>
		<updated>2016-07-06T03:55:51Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn''': Ranged-Paralyze Soaking Ability = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''': Ranged-Paralyze Soaking Ability = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar''': Ranged-Paralyze Soaking Ability = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion''': Ranged-Paralyze Soaking Ability = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni''': Ranged-Paralyze Soaking Ability = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant''': Ranged-Paralyze Soaking Ability = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn''': Ranged-Lightning Soaking Ability = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''': Ranged-Lightning Soaking Ability = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar''': Ranged-Lightning Soaking Ability = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion''': Ranged-Lightning Soaking Ability = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni''': Ranged-Lightning Soaking Ability = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant''': Ranged-Paralyze Soaking Ability = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''' Soaking Ability = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni''' Soaking Ability = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant''': Soaking Ability = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be this complicated (lots of accuracy bonuses, candle, two attacks with two damage types each), so calculating this isn't usually this ridiculous.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49932</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49932"/>
		<updated>2016-07-06T03:55:20Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
'''Unicorn''': Ranged-Paralyze Soaking Ability = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''': Ranged-Paralyze Soaking Ability = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar''': Ranged-Paralyze Soaking Ability = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion''': Ranged-Paralyze Soaking Ability = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni''': Ranged-Paralyze Soaking Ability = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant''': Ranged-Paralyze Soaking Ability = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
'''Unicorn''': Ranged-Lightning Soaking Ability = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''': Ranged-Lightning Soaking Ability = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar''': Ranged-Lightning Soaking Ability = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion''': Ranged-Lightning Soaking Ability = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni''': Ranged-Lightning Soaking Ability = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant''': Ranged-Paralyze Soaking Ability = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''' Soaking Ability = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni''' Soaking Ability = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant''': Soaking Ability = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be this complicated (lots of accuracy bonuses, candle, two attacks with two damage types each), so calculating this isn't usually this ridiculous.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49931</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49931"/>
		<updated>2016-07-06T03:55:03Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
'''Unicorn''': Ranged-Paralyze Soaking Ability = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''': Ranged-Paralyze Soaking Ability = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar''': Ranged-Paralyze Soaking Ability = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion''': Ranged-Paralyze Soaking Ability = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni''': Ranged-Paralyze Soaking Ability = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant''': Ranged-Paralyze Soaking Ability = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
'''Unicorn''': Ranged-Lightning Soaking Ability = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''': Ranged-Lightning Soaking Ability = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
'''Knight Templar: Ranged-Lightning Soaking Ability = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dominion''': Ranged-Lightning Soaking Ability = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni''': Ranged-Lightning Soaking Ability = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant''': Ranged-Paralyze Soaking Ability = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''' Soaking Ability = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Djinni''' Soaking Ability = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Treant''': Soaking Ability = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be this complicated (lots of accuracy bonuses, candle, two attacks with two damage types each), so calculating this isn't usually this ridiculous.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49930</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49930"/>
		<updated>2016-07-06T03:54:23Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Damage-Soaking Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
'''Unicorn''': Ranged-Paralyze Soaking Ability = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''': Ranged-Paralyze Soaking Ability = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&amp;lt;br&amp;gt;&lt;br /&gt;
''Knight Templar: Ranged-Paralyze Soaking Ability = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
''Dominion'': Ranged-Paralyze Soaking Ability = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
''Djinni'': Ranged-Paralyze Soaking Ability = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&amp;lt;br&amp;gt;&lt;br /&gt;
''Treant'': Ranged-Paralyze Soaking Ability = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
'''Unicorn''': Ranged-Lightning Soaking Ability = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&amp;lt;br&amp;gt;&lt;br /&gt;
'''Archangel''': Ranged-Lightning Soaking Ability = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&amp;lt;br&amp;gt;&lt;br /&gt;
''Knight Templar: Ranged-Lightning Soaking Ability = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&amp;lt;br&amp;gt;&lt;br /&gt;
''Dominion'': Ranged-Lightning Soaking Ability = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&amp;lt;br&amp;gt;&lt;br /&gt;
''Djinni'': Ranged-Lightning Soaking Ability = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&amp;lt;br&amp;gt;&lt;br /&gt;
''Treant'': Ranged-Paralyze Soaking Ability = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&amp;lt;br&amp;gt;&lt;br /&gt;
''Archangel'' Soaking Ability = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&amp;lt;br&amp;gt;&lt;br /&gt;
''Djinni'' Soaking Ability = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&amp;lt;br&amp;gt;&lt;br /&gt;
''Treant'': Soaking Ability = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be this complicated (lots of accuracy bonuses, candle, two attacks with two damage types each), so calculating this isn't usually this ridiculous.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49929</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49929"/>
		<updated>2016-07-06T03:53:45Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
=Damage-Soaking Formula=&lt;br /&gt;
'''UnitR_Soaking_Ability =  UnitR_hitpoints / (accuracy * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities * UnitR_netpower)&lt;br /&gt;
&lt;br /&gt;
Using the equation above, which might be called the '''''Damage-Soaking Formula''''', you can calculate how well certain units are at defending against various attacks.&lt;br /&gt;
&lt;br /&gt;
For example, if you were an Ascendant mage attacking an verdant mage who was known to be using a heavy HE top with an eye+candle (+10% accuracy for HE, -10% resistances for attacker) defensive assignment, you'll have to decide between using an AA, unicorn, KT, dominion, djinni, or treant top, at which point you could compare their ability to take damage from the HE, which we'll assume to also have a 7% accuracy boost from Nature's Lore and a 3% boost from Sun favor.&lt;br /&gt;
&lt;br /&gt;
'''Unicorn''': Ranged-Paralyze Soaking Ability = 2500 / (0.35 * 0.65 * 1 * 375) = 29.30&lt;br /&gt;
'''Archangel''': Ranged-Paralyze Soaking Ability = 5000 / (0.45 * 0.75 * 0.7 * 750) = 28.22&lt;br /&gt;
''Knight Templar: Ranged-Paralyze Soaking Ability = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&lt;br /&gt;
''Dominion'': Ranged-Paralyze Soaking Ability = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&lt;br /&gt;
''Djinni'': Ranged-Paralyze Soaking Ability = 7650 / (0.5 * 0.425 * 1 * 1700) = 21.18&lt;br /&gt;
''Treant'': Ranged-Paralyze Soaking Ability = 4200 / (0.5 * 0.39 * 1 * 423) = 50.92&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Unicorn''': Ranged-Lightning Soaking Ability = 2500 / (0.35 * 0.8 * 1 * 375) = 23.81&lt;br /&gt;
'''Archangel''': Ranged-Lightning Soaking Ability = 5000 / (0.45 * 0.4 * 0.7 * 750) = 52.91&lt;br /&gt;
''Knight Templar: Ranged-Lightning Soaking Ability = 375 / (0.5 * 0.925 * 0.5 * 60) = 27.03&lt;br /&gt;
''Dominion'': Ranged-Lightning Soaking Ability = 80000 / (0.45 * 0.25 * 0.7 * 39013) = 26.04&lt;br /&gt;
''Djinni'': Ranged-Lightning Soaking Ability = 7650 / (0.5 * 0.175 * 1 * 1700) = 51.43&lt;br /&gt;
''Treant'': Ranged-Paralyze Soaking Ability = 4200 / (0.5 * 0.765 * 1 * 423) = 25.99&lt;br /&gt;
&lt;br /&gt;
Dropping the clear losers, we have...&lt;br /&gt;
''Archangel'' Soaking Ability = 28.22 * (13/20.5) + 52.91 * (7.5/20.5) = 37.25&lt;br /&gt;
''Djinni'' Soaking Ability = 21.18 * (13/20.5) + 51.43 * (7.5/20.5) = 32.25&lt;br /&gt;
''Treant'': Soaking Ability = 50.92 * (13/20.5) + 25.99 * (7.5/20.5) = 41.80&lt;br /&gt;
&lt;br /&gt;
Usually there will only be 2 or 3 candidates to calculate, and usually the calculations won't be this complicated (lots of accuracy bonuses, candle, two attacks with two damage types each), so calculating this isn't usually this ridiculous.  That said, clearly treants are the winners here!&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49928</id>
		<title>Damage Formula</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Damage_Formula&amp;diff=49928"/>
		<updated>2016-07-06T02:44:29Z</updated>

		<summary type="html">&lt;p&gt;Machiavelli: /* Using the Damage Formula to your benefit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of understanding the mechanics of the game and precisely calculating damage dealt from one stack to another, the damage formula is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Damage Formula=&lt;br /&gt;
&lt;br /&gt;
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * ([[accuracy]]/100) * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''&lt;br /&gt;
&lt;br /&gt;
*'''UnitA''' is the attacking unit&lt;br /&gt;
*'''UnitR''' is the unit receiving the attack&lt;br /&gt;
*'''UnitA_attack_power''' may be modified by valor, berserk, battle spells, battle items, etc.&lt;br /&gt;
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, accuracy-related unit abilities (fear, swift, beauty, marksmanship, clumsiness), enchantments, battle spells, heroes, etc.&lt;br /&gt;
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used&lt;br /&gt;
*'''UnitR_resistance''' is the resistance of UnitR to the [[Attack Type|attack type]] of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these attack types is used; often modified by battle spells, items, hero abilities (mind shield, ice shield, unholy aura), enchantments (Black Sabbath), and uniques&lt;br /&gt;
*'''UnitR_Defensive_Abilities''' would be non-accuracy-related unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together&lt;br /&gt;
&lt;br /&gt;
===Alternate Version of Damage Formula===&lt;br /&gt;
Alternatively, this calculation can be broken up into intermediate parts...&lt;br /&gt;
&lt;br /&gt;
Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency&amp;lt;br&amp;gt;&lt;br /&gt;
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))&amp;lt;br&amp;gt;&lt;br /&gt;
'''UnitR_Losses = Attack/Defend'''&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
===Regular Attack: 245 Water Elemental attacking Vampire===&lt;br /&gt;
* accuracy modifiers: 30% (standard accuracy in a regular attack) - 10% (swift) = 20%; therefore, accuracy/100 = 0.2&lt;br /&gt;
* resistance modifiers: poison (75%), ranged (95%); (1 - (85/100)) = 0.15&lt;br /&gt;
Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 =&amp;gt; '''163 dead Vampire'''&lt;br /&gt;
&lt;br /&gt;
=Using the Damage Formula to your benefit=&lt;br /&gt;
Using the damage formula, you can know how damage is calculated and therefore determine the easiest ways to increase it.&lt;br /&gt;
&lt;br /&gt;
For example, the damage formula will demonstrate that getting a level 17 warlord, which will increase your damage on a siege by roughly 16% (assuming Sun favor and that some of your units won't suffer the siege attack's 10% accuracy penalty), is far better than getting a level 17 veteran whose level 9 valor increases damage by only 12% on primary attacks (if not less) and not at all on secondary attacks.  This formula will also demonstrate that Sun favor's 3% accuracy is also slightly superior to Lucifer favor's 10% AP increase.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, this formula will allow you to decide what battle spells and items you should be using.  For example, using candle against 90% melee-resistant Titans will increase the damage done to them by Treant by 100%, whereas using Potion of Valor would produce much less significant gains.  The same sorts of comparisons can be used when a green is deciding between using Rust Armor, Sword of Light, Flame Blade, or Eye of the Eagle, when a nether is deciding between Foul Water, Battle Lust, or Flame Blade, or when a Phantasm mage is deciding between Double Time or Sleep.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle Factors]]&lt;/div&gt;</summary>
		<author><name>Machiavelli</name></author>
		
	</entry>
</feed>