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	<title>TheReincarnation - User contributions [en]</title>
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	<updated>2026-05-19T08:26:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=5634</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=5634"/>
		<updated>2006-05-13T20:36:35Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Want to play the game 'by the book' - forget it! - well okay, here is some stuff that might set you on the right track. &lt;br /&gt;
* A general resource is this [[Groentje Players Manual|Player's Manual]] (very much updated from the  portal version[http://www.the-reincarnation.com/guide.php]). &lt;br /&gt;
* Very useful to understand whats written on forums, this wiki and the UBB is this list of [[Common Terminology]]&lt;br /&gt;
* and then there is all the stuff below (to which you can contribute and edit)&lt;br /&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;&amp;lt;i&amp;gt;Beginner Guidance&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Portal [http://www.the-reincarnation.com/startup.php Startup Guide] [[HalfDoneWikiStartupGuide|*]]&amp;lt;br&amp;gt;&lt;br /&gt;
Portal [http://www.the-reincarnation.com/tutorials.php Tutorials]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Researching for dummies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mike Clough's Strategy Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Ascendancy - White&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sirhatter’s Complete White Guide (AM)|Sirhatter’s White Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Maerlyn Style White]]&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;&amp;lt;i&amp;gt;Advanced Guidance&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Topian Early Ranking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Eradication - Red&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Azreal's long and detailed ERAD Guide|Azreal's Red Guide]]&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;&amp;lt;i&amp;gt;Game Mechanics&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Alzorath's General FAQ| Alzorath's FAQ v0.2]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[War Formulas from the Ronin Assassins|Ronin's War Formulas]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[GodFavour|Favour from Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Nether - Black&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sabre Nether Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[DOLZero's Devil Guide]]&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;&amp;lt;i&amp;gt;Tools or Calculators&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Geld Optimizer Applet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Phantasm - Blue&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alzorath's Blue Starter Guide]]&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;&amp;lt;i&amp;gt;Other Information&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Verdancy - Green&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Roxton's Simple Tips]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[A Basic Guide to Verdancy]]&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;
&lt;br /&gt;
    Contributing to this section? Great! Just dump your new page &amp;lt;nowiki&amp;gt;[[Like this]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    somewhere here and we'll organise this page further.&lt;br /&gt;
&lt;br /&gt;
=A Guide to GalaxyNet IRC Network=&lt;br /&gt;
* [[cvn's Guide to IRC @ GalaxyNet]]&lt;br /&gt;
* [[agentsvr Guide to a registered nick @ GalaxyNet]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5633</id>
		<title>Alzorath's Phantasm Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5633"/>
		<updated>2006-05-13T20:25:55Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Ok, we'll start out with the stuff that's not going to be kinda skewed to basic knowledge. Due to the high mana requirements of using elementals (mainly in upkeep - casting them is relatively cheap compared to other ultimates) - it's a good idea to maybe put them off until you have attained middle to higher land (3000-5000 acres range for your minimum starting point with elementals).&lt;br /&gt;
&lt;br /&gt;
With blue, when you get to the 3000-5000 range, you can actually support enough 'real units' to have them act as fodder (several thousand HD and [[Medusa]] add up quickly). at 6000 acres, it wouldn't be uncommon to see a solid 10,000 HD and 8,000 [[Medusa]] (there's 18,000 units right there - more than enough to take max land off a 3k land mage, throw in some fatigue and add up your bigger units - and you should be able to reach 30-40k easy enough).&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
Now, I'm going to take a step back, and assume you haven't reached this 3000-5000 land mark, and we'll look at how to reach it, and sustain it when you get there. I'll cover 3 points: Gaining Land Efficiently, Defending your land, and 'the metagame'.&lt;br /&gt;
&lt;br /&gt;
===Gaining Land===&lt;br /&gt;
&lt;br /&gt;
Ok first - gaining land efficiently. at under 3000 acres, this involves a LOT of attacking (if you're thinking less than double digits, you're thinking too small). I know it's hard to see yourself doing 30-40 attacks a day, and still maintaining an army, you'll be able to build up to that over time - test out doing maybe 10-15 attacks in a day while below 3000, doesn't matter if you win or lose, you're just getting used to what it feels like - aim for 25+ the next day.&lt;br /&gt;
&lt;br /&gt;
Another aspect to gaining land efficiently is knowing what to summon to do those attacks, and gain land with it. The metagame plays a decent role in this, but for now we'll stick with a tried and true method - DurableHitter+DurableFodder. This will win less land, but will be more efficient until you have adapted to the metagame. In this some prefer Djinni/Sylph - and nothing else, honestly I find that only works in the first few weeks of a reset before people have whored up (you hit reds/blues with it). For you, I'd recommend [[Djinni]]/[[Sylph]]/[[Sprite]]/[[Pegasus]] + cast [[Gate]] a few times. You should end up with something like [[Djinni]]/[[Sylph]]/AA/[[Sprite]]/[[Angel]]/Uni/[[Pegasus]]/[[Knight]] and around 30k units or some hodgepodge like that. Most of your power in Djinni, and a moderate amount in sylph.&lt;br /&gt;
&lt;br /&gt;
Now to do the attack with this, you have to choose your targets - personally I like Blues and Reds, they're the easiest for me to pop, and relatively good land for the power. Now you may be wondering when I'm going to mention spells/items - well, right now - When hunting blue you will want to use sleep almost always, because in the current metagame Mono-[[Djinni]] and Mono-[[Leviathan]] are the most common, get a sleep through on these and your [[djinni]] and [[sylph]]s will rip them apart. Against reds, I tend to lean towards [[Mental Thrash]] - this will take down [[efreeti]] and [[chimera]] based reds reliably. Now you can go against blacks too - but use [[Paralyze]] (to stop heavy stacks such as heavy [[wraith]] or heavy hd - both enemies). Items are a different matter, as it varies depends on what you think the target may have - if you think a red could be heavy [[Red Dragon]] - send in the [[Head of Medusa]], if you think a blue is heavy [[leviathan]] the same goes - if you think a red is heavy [[chimera]], slip in a scroll of fire protection, if you think a red is heavy efreeti, throw down the same - if you think a blue is heavy [[djinni]], don't bother with items until you're higher in land.&lt;br /&gt;
&lt;br /&gt;
Now that may be a lot to soak in, but it's just general basic strategy (similar stuff can be said for every other color - just the names of units and spells/items change).&lt;br /&gt;
&lt;br /&gt;
===Defending Land===&lt;br /&gt;
&lt;br /&gt;
Next we'll be going onto topic #2 - Defending your land. As a hunting blue - this is simple - drop all the disbandables (there is a reason I didn't say vamps and [[wraith]]s this early big grin) - and summon up a massive army of [[djinni]], save yourself about 150k mana after casting them. Slap on a solid defensive spell and item (I like Satchel/[[Lovesick]], or Satchel/[[Feet of Hermes]] - mechanics about why these work can be found in my FAQ).&lt;br /&gt;
&lt;br /&gt;
This is straightforward - the reason I don't suggest [[Leviathan]]s, is they are of no use to you on your attack runs this low, no need to use them unless you're forced to explore up (then you disband all levs, build, explore, build, summon levs, and assign a solid defense for them - such as [[flight]]/scroll, or [[lovesick]]/scroll)&lt;br /&gt;
&lt;br /&gt;
Defending your land down low is simple - simply don't take more than 10% damage, above is one of the easiest methods.&lt;br /&gt;
&lt;br /&gt;
===The Metagame===&lt;br /&gt;
&lt;br /&gt;
Topic #3 - the metagame, the metagame changes as the players change, and you have to learn to adapt to it - it is best to start testing your units out in different situations - see how those levs do vs hd, or sals, or chimera, or whatever - find out why. Look at the mechanics if you must (although after a while it is better to do it by gut rather than sheer numbers). I've included some unit tips about the units, but you won't know just how much in any direction you can take them without testing or crunching obscenely large amounts of numbers.&lt;br /&gt;
&lt;br /&gt;
==Unit Advice==&lt;br /&gt;
&lt;br /&gt;
===Blue Units===&lt;br /&gt;
&lt;br /&gt;
[[Leviathan]]s: Weak to fire, and a little bit to lightning too. these are amazing soakers - which are of use even on offense to push down your damage dealing stacks to focus on the soft centers. Just because they're weak to something doesn't mean they can't handle it - you just have to know how to make up for this weakness.&lt;br /&gt;
&lt;br /&gt;
[[Mind Ripper]]s: Deadly dangerous, and the hardest blue units to manage in general (even harder than Elementals) - these suckers are a kick in the nuts times ten. Use em, use em well, just avoid poison with them.&lt;br /&gt;
&lt;br /&gt;
[[Elemental]]s: These are your damage workhorses, and really aren't of much use until you can get a solid stack and work with it. Let the water and ice float around mid/bottom stack and rip it out of anything that may wander into their firing path - don't rely on a specific elemental hwen you're summonings - stack to use whatever you get. Air elementals are up higher, keep them behind at least 1 other stack though (I like them 2nd or 3rd) - they can't take a hit, but can outdamage many things that'd hurt them before the other unit even has a chance to strike.&lt;br /&gt;
&lt;br /&gt;
[[Medusa]]: Blue FEAR unit, hide these about in your stacks, they can go a lot of places, and can do a lot of damage (especially to other units with FEAR), just avoid letting them get HIT by units with FEAR (units with fear, suffer no accuracy penalty whens triking other units with fear - make it work FOR you). Medusa are also a cornerstone of the blue rushing strategy (along with Djinni and Mind Rippers).&lt;br /&gt;
&lt;br /&gt;
[[Psychic Wisp]]s: Nice little fatigue unit, although not small enough to be fodder without also being a liability, I usually only keep 1 summon at low lands if any at all - I prefer dryads because they're smaller, durable, and make good fodder and fatigue.&lt;br /&gt;
&lt;br /&gt;
[[Djinni]]: Fliers, semi-durable (but have weaknesses), great vs RD and Chims, and can do some nasty work with their Lightning Secondary and Marksmanship. A lot of people use these defensively and never notice their offensive capabilities, don't make that mistake - they're not as durable as AA, and not as offensive as Chims, but they certainly are a godly middle-ground. Avoid Magic or Poison damages with these guys (Phoenix and Wraiths in particular eat these alive - Water Elementals and Horned Demons are also a threat if they make solid contact).&lt;br /&gt;
&lt;br /&gt;
[[Sirene]]: Good &amp;quot;Fodder Killer Killers&amp;quot; - don't mess with these if you're a new player, they will cost you battles until you figure out just how to use them. These are best used against specific targets (take that as you will).&lt;br /&gt;
&lt;br /&gt;
[[Sprite]]/[[Sylph]]: These 2 units are basically twins - Sprite are the tiny, fast, and lower damage/survivability of the pair, they are valued for their 5 init attack of pure magic. Sylph are my preferred units, with 3 initiative, much better survivability and damage, while slower are much more stocky and dangerous (but take longer to summon).&lt;br /&gt;
&lt;br /&gt;
===Nether Units===&lt;br /&gt;
&lt;br /&gt;
[[Horned Demon]]s - Heavy Ground hitters, very deadly to MR, Djinni, and AA.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s - a great black soaker, you can utilize it better as blue than you can as black.&lt;br /&gt;
&lt;br /&gt;
[[Wraith]]s - Deadly to Djinni, and if hidden can be deadly to Phoenix too. Again, more effective to use as blue than as black.&lt;br /&gt;
&lt;br /&gt;
[[Lich]] - ground soakers, pop eaters, fairly decent units although you can usually include something better for cheaper.&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s - Nice fodder units, you can get them from Blood Ritual (and yes - Blood Ritual is dispellable, try a couple times with 1 mana, will usually dispell on the 3rd-5th try) - these have the same weaknesses as zombies, except these actually deal some damage (at the cost of a higher upkeep).&lt;br /&gt;
&lt;br /&gt;
===Ascendant Units===&lt;br /&gt;
&lt;br /&gt;
[[Unicorn]]s - White offense/defense unit, kinda like what the Djinni is in air units, Uni are a good middle ground for offense and defense - also fun with melee attack modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Archangel]]s - White Soakers, widely considered one of the best soakers in the game, keep them away from poison, paralyze, and breath (that means chimera everone).&lt;br /&gt;
&lt;br /&gt;
[[Spirit Warrior]]s - great for hunting mid-stack undead in a black army, nice holy damage, but are a little more fragile and fat than Unicorns, use at your own caution but they can be dangerous.&lt;br /&gt;
&lt;br /&gt;
[[Soul Speaker]]s - Nice little ranged fodder/fatigue, don't use in large quantities though, they will cost you battles much like Psychic Wisps.&lt;br /&gt;
&lt;br /&gt;
[[Angel]]s - if you're all flying, these will go with 1 summon down low, they're better than wyverns at least - but these won't win any awards for being actually 'good'.&lt;br /&gt;
&lt;br /&gt;
[[Pegasi]] - nice little animal fodder units, and let you differ some of your upkeeps onto gold. Use them wisely though, they die like any other flier.&lt;br /&gt;
&lt;br /&gt;
===Verdant Units===&lt;br /&gt;
&lt;br /&gt;
[[Nymph]], [[Dryad]] - great ranged fodder/fatigue units, I love them both - you'll probably use [[Dryad]]s at lower land, and [[Nymph]]s at higher land. [[Nymph]]s are far more durable and damaging, [[Dryad]]s are smaller and better able to pack in the numbers you want.&lt;br /&gt;
&lt;br /&gt;
I don't use green averages/complex, but I have heard of some blues utilizing [[werebear]]s as a 'suprise' - just not worth the mana to me. [[Griffon]]s are rarely if ever used by blue due to the high mana upkeep and a not so fun geld upkeep accompanying it (they eat mana like noone's business, so you're not deferring to gold, you're just eating it up alongside mana).&lt;br /&gt;
&lt;br /&gt;
===Eradication Units===&lt;br /&gt;
&lt;br /&gt;
Oddly enough - eradication has many great units for a blue to use at higher lands.&lt;br /&gt;
&lt;br /&gt;
[[Efreeti]] - Great units, 4 init primary, fire attack type (an attack blue natively lacks, that is very useful). I usually start incorporating these around 4k land if possible and wouldn't even think twice about the mana cost of getting them. They tend to stay low in my stacks until very high land, but even there they are worth it (especially when pushing fodder ranged down a bit).&lt;br /&gt;
&lt;br /&gt;
[[Chimera]] - Useful for blue all flying - 1-2 summons will usually place these relatively low in your stack, but a small stack of chimera in 6-8th stack will wipe out a lot of fodder units (and since you're likely all-flying while using these - they usually won't be targetted if they're at the very bottom unless your opponent is using a carpet, or all-flying themselves).&lt;br /&gt;
&lt;br /&gt;
[[Salamander]]s - lovely little fire units, but they do crumble a bit easily, consider them from time to time, but you can usually find something better.&lt;br /&gt;
&lt;br /&gt;
[[Hydra]] - useful if you're high land and fighting other blues, gives you that 3rd (or 4th if you buy assassins) poison stack to hunt down those MR or Djinni.&lt;br /&gt;
&lt;br /&gt;
==Stacking Basics==&lt;br /&gt;
&lt;br /&gt;
Now with all that aside, lets get onto the stacking - so you've gotten to 4000 acres. You want to summon a real deepstack so you can see where blue REALLY shines. Going through your options above, it may be a bit overwhelming to think of where to begin, but with some practice and little show of preference you can get the stack you want for just about any situation.&lt;br /&gt;
&lt;br /&gt;
Now there are 2 ways to stack as blue - offensively and defensively. Before you try and choose one, let me ask you a question: If you can't outdamage on defense where all the cards are in your favor (barriers, spells, item, and mystery of your stacks) - what makes you think you can win on offense? This is why I only cover OFFENSIVE DEFENSE.&lt;br /&gt;
&lt;br /&gt;
For an offensive defense, you want to outdamage your opponent, and almost completely ignore your losses in power. This involves looking through that list of the units above and seeing your options - you should come up with a list somewhat like: [[Djinni]], [[Elemental]]s (all 3), [[Mind Ripper]]s, [[Medusa]], [[Horned Demon]]s, and maybe [[Unicorn]]s and [[Wraith]]s.&lt;br /&gt;
&lt;br /&gt;
Now to protect that power you do need to setup to soak some damage - your [[Djinni]] and [[Mind Ripper]]s are fairly solid units, and so are [[unicorn]]s, although you may want a little more - so you can drag [[Leviathan]]s into the mix.&lt;br /&gt;
&lt;br /&gt;
To get numbers, well - you look at your [[Horned Demon]]s and [[Medusa]] for 1, and possibly even include some [[Dryad]]s, Wisps, or even [[Archer]]s to round out the numbers (tip: keep 1 barrack, and always set it to recruit 2 [[archer]]s per turn - even if they're 11th stack, should one of your stacks die - they'll jump in as additional fatigue in the next battle).&lt;br /&gt;
&lt;br /&gt;
Now you may want some fatigue - [[Efreeti]], [[Dryad]]s, Wisps, [[Archer]]s, etc. all make good fatigue - 3 init or higher, and they have the perk of not getting countered.&lt;br /&gt;
&lt;br /&gt;
Now you have a huge list, but notice the overlaps:&lt;br /&gt;
[[Djinni]], MR, HD, [[Medusa]], and 'sometimes' [[Unicorn]]s and [[Dryad]]s.&lt;br /&gt;
&lt;br /&gt;
These are a good core set of units to look at in your stacking, and interestingly enough - these all can be used against EVERY COLOR in at least 1 form or another - and they're also all relatively cheap both turnwise and manawise to get into your army.&lt;br /&gt;
&lt;br /&gt;
So lets say we want to arrange it a bit, to protect our softer spots in these units, this will move us to something like [[Djinni]]/Uni/MR/HD/[[Medusa]]/[[Dryad]]s - only 6 stacks, this won't do for deep stacking, and considering Dryads are only there as 'filler fodder' and 'fatigue' - you probably don't want a whole ton of them.&lt;br /&gt;
&lt;br /&gt;
Lets get some units in to round this out. You have to think about what you're going to hunt, and also you'll want to amp up that damage a bit, on both offense and defense, but you also likely want to get those softer units in a more secure position still than what they are - because they are still prone to heavier stacks aiming at them (especially [[Mind Ripper]]s - which are luckily easy to push down due to being ranged and able to put more power behind a melee or flying stack).&lt;br /&gt;
&lt;br /&gt;
So we grab one more of our soakers to protect our more fragile units, lets go with Leviathans this time since they're on-color and quick to summon. And we decide to grab one more 'offensive' unit, this time an elemental - still on color, and still deadly.&lt;br /&gt;
&lt;br /&gt;
This gives us 8 stacks - which will likely look soemthing along the lines of:&lt;br /&gt;
[[Djinni]]/[[Leviathan]]/Uni/MR/HD/Water or [[Ice Elemental]]/[[Medusa]]/[[Dryad]]&lt;br /&gt;
&lt;br /&gt;
now...with these 8 stacks, we're doing much better - we have a solid offensive nature to our stacks through the [[Djinni]], Uni, MR, Elementals, HD, and [[Medusa]], and we have those softer units protected with the much better soakers Leviathan and Uni, and djinni to some extent.&lt;br /&gt;
&lt;br /&gt;
Now we still have exposed weaknesses, as every stack does, this is impossible to avoid, but we could use those last 2 battle slots to hinder that a bit - so lets throw in one of our trump cards from red - the Efreeti, these things are 4 init, so will even go before most other fatigue units, since they're red though, they're a pain to summon - so lets just get them up right behind the [[Medusa]] for now (at higher land we can move them up a bit if we want). and lets go ahead and throw in some SW to round it out at 10 stacks, this will also give us a little fun vs blacks undead.&lt;br /&gt;
&lt;br /&gt;
This tosses us into the 10 stack of:&lt;br /&gt;
&lt;br /&gt;
[[Djinni]]/[[Leviathan]]/Uni/MR/HD/[[Elemental]]/SW/[[Medusa]]/[[Efreeti]]/[[Dryad]]&lt;br /&gt;
&lt;br /&gt;
Now...you may think - that's gonna be hell to summon, honestly, it's not - notice how much on-color spells you have, and how many off-color spells you have - and how often you'll need to resummon each of the stacks.&lt;br /&gt;
&lt;br /&gt;
You attack with all of the stack intact, disband [[Leviathan]]s and [[Elemental]]s (and depending on the numbers - [[Djinni]]) and build/mp charge a bit to build up that mana storage and then you resummon and cast Levs/[[Elemental]]s last to round it out (if you get [[air elemental]]s, they sit nicely behind [[djinni]] or behind [[Leviathan]]s).&lt;br /&gt;
&lt;br /&gt;
This stack is quickly adaptable to any situation - lets say you're needed for hititng a blue who's the target of tonight's BBQ and know they have MR third, it should only be 2-3 casts of HD (100-150k mana, + upkeep for the turns) to push those HD up, and slap those MR silly, let the Hd drop back down and you're home free.&lt;br /&gt;
&lt;br /&gt;
By keep the stacks as tight as possible in key areas (such as Uni/MR/HD/Elemental, or SW/[[Medusa]]/[[Efreeti]] - you let your stacks change as you're hit, letting you become unpredictable, while also still dealing out your massive damage).&lt;br /&gt;
&lt;br /&gt;
==Defensive Assigment==&lt;br /&gt;
&lt;br /&gt;
Ideal defensive assignments for offensive defense, should be offensive in nature - spells like [[Sleep]] or [[Double Time]] are terribly great damage enhancers for your higher power stacks *higher chance of hitting them*, although if you're worried about [[Wraith]]s or HD, it's not uncalled for to use [[Slow]] or [[Paralyze]] to protect your softies and rely on your item to either stop them completely or allow your hitters to easier outdamage them.&lt;br /&gt;
&lt;br /&gt;
Blue should try and run full barriers to maintain it's advantage in spell and item - without barriers a blue's position becomes much weaker as it allows the enemy a massive advantage over the battle. (the more you make the enemy work around YOUR rules, the less able they are to protect against you, or deal damage to you).&lt;br /&gt;
&lt;br /&gt;
Candles and Webs are your main tools of the trade with an offensive blue stacking.&lt;br /&gt;
&lt;br /&gt;
'''Special Note:''' You shouldn't have to summon up after a defense, to do an attack run - if anything you should have to disband, nothing else. You want to be able to run as soon as you log in, as much as possible. Never log off with under 300k mana if possible (250k is acceptable, but it's pushing it), and always save [[Elemental]]s for LAST in summoning, they are an 'augmenter' not a cornerstone, get them when you can.&lt;br /&gt;
&lt;br /&gt;
Hopefully that helps. (the stack I gave is by far not the only stack, I was merely using it as an example of working through your stacks - metagame comes into this train of thought - and also your preferred style of play, but you should always have a thought process of 'how can I do enough damage', 'how can I keep from taking more damage', 'how can I take max land', 'what can I do to compensate for weaknesses if anything', and finally 'what items and spells will work best with this?' - if you hit a major snag in any of these, you will want to loop back in steps to find out where you can fix it and proceed onward).&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5632</id>
		<title>Alzorath's Phantasm Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5632"/>
		<updated>2006-05-13T20:23:34Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: /* Stacking Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Ok, we'll start out with the stuff that's not going to be kinda skewed to basic knowledge. Due to the high mana requirements of using elementals (mainly in upkeep - casting them is relatively cheap compared to other ultimates) - it's a good idea to maybe put them off until you have attained middle to higher land (3000-5000 acres range for your minimum starting point with elementals).&lt;br /&gt;
&lt;br /&gt;
With blue, when you get to the 3000-5000 range, you can actually support enough 'real units' to have them act as fodder (several thousand HD and [[Medusa]] add up quickly). at 6000 acres, it wouldn't be uncommon to see a solid 10,000 HD and 8,000 [[Medusa]] (there's 18,000 units right there - more than enough to take max land off a 3k land mage, throw in some fatigue and add up your bigger units - and you should be able to reach 30-40k easy enough).&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
Now, I'm going to take a step back, and assume you haven't reached this 3000-5000 land mark, and we'll look at how to reach it, and sustain it when you get there. I'll cover 3 points: Gaining Land Efficiently, Defending your land, and 'the metagame'.&lt;br /&gt;
&lt;br /&gt;
==Gaining Land==&lt;br /&gt;
&lt;br /&gt;
Ok first - gaining land efficiently. at under 3000 acres, this involves a LOT of attacking (if you're thinking less than double digits, you're thinking too small). I know it's hard to see yourself doing 30-40 attacks a day, and still maintaining an army, you'll be able to build up to that over time - test out doing maybe 10-15 attacks in a day while below 3000, doesn't matter if you win or lose, you're just getting used to what it feels like - aim for 25+ the next day.&lt;br /&gt;
&lt;br /&gt;
Another aspect to gaining land efficiently is knowing what to summon to do those attacks, and gain land with it. The metagame plays a decent role in this, but for now we'll stick with a tried and true method - DurableHitter+DurableFodder. This will win less land, but will be more efficient until you have adapted to the metagame. In this some prefer Djinni/Sylph - and nothing else, honestly I find that only works in the first few weeks of a reset before people have whored up (you hit reds/blues with it). For you, I'd recommend [[Djinni]]/[[Sylph]]/[[Sprite]]/[[Pegasus]] + cast [[Gate]] a few times. You should end up with something like [[Djinni]]/[[Sylph]]/AA/[[Sprite]]/[[Angel]]/Uni/[[Pegasus]]/[[Knight]] and around 30k units or some hodgepodge like that. Most of your power in Djinni, and a moderate amount in sylph.&lt;br /&gt;
&lt;br /&gt;
Now to do the attack with this, you have to choose your targets - personally I like Blues and Reds, they're the easiest for me to pop, and relatively good land for the power. Now you may be wondering when I'm going to mention spells/items - well, right now - When hunting blue you will want to use sleep almost always, because in the current metagame Mono-[[Djinni]] and Mono-[[Leviathan]] are the most common, get a sleep through on these and your [[djinni]] and [[sylph]]s will rip them apart. Against reds, I tend to lean towards [[Mental Thrash]] - this will take down [[efreeti]] and [[chimera]] based reds reliably. Now you can go against blacks too - but use [[Paralyze]] (to stop heavy stacks such as heavy [[wraith]] or heavy hd - both enemies). Items are a different matter, as it varies depends on what you think the target may have - if you think a red could be heavy [[Red Dragon]] - send in the [[Head of Medusa]], if you think a blue is heavy [[leviathan]] the same goes - if you think a red is heavy [[chimera]], slip in a scroll of fire protection, if you think a red is heavy efreeti, throw down the same - if you think a blue is heavy [[djinni]], don't bother with items until you're higher in land.&lt;br /&gt;
&lt;br /&gt;
Now that may be a lot to soak in, but it's just general basic strategy (similar stuff can be said for every other color - just the names of units and spells/items change).&lt;br /&gt;
&lt;br /&gt;
==Defending Land==&lt;br /&gt;
&lt;br /&gt;
Next we'll be going onto topic #2 - Defending your land. As a hunting blue - this is simple - drop all the disbandables (there is a reason I didn't say vamps and [[wraith]]s this early big grin) - and summon up a massive army of [[djinni]], save yourself about 150k mana after casting them. Slap on a solid defensive spell and item (I like Satchel/[[Lovesick]], or Satchel/[[Feet of Hermes]] - mechanics about why these work can be found in my FAQ).&lt;br /&gt;
&lt;br /&gt;
This is straightforward - the reason I don't suggest [[Leviathan]]s, is they are of no use to you on your attack runs this low, no need to use them unless you're forced to explore up (then you disband all levs, build, explore, build, summon levs, and assign a solid defense for them - such as [[flight]]/scroll, or [[lovesick]]/scroll)&lt;br /&gt;
&lt;br /&gt;
Defending your land down low is simple - simply don't take more than 10% damage, above is one of the easiest methods.&lt;br /&gt;
&lt;br /&gt;
==The Metagame==&lt;br /&gt;
&lt;br /&gt;
Topic #3 - the metagame, the metagame changes as the players change, and you have to learn to adapt to it - it is best to start testing your units out in different situations - see how those levs do vs hd, or sals, or chimera, or whatever - find out why. Look at the mechanics if you must (although after a while it is better to do it by gut rather than sheer numbers). I've included some unit tips about the units, but you won't know just how much in any direction you can take them without testing or crunching obscenely large amounts of numbers.&lt;br /&gt;
&lt;br /&gt;
==Unit Advice==&lt;br /&gt;
&lt;br /&gt;
===Blue Units===&lt;br /&gt;
&lt;br /&gt;
[[Leviathan]]s: Weak to fire, and a little bit to lightning too. these are amazing soakers - which are of use even on offense to push down your damage dealing stacks to focus on the soft centers. Just because they're weak to something doesn't mean they can't handle it - you just have to know how to make up for this weakness.&lt;br /&gt;
&lt;br /&gt;
[[Mind Ripper]]s: Deadly dangerous, and the hardest blue units to manage in general (even harder than Elementals) - these suckers are a kick in the nuts times ten. Use em, use em well, just avoid poison with them.&lt;br /&gt;
&lt;br /&gt;
[[Elemental]]s: These are your damage workhorses, and really aren't of much use until you can get a solid stack and work with it. Let the water and ice float around mid/bottom stack and rip it out of anything that may wander into their firing path - don't rely on a specific elemental hwen you're summonings - stack to use whatever you get. Air elementals are up higher, keep them behind at least 1 other stack though (I like them 2nd or 3rd) - they can't take a hit, but can outdamage many things that'd hurt them before the other unit even has a chance to strike.&lt;br /&gt;
&lt;br /&gt;
[[Medusa]]: Blue FEAR unit, hide these about in your stacks, they can go a lot of places, and can do a lot of damage (especially to other units with FEAR), just avoid letting them get HIT by units with FEAR (units with fear, suffer no accuracy penalty whens triking other units with fear - make it work FOR you). Medusa are also a cornerstone of the blue rushing strategy (along with Djinni and Mind Rippers).&lt;br /&gt;
&lt;br /&gt;
[[Psychic Wisp]]s: Nice little fatigue unit, although not small enough to be fodder without also being a liability, I usually only keep 1 summon at low lands if any at all - I prefer dryads because they're smaller, durable, and make good fodder and fatigue.&lt;br /&gt;
&lt;br /&gt;
[[Djinni]]: Fliers, semi-durable (but have weaknesses), great vs RD and Chims, and can do some nasty work with their Lightning Secondary and Marksmanship. A lot of people use these defensively and never notice their offensive capabilities, don't make that mistake - they're not as durable as AA, and not as offensive as Chims, but they certainly are a godly middle-ground. Avoid Magic or Poison damages with these guys (Phoenix and Wraiths in particular eat these alive - Water Elementals and Horned Demons are also a threat if they make solid contact).&lt;br /&gt;
&lt;br /&gt;
[[Sirene]]: Good &amp;quot;Fodder Killer Killers&amp;quot; - don't mess with these if you're a new player, they will cost you battles until you figure out just how to use them. These are best used against specific targets (take that as you will).&lt;br /&gt;
&lt;br /&gt;
[[Sprite]]/[[Sylph]]: These 2 units are basically twins - Sprite are the tiny, fast, and lower damage/survivability of the pair, they are valued for their 5 init attack of pure magic. Sylph are my preferred units, with 3 initiative, much better survivability and damage, while slower are much more stocky and dangerous (but take longer to summon).&lt;br /&gt;
&lt;br /&gt;
===Nether Units===&lt;br /&gt;
&lt;br /&gt;
[[Horned Demon]]s - Heavy Ground hitters, very deadly to MR, Djinni, and AA.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s - a great black soaker, you can utilize it better as blue than you can as black.&lt;br /&gt;
&lt;br /&gt;
[[Wraith]]s - Deadly to Djinni, and if hidden can be deadly to Phoenix too. Again, more effective to use as blue than as black.&lt;br /&gt;
&lt;br /&gt;
[[Lich]] - ground soakers, pop eaters, fairly decent units although you can usually include something better for cheaper.&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s - Nice fodder units, you can get them from Blood Ritual (and yes - Blood Ritual is dispellable, try a couple times with 1 mana, will usually dispell on the 3rd-5th try) - these have the same weaknesses as zombies, except these actually deal some damage (at the cost of a higher upkeep).&lt;br /&gt;
&lt;br /&gt;
===Ascendant Units===&lt;br /&gt;
&lt;br /&gt;
[[Unicorn]]s - White offense/defense unit, kinda like what the Djinni is in air units, Uni are a good middle ground for offense and defense - also fun with melee attack modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Archangel]]s - White Soakers, widely considered one of the best soakers in the game, keep them away from poison, paralyze, and breath (that means chimera everone).&lt;br /&gt;
&lt;br /&gt;
[[Spirit Warrior]]s - great for hunting mid-stack undead in a black army, nice holy damage, but are a little more fragile and fat than Unicorns, use at your own caution but they can be dangerous.&lt;br /&gt;
&lt;br /&gt;
[[Soul Speaker]]s - Nice little ranged fodder/fatigue, don't use in large quantities though, they will cost you battles much like Psychic Wisps.&lt;br /&gt;
&lt;br /&gt;
[[Angel]]s - if you're all flying, these will go with 1 summon down low, they're better than wyverns at least - but these won't win any awards for being actually 'good'.&lt;br /&gt;
&lt;br /&gt;
[[Pegasi]] - nice little animal fodder units, and let you differ some of your upkeeps onto gold. Use them wisely though, they die like any other flier.&lt;br /&gt;
&lt;br /&gt;
===Verdant Units===&lt;br /&gt;
&lt;br /&gt;
[[Nymph]], [[Dryad]] - great ranged fodder/fatigue units, I love them both - you'll probably use [[Dryad]]s at lower land, and [[Nymph]]s at higher land. [[Nymph]]s are far more durable and damaging, [[Dryad]]s are smaller and better able to pack in the numbers you want.&lt;br /&gt;
&lt;br /&gt;
I don't use green averages/complex, but I have heard of some blues utilizing [[werebear]]s as a 'suprise' - just not worth the mana to me. [[Griffon]]s are rarely if ever used by blue due to the high mana upkeep and a not so fun geld upkeep accompanying it (they eat mana like noone's business, so you're not deferring to gold, you're just eating it up alongside mana).&lt;br /&gt;
&lt;br /&gt;
===Eradication Units===&lt;br /&gt;
&lt;br /&gt;
Oddly enough - eradication has many great units for a blue to use at higher lands.&lt;br /&gt;
&lt;br /&gt;
[[Efreeti]] - Great units, 4 init primary, fire attack type (an attack blue natively lacks, that is very useful). I usually start incorporating these around 4k land if possible and wouldn't even think twice about the mana cost of getting them. They tend to stay low in my stacks until very high land, but even there they are worth it (especially when pushing fodder ranged down a bit).&lt;br /&gt;
&lt;br /&gt;
[[Chimera]] - Useful for blue all flying - 1-2 summons will usually place these relatively low in your stack, but a small stack of chimera in 6-8th stack will wipe out a lot of fodder units (and since you're likely all-flying while using these - they usually won't be targetted if they're at the very bottom unless your opponent is using a carpet, or all-flying themselves).&lt;br /&gt;
&lt;br /&gt;
[[Salamander]]s - lovely little fire units, but they do crumble a bit easily, consider them from time to time, but you can usually find something better.&lt;br /&gt;
&lt;br /&gt;
[[Hydra]] - useful if you're high land and fighting other blues, gives you that 3rd (or 4th if you buy assassins) poison stack to hunt down those MR or Djinni.&lt;br /&gt;
&lt;br /&gt;
==Stacking Basics==&lt;br /&gt;
&lt;br /&gt;
Now with all that aside, lets get onto the stacking - so you've gotten to 4000 acres. You want to summon a real deepstack so you can see where blue REALLY shines. Going through your options above, it may be a bit overwhelming to think of where to begin, but with some practice and little show of preference you can get the stack you want for just about any situation.&lt;br /&gt;
&lt;br /&gt;
Now there are 2 ways to stack as blue - offensively and defensively. Before you try and choose one, let me ask you a question: If you can't outdamage on defense where all the cards are in your favor (barriers, spells, item, and mystery of your stacks) - what makes you think you can win on offense? This is why I only cover OFFENSIVE DEFENSE.&lt;br /&gt;
&lt;br /&gt;
For an offensive defense, you want to outdamage your opponent, and almost completely ignore your losses in power. This involves looking through that list of the units above and seeing your options - you should come up with a list somewhat like: [[Djinni]], [[Elemental]]s (all 3), [[Mind Ripper]]s, [[Medusa]], [[Horned Demon]]s, and maybe [[Unicorn]]s and [[Wraith]]s.&lt;br /&gt;
&lt;br /&gt;
Now to protect that power you do need to setup to soak some damage - your [[Djinni]] and [[Mind Ripper]]s are fairly solid units, and so are [[unicorn]]s, although you may want a little more - so you can drag [[Leviathan]]s into the mix.&lt;br /&gt;
&lt;br /&gt;
To get numbers, well - you look at your [[Horned Demon]]s and [[Medusa]] for 1, and possibly even include some [[Dryad]]s, Wisps, or even [[Archer]]s to round out the numbers (tip: keep 1 barrack, and always set it to recruit 2 [[archer]]s per turn - even if they're 11th stack, should one of your stacks die - they'll jump in as additional fatigue in the next battle).&lt;br /&gt;
&lt;br /&gt;
Now you may want some fatigue - [[Efreeti]], [[Dryad]]s, Wisps, [[Archer]]s, etc. all make good fatigue - 3 init or higher, and they have the perk of not getting countered.&lt;br /&gt;
&lt;br /&gt;
Now you have a huge list, but notice the overlaps:&lt;br /&gt;
[[Djinni]], MR, HD, [[Medusa]], and 'sometimes' [[Unicorn]]s and [[Dryad]]s.&lt;br /&gt;
&lt;br /&gt;
These are a good core set of units to look at in your stacking, and interestingly enough - these all can be used against EVERY COLOR in at least 1 form or another - and they're also all relatively cheap both turnwise and manawise to get into your army.&lt;br /&gt;
&lt;br /&gt;
So lets say we want to arrange it a bit, to protect our softer spots in these units, this will move us to something like [[Djinni]]/Uni/MR/HD/[[Medusa]]/[[Dryad]]s - only 6 stacks, this won't do for deep stacking, and considering Dryads are only there as 'filler fodder' and 'fatigue' - you probably don't want a whole ton of them.&lt;br /&gt;
&lt;br /&gt;
Lets get some units in to round this out. You have to think about what you're going to hunt, and also you'll want to amp up that damage a bit, on both offense and defense, but you also likely want to get those softer units in a more secure position still than what they are - because they are still prone to heavier stacks aiming at them (especially [[Mind Ripper]]s - which are luckily easy to push down due to being ranged and able to put more power behind a melee or flying stack).&lt;br /&gt;
&lt;br /&gt;
So we grab one more of our soakers to protect our more fragile units, lets go with Leviathans this time since they're on-color and quick to summon. And we decide to grab one more 'offensive' unit, this time an elemental - still on color, and still deadly.&lt;br /&gt;
&lt;br /&gt;
This gives us 8 stacks - which will likely look soemthing along the lines of:&lt;br /&gt;
[[Djinni]]/[[Leviathan]]/Uni/MR/HD/Water or [[Ice Elemental]]/[[Medusa]]/[[Dryad]]&lt;br /&gt;
&lt;br /&gt;
now...with these 8 stacks, we're doing much better - we have a solid offensive nature to our stacks through the [[Djinni]], Uni, MR, Elementals, HD, and [[Medusa]], and we have those softer units protected with the much better soakers Leviathan and Uni, and djinni to some extent.&lt;br /&gt;
&lt;br /&gt;
Now we still have exposed weaknesses, as every stack does, this is impossible to avoid, but we could use those last 2 battle slots to hinder that a bit - so lets throw in one of our trump cards from red - the Efreeti, these things are 4 init, so will even go before most other fatigue units, since they're red though, they're a pain to summon - so lets just get them up right behind the [[Medusa]] for now (at higher land we can move them up a bit if we want). and lets go ahead and throw in some SW to round it out at 10 stacks, this will also give us a little fun vs blacks undead.&lt;br /&gt;
&lt;br /&gt;
This tosses us into the 10 stack of:&lt;br /&gt;
&lt;br /&gt;
[[Djinni]]/[[Leviathan]]/Uni/MR/HD/[[Elemental]]/SW/[[Medusa]]/[[Efreeti]]/[[Dryad]]&lt;br /&gt;
&lt;br /&gt;
Now...you may think - that's gonna be hell to summon, honestly, it's not - notice how much on-color spells you have, and how many off-color spells you have - and how often you'll need to resummon each of the stacks.&lt;br /&gt;
&lt;br /&gt;
You attack with all of the stack intact, disband [[Leviathan]]s and [[Elemental]]s (and depending on the numbers - [[Djinni]]) and build/mp charge a bit to build up that mana storage and then you resummon and cast Levs/[[Elemental]]s last to round it out (if you get [[air elemental]]s, they sit nicely behind [[djinni]] or behind [[Leviathan]]s).&lt;br /&gt;
&lt;br /&gt;
This stack is quickly adaptable to any situation - lets say you're needed for hititng a blue who's the target of tonight's BBQ and know they have MR third, it should only be 2-3 casts of HD (100-150k mana, + upkeep for the turns) to push those HD up, and slap those MR silly, let the Hd drop back down and you're home free.&lt;br /&gt;
&lt;br /&gt;
By keep the stacks as tight as possible in key areas (such as Uni/MR/HD/Elemental, or SW/[[Medusa]]/[[Efreeti]] - you let your stacks change as you're hit, letting you become unpredictable, while also still dealing out your massive damage).&lt;br /&gt;
&lt;br /&gt;
==Defensive Assigment==&lt;br /&gt;
&lt;br /&gt;
Ideal defensive assignments for offensive defense, should be offensive in nature - spells like [[Sleep]] or [[Double Time]] are terribly great damage enhancers for your higher power stacks *higher chance of hitting them*, although if you're worried about [[Wraith]]s or HD, it's not uncalled for to use [[Slow]] or [[Paralyze]] to protect your softies and rely on your item to either stop them completely or allow your hitters to easier outdamage them.&lt;br /&gt;
&lt;br /&gt;
Blue should try and run full barriers to maintain it's advantage in spell and item - without barriers a blue's position becomes much weaker as it allows the enemy a massive advantage over the battle. (the more you make the enemy work around YOUR rules, the less able they are to protect against you, or deal damage to you).&lt;br /&gt;
&lt;br /&gt;
Candles and Webs are your main tools of the trade with an offensive blue stacking.&lt;br /&gt;
&lt;br /&gt;
'''Special Note:''' You shouldn't have to summon up after a defense, to do an attack run - if anything you should have to disband, nothing else. You want to be able to run as soon as you log in, as much as possible. Never log off with under 300k mana if possible (250k is acceptable, but it's pushing it), and always save [[Elemental]]s for LAST in summoning, they are an 'augmenter' not a cornerstone, get them when you can.&lt;br /&gt;
&lt;br /&gt;
Hopefully that helps. (the stack I gave is by far not the only stack, I was merely using it as an example of working through your stacks - metagame comes into this train of thought - and also your preferred style of play, but you should always have a thought process of 'how can I do enough damage', 'how can I keep from taking more damage', 'how can I take max land', 'what can I do to compensate for weaknesses if anything', and finally 'what items and spells will work best with this?' - if you hit a major snag in any of these, you will want to loop back in steps to find out where you can fix it and proceed onward).&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5631</id>
		<title>Alzorath's Phantasm Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5631"/>
		<updated>2006-05-13T20:14:38Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Ok, we'll start out with the stuff that's not going to be kinda skewed to basic knowledge. Due to the high mana requirements of using elementals (mainly in upkeep - casting them is relatively cheap compared to other ultimates) - it's a good idea to maybe put them off until you have attained middle to higher land (3000-5000 acres range for your minimum starting point with elementals).&lt;br /&gt;
&lt;br /&gt;
With blue, when you get to the 3000-5000 range, you can actually support enough 'real units' to have them act as fodder (several thousand HD and [[Medusa]] add up quickly). at 6000 acres, it wouldn't be uncommon to see a solid 10,000 HD and 8,000 [[Medusa]] (there's 18,000 units right there - more than enough to take max land off a 3k land mage, throw in some fatigue and add up your bigger units - and you should be able to reach 30-40k easy enough).&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
Now, I'm going to take a step back, and assume you haven't reached this 3000-5000 land mark, and we'll look at how to reach it, and sustain it when you get there. I'll cover 3 points: Gaining Land Efficiently, Defending your land, and 'the metagame'.&lt;br /&gt;
&lt;br /&gt;
==Gaining Land==&lt;br /&gt;
&lt;br /&gt;
Ok first - gaining land efficiently. at under 3000 acres, this involves a LOT of attacking (if you're thinking less than double digits, you're thinking too small). I know it's hard to see yourself doing 30-40 attacks a day, and still maintaining an army, you'll be able to build up to that over time - test out doing maybe 10-15 attacks in a day while below 3000, doesn't matter if you win or lose, you're just getting used to what it feels like - aim for 25+ the next day.&lt;br /&gt;
&lt;br /&gt;
Another aspect to gaining land efficiently is knowing what to summon to do those attacks, and gain land with it. The metagame plays a decent role in this, but for now we'll stick with a tried and true method - DurableHitter+DurableFodder. This will win less land, but will be more efficient until you have adapted to the metagame. In this some prefer Djinni/Sylph - and nothing else, honestly I find that only works in the first few weeks of a reset before people have whored up (you hit reds/blues with it). For you, I'd recommend [[Djinni]]/[[Sylph]]/[[Sprite]]/[[Pegasus]] + cast [[Gate]] a few times. You should end up with something like [[Djinni]]/[[Sylph]]/AA/[[Sprite]]/[[Angel]]/Uni/[[Pegasus]]/[[Knight]] and around 30k units or some hodgepodge like that. Most of your power in Djinni, and a moderate amount in sylph.&lt;br /&gt;
&lt;br /&gt;
Now to do the attack with this, you have to choose your targets - personally I like Blues and Reds, they're the easiest for me to pop, and relatively good land for the power. Now you may be wondering when I'm going to mention spells/items - well, right now - When hunting blue you will want to use sleep almost always, because in the current metagame Mono-[[Djinni]] and Mono-[[Leviathan]] are the most common, get a sleep through on these and your [[djinni]] and [[sylph]]s will rip them apart. Against reds, I tend to lean towards [[Mental Thrash]] - this will take down [[efreeti]] and [[chimera]] based reds reliably. Now you can go against blacks too - but use [[Paralyze]] (to stop heavy stacks such as heavy [[wraith]] or heavy hd - both enemies). Items are a different matter, as it varies depends on what you think the target may have - if you think a red could be heavy [[Red Dragon]] - send in the [[Head of Medusa]], if you think a blue is heavy [[leviathan]] the same goes - if you think a red is heavy [[chimera]], slip in a scroll of fire protection, if you think a red is heavy efreeti, throw down the same - if you think a blue is heavy [[djinni]], don't bother with items until you're higher in land.&lt;br /&gt;
&lt;br /&gt;
Now that may be a lot to soak in, but it's just general basic strategy (similar stuff can be said for every other color - just the names of units and spells/items change).&lt;br /&gt;
&lt;br /&gt;
==Defending Land==&lt;br /&gt;
&lt;br /&gt;
Next we'll be going onto topic #2 - Defending your land. As a hunting blue - this is simple - drop all the disbandables (there is a reason I didn't say vamps and [[wraith]]s this early big grin) - and summon up a massive army of [[djinni]], save yourself about 150k mana after casting them. Slap on a solid defensive spell and item (I like Satchel/[[Lovesick]], or Satchel/[[Feet of Hermes]] - mechanics about why these work can be found in my FAQ).&lt;br /&gt;
&lt;br /&gt;
This is straightforward - the reason I don't suggest [[Leviathan]]s, is they are of no use to you on your attack runs this low, no need to use them unless you're forced to explore up (then you disband all levs, build, explore, build, summon levs, and assign a solid defense for them - such as [[flight]]/scroll, or [[lovesick]]/scroll)&lt;br /&gt;
&lt;br /&gt;
Defending your land down low is simple - simply don't take more than 10% damage, above is one of the easiest methods.&lt;br /&gt;
&lt;br /&gt;
==The Metagame==&lt;br /&gt;
&lt;br /&gt;
Topic #3 - the metagame, the metagame changes as the players change, and you have to learn to adapt to it - it is best to start testing your units out in different situations - see how those levs do vs hd, or sals, or chimera, or whatever - find out why. Look at the mechanics if you must (although after a while it is better to do it by gut rather than sheer numbers). I've included some unit tips about the units, but you won't know just how much in any direction you can take them without testing or crunching obscenely large amounts of numbers.&lt;br /&gt;
&lt;br /&gt;
==Unit Advice==&lt;br /&gt;
&lt;br /&gt;
===Blue Units===&lt;br /&gt;
&lt;br /&gt;
[[Leviathan]]s: Weak to fire, and a little bit to lightning too. these are amazing soakers - which are of use even on offense to push down your damage dealing stacks to focus on the soft centers. Just because they're weak to something doesn't mean they can't handle it - you just have to know how to make up for this weakness.&lt;br /&gt;
&lt;br /&gt;
[[Mind Ripper]]s: Deadly dangerous, and the hardest blue units to manage in general (even harder than Elementals) - these suckers are a kick in the nuts times ten. Use em, use em well, just avoid poison with them.&lt;br /&gt;
&lt;br /&gt;
[[Elemental]]s: These are your damage workhorses, and really aren't of much use until you can get a solid stack and work with it. Let the water and ice float around mid/bottom stack and rip it out of anything that may wander into their firing path - don't rely on a specific elemental hwen you're summonings - stack to use whatever you get. Air elementals are up higher, keep them behind at least 1 other stack though (I like them 2nd or 3rd) - they can't take a hit, but can outdamage many things that'd hurt them before the other unit even has a chance to strike.&lt;br /&gt;
&lt;br /&gt;
[[Medusa]]: Blue FEAR unit, hide these about in your stacks, they can go a lot of places, and can do a lot of damage (especially to other units with FEAR), just avoid letting them get HIT by units with FEAR (units with fear, suffer no accuracy penalty whens triking other units with fear - make it work FOR you). Medusa are also a cornerstone of the blue rushing strategy (along with Djinni and Mind Rippers).&lt;br /&gt;
&lt;br /&gt;
[[Psychic Wisp]]s: Nice little fatigue unit, although not small enough to be fodder without also being a liability, I usually only keep 1 summon at low lands if any at all - I prefer dryads because they're smaller, durable, and make good fodder and fatigue.&lt;br /&gt;
&lt;br /&gt;
[[Djinni]]: Fliers, semi-durable (but have weaknesses), great vs RD and Chims, and can do some nasty work with their Lightning Secondary and Marksmanship. A lot of people use these defensively and never notice their offensive capabilities, don't make that mistake - they're not as durable as AA, and not as offensive as Chims, but they certainly are a godly middle-ground. Avoid Magic or Poison damages with these guys (Phoenix and Wraiths in particular eat these alive - Water Elementals and Horned Demons are also a threat if they make solid contact).&lt;br /&gt;
&lt;br /&gt;
[[Sirene]]: Good &amp;quot;Fodder Killer Killers&amp;quot; - don't mess with these if you're a new player, they will cost you battles until you figure out just how to use them. These are best used against specific targets (take that as you will).&lt;br /&gt;
&lt;br /&gt;
[[Sprite]]/[[Sylph]]: These 2 units are basically twins - Sprite are the tiny, fast, and lower damage/survivability of the pair, they are valued for their 5 init attack of pure magic. Sylph are my preferred units, with 3 initiative, much better survivability and damage, while slower are much more stocky and dangerous (but take longer to summon).&lt;br /&gt;
&lt;br /&gt;
===Nether Units===&lt;br /&gt;
&lt;br /&gt;
[[Horned Demon]]s - Heavy Ground hitters, very deadly to MR, Djinni, and AA.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s - a great black soaker, you can utilize it better as blue than you can as black.&lt;br /&gt;
&lt;br /&gt;
[[Wraith]]s - Deadly to Djinni, and if hidden can be deadly to Phoenix too. Again, more effective to use as blue than as black.&lt;br /&gt;
&lt;br /&gt;
[[Lich]] - ground soakers, pop eaters, fairly decent units although you can usually include something better for cheaper.&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s - Nice fodder units, you can get them from Blood Ritual (and yes - Blood Ritual is dispellable, try a couple times with 1 mana, will usually dispell on the 3rd-5th try) - these have the same weaknesses as zombies, except these actually deal some damage (at the cost of a higher upkeep).&lt;br /&gt;
&lt;br /&gt;
===Ascendant Units===&lt;br /&gt;
&lt;br /&gt;
[[Unicorn]]s - White offense/defense unit, kinda like what the Djinni is in air units, Uni are a good middle ground for offense and defense - also fun with melee attack modifiers.&lt;br /&gt;
&lt;br /&gt;
[[Archangel]]s - White Soakers, widely considered one of the best soakers in the game, keep them away from poison, paralyze, and breath (that means chimera everone).&lt;br /&gt;
&lt;br /&gt;
[[Spirit Warrior]]s - great for hunting mid-stack undead in a black army, nice holy damage, but are a little more fragile and fat than Unicorns, use at your own caution but they can be dangerous.&lt;br /&gt;
&lt;br /&gt;
[[Soul Speaker]]s - Nice little ranged fodder/fatigue, don't use in large quantities though, they will cost you battles much like Psychic Wisps.&lt;br /&gt;
&lt;br /&gt;
[[Angel]]s - if you're all flying, these will go with 1 summon down low, they're better than wyverns at least - but these won't win any awards for being actually 'good'.&lt;br /&gt;
&lt;br /&gt;
[[Pegasi]] - nice little animal fodder units, and let you differ some of your upkeeps onto gold. Use them wisely though, they die like any other flier.&lt;br /&gt;
&lt;br /&gt;
===Verdant Units===&lt;br /&gt;
&lt;br /&gt;
[[Nymph]], [[Dryad]] - great ranged fodder/fatigue units, I love them both - you'll probably use [[Dryad]]s at lower land, and [[Nymph]]s at higher land. [[Nymph]]s are far more durable and damaging, [[Dryad]]s are smaller and better able to pack in the numbers you want.&lt;br /&gt;
&lt;br /&gt;
I don't use green averages/complex, but I have heard of some blues utilizing [[werebear]]s as a 'suprise' - just not worth the mana to me. [[Griffon]]s are rarely if ever used by blue due to the high mana upkeep and a not so fun geld upkeep accompanying it (they eat mana like noone's business, so you're not deferring to gold, you're just eating it up alongside mana).&lt;br /&gt;
&lt;br /&gt;
===Eradication Units===&lt;br /&gt;
&lt;br /&gt;
Oddly enough - eradication has many great units for a blue to use at higher lands.&lt;br /&gt;
&lt;br /&gt;
[[Efreeti]] - Great units, 4 init primary, fire attack type (an attack blue natively lacks, that is very useful). I usually start incorporating these around 4k land if possible and wouldn't even think twice about the mana cost of getting them. They tend to stay low in my stacks until very high land, but even there they are worth it (especially when pushing fodder ranged down a bit).&lt;br /&gt;
&lt;br /&gt;
[[Chimera]] - Useful for blue all flying - 1-2 summons will usually place these relatively low in your stack, but a small stack of chimera in 6-8th stack will wipe out a lot of fodder units (and since you're likely all-flying while using these - they usually won't be targetted if they're at the very bottom unless your opponent is using a carpet, or all-flying themselves).&lt;br /&gt;
&lt;br /&gt;
[[Salamander]]s - lovely little fire units, but they do crumble a bit easily, consider them from time to time, but you can usually find something better.&lt;br /&gt;
&lt;br /&gt;
[[Hydra]] - useful if you're high land and fighting other blues, gives you that 3rd (or 4th if you buy assassins) poison stack to hunt down those MR or Djinni.&lt;br /&gt;
&lt;br /&gt;
==Stacking Basics==&lt;br /&gt;
&lt;br /&gt;
Now with all that aside, lets get onto the stacking - so you've gotten to 4000 acres. You want to summon a real deepstack so you can see where blue REALLY shines. Going through your options above, it may be a bit overwhelming to think of where to begin, but with some practice and little show of preference you can get the stack you want for just about any situation.&lt;br /&gt;
&lt;br /&gt;
Now there are 2 ways to stack as blue - offensively and defensively. Before you try and choose one, let me ask you a question: If you can't outdamage on defense where all the cards are in your favor (barriers, spells, item, and mystery of your stacks) - what makes you think you can win on offense? This is why I only cover OFFENSIVE DEFENSE.&lt;br /&gt;
&lt;br /&gt;
For an offensive defense, you want to outdamage your opponent, and almost completely ignore your losses in power. This involves looking through that list of the units above and seeing your options - you should come up with a list somewhat like: Djinni, Elementals (all 3), Mind Rippers, Medusa, Horned Demons, and maybe Unicorns and Wraiths.&lt;br /&gt;
&lt;br /&gt;
Now to protect that power you do need to setup to soak some damage - your Djinni and Mind Rippers are fairly solid units, and so are unicorns, although you may want a little more - so you can drag Leviathans into the mix.&lt;br /&gt;
&lt;br /&gt;
To get numbers, well - you look at your Horned Demons and Medusa for 1, and possibly even include some Dryads, Wisps, or even Archers to round out the numbers (tip: keep 1 barrack, and always set it to recruit 2 archers per turn - even if they're 11th stack, should one of your stacks die - they'll jump in as additional fatigue in the next battle).&lt;br /&gt;
&lt;br /&gt;
Now you may want some fatigue - Efreeti, Dryads, Wisps, Archers, etc. all make good fatigue - 3init or higher, and they have the perk of not getting countered.&lt;br /&gt;
&lt;br /&gt;
Now you have a huge list, but notice the overlaps:&lt;br /&gt;
Djinni, MR, HD, Medusa, and 'sometimes' Unicorns and Dryads.&lt;br /&gt;
&lt;br /&gt;
These are a good core set of units to look at in your stacking, and interestingly enough - these all can be used against EVERY COLOR in at least 1 form or another - and they're also all relatively cheap both turnwise and manawise to get into your army.&lt;br /&gt;
&lt;br /&gt;
So lets say we want to arrange it a bit, to protect our softer spots in these units, this will move us to something like Djinni/Uni/MR/HD/Medusa/Dryads - ionly 6 stacks, this won't do for deep stacking, and considering Dryads are only there as 'filler fodder' and 'fatigue' - you probably don't want a whole ton of them.&lt;br /&gt;
&lt;br /&gt;
Lets get some units in to round this out. You have to think about what you're going to hunt, and also you'll want to amp up that damage a bit, on both offense and defense, but you also likely want to get those softer units in a more secure position still than what they are - because they are still prone to heavier stacks aiming at them (especially Mind Rippers - which are luckily easy to push down due to being ranged and able to put more power behind a melee or flying stack).&lt;br /&gt;
&lt;br /&gt;
So we grab one more of our soakers to protect our more fragile units, lets go with Leviathans this time since they're on-color and quick to summon. And we decide to grab one more 'offensive' unit, this time an elemental - still on color, and still deadly.&lt;br /&gt;
&lt;br /&gt;
This gives us 8 stacks - which will likely look soemthing along the lines of:&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Water or Ice Elemental/Medusa/Dryad&lt;br /&gt;
&lt;br /&gt;
now...with these 8 stacks, we're doing much better - we have a solid offensive nature to our stacks through the Djinni, Uni, MR, Elementals, HD, and Medusa, and we have those softer units protected with the much better soakers Leviathan and Uni, and djinni to some extent.&lt;br /&gt;
&lt;br /&gt;
Now we still have exposed weaknesses, as every stack does, this is impossible to avoid, but we could use those last 2 battle slots to hinder that a bit - so lets throw in one of our trump cards from red - the Efreeti, these things are 4 init, so will even go before most other fatigue units, since they're red though, they're a pain to summon - so lets just get them up right behind the Medusa for now (at higher land we can move them up a bit if we want). and lets go ahead and throw in some SW to round it out at 10 stacks, this will also give us a little fun vs blacks undead.&lt;br /&gt;
&lt;br /&gt;
This tosses us into the 10 stack of:&lt;br /&gt;
&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Elemental/SW/Medusa/Efreeti/Dryad&lt;br /&gt;
&lt;br /&gt;
Now...you may think - that's gonna be hell to summon, honestly, it's not - notice how much on-color spells you have, and how many off-color spells you have - and how often you'll need to resummon each of the stacks.&lt;br /&gt;
&lt;br /&gt;
You attack with all of the stack intact, disband Leviathans and Elementals (and depending on the numbers - Djinni) and build/mp charge a bit to build up that mana storage and then you resummon and cast Levs/Elementals last to round it out (if you get air elementals, they sit nicely behind djinni or behind Leviathans).&lt;br /&gt;
&lt;br /&gt;
This stack is quickly adaptable to any situation - lets say you're needed for hititng a blue who's the target of tonight's BBQ and know they have MR third, it should only be 2-3 casts of HD (100-150k mana, + upkeep for the turns) to push those HD up, and slap those MR silly, let the Hd drop back down and you're home free.&lt;br /&gt;
&lt;br /&gt;
By keep the stacks as tight as possible in key areas (such as Uni/MR/HD/Elemental, or SW/Medusa/Efreeti - you let your stacks change as you're hit, letting you become unpredictable, while also still dealing out your massive damage).&lt;br /&gt;
&lt;br /&gt;
Ideal defensive assignments for offensive defense, should be offensive in nature - spells like Sleep or Double Time are terribly great damage enhancers for your higher power stacks *higher chance of hitting htem*, although if you're worried about Wraiths or HD, it's not uncalled for to use Slow or Paralyze to protect your softies and rely on your item to either stop them completely or allow your hitters to easier outdamage them.&lt;br /&gt;
&lt;br /&gt;
Blue should try and run full barriers to maintain it's advantage in spell and item - without barriers a blue's position becomes much weaker as it allows the enemy a massive advantage over the battle. (the more you make the enemy work around YOUR rules, the less able they are to protect against you, or deal damage to you).&lt;br /&gt;
&lt;br /&gt;
Candles and Webs are your main tools of the trade with an offensive blue stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Special Note: You shouldn't have to summon up after a defense, to do an attack run - if anything you should have to disband, nothing else. You want to be able to run as soon as you log in, as much as possible. Never log off with under 300k mana if possible (250k is acceptable, but it's pushing it), and always save Elementals for LAST in summoning, they are an 'augmenter' not a cornerstone, get them when you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hopefully that helps. (the stack I gave is by far not the only stack, I was merely using it as an example of working through your stacks - metagame comes into this train of thought - and also your preferred style of play, but you should always have a thought process of 'how can I do enough damage', 'how can I keep from taking more damage', 'how can I take max land', 'what can I do to compensate for weaknesses if anything', and finally 'what items and spells will work best with this?' - if you hit a major snag in any of these, you will want to loop back in steps to find out where you can fix it and proceed onward).&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5630</id>
		<title>Alzorath's Phantasm Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5630"/>
		<updated>2006-05-13T20:13:32Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Ok, we'll start out with the stuff that's not going to be kinda skewed to basic knowledge. Due to the high mana requirements of using elementals (mainly in upkeep - casting them is relatively cheap compared to other ultimates) - it's a good idea to maybe put them off until you have attained middle to higher land (3000-5000 acres range for your minimum starting point with elementals).&lt;br /&gt;
&lt;br /&gt;
With blue, when you get to the 3000-5000 range, you can actually support enough 'real units' to have them act as fodder (several thousand HD and [[Medusa]] add up quickly). at 6000 acres, it wouldn't be uncommon to see a solid 10,000 HD and 8,000 [[Medusa]] (there's 18,000 units right there - more than enough to take max land off a 3k land mage, throw in some fatigue and add up your bigger units - and you should be able to reach 30-40k easy enough).&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
Now, I'm going to take a step back, and assume you haven't reached this 3000-5000 land mark, and we'll look at how to reach it, and sustain it when you get there. I'll cover 3 points: Gaining Land Efficiently, Defending your land, and 'the metagame'.&lt;br /&gt;
&lt;br /&gt;
==Gaining Land==&lt;br /&gt;
&lt;br /&gt;
Ok first - gaining land efficiently. at under 3000 acres, this involves a LOT of attacking (if you're thinking less than double digits, you're thinking too small). I know it's hard to see yourself doing 30-40 attacks a day, and still maintaining an army, you'll be able to build up to that over time - test out doing maybe 10-15 attacks in a day while below 3000, doesn't matter if you win or lose, you're just getting used to what it feels like - aim for 25+ the next day.&lt;br /&gt;
&lt;br /&gt;
Another aspect to gaining land efficiently is knowing what to summon to do those attacks, and gain land with it. The metagame plays a decent role in this, but for now we'll stick with a tried and true method - DurableHitter+DurableFodder. This will win less land, but will be more efficient until you have adapted to the metagame. In this some prefer Djinni/Sylph - and nothing else, honestly I find that only works in the first few weeks of a reset before people have whored up (you hit reds/blues with it). For you, I'd recommend [[Djinni]]/[[Sylph]]/[[Sprite]]/[[Pegasus]] + cast [[Gate]] a few times. You should end up with something like [[Djinni]]/[[Sylph]]/AA/[[Sprite]]/[[Angel]]/Uni/[[Pegasus]]/[[Knight]] and around 30k units or some hodgepodge like that. Most of your power in Djinni, and a moderate amount in sylph.&lt;br /&gt;
&lt;br /&gt;
Now to do the attack with this, you have to choose your targets - personally I like Blues and Reds, they're the easiest for me to pop, and relatively good land for the power. Now you may be wondering when I'm going to mention spells/items - well, right now - When hunting blue you will want to use sleep almost always, because in the current metagame Mono-[[Djinni]] and Mono-[[Leviathan]] are the most common, get a sleep through on these and your [[djinni]] and [[sylph]]s will rip them apart. Against reds, I tend to lean towards [[Mental Thrash]] - this will take down [[efreeti]] and [[chimera]] based reds reliably. Now you can go against blacks too - but use [[Paralyze]] (to stop heavy stacks such as heavy [[wraith]] or heavy hd - both enemies). Items are a different matter, as it varies depends on what you think the target may have - if you think a red could be heavy [[Red Dragon]] - send in the [[Head of Medusa]], if you think a blue is heavy [[leviathan]] the same goes - if you think a red is heavy [[chimera]], slip in a scroll of fire protection, if you think a red is heavy efreeti, throw down the same - if you think a blue is heavy [[djinni]], don't bother with items until you're higher in land.&lt;br /&gt;
&lt;br /&gt;
Now that may be a lot to soak in, but it's just general basic strategy (similar stuff can be said for every other color - just the names of units and spells/items change).&lt;br /&gt;
&lt;br /&gt;
==Defending Land==&lt;br /&gt;
&lt;br /&gt;
Next we'll be going onto topic #2 - Defending your land. As a hunting blue - this is simple - drop all the disbandables (there is a reason I didn't say vamps and [[wraith]]s this early big grin) - and summon up a massive army of [[djinni]], save yourself about 150k mana after casting them. Slap on a solid defensive spell and item (I like Satchel/[[Lovesick]], or Satchel/[[Feet of Hermes]] - mechanics about why these work can be found in my FAQ).&lt;br /&gt;
&lt;br /&gt;
This is straightforward - the reason I don't suggest [[Leviathan]]s, is they are of no use to you on your attack runs this low, no need to use them unless you're forced to explore up (then you disband all levs, build, explore, build, summon levs, and assign a solid defense for them - such as [[flight]]/scroll, or [[lovesick]]/scroll)&lt;br /&gt;
&lt;br /&gt;
Defending your land down low is simple - simply don't take more than 10% damage, above is one of the easiest methods.&lt;br /&gt;
&lt;br /&gt;
==The Metagame==&lt;br /&gt;
&lt;br /&gt;
Topic #3 - the metagame, the metagame changes as the players change, and you have to learn to adapt to it - it is best to start testing your units out in different situations - see how those levs do vs hd, or sals, or chimera, or whatever - find out why. Look at the mechanics if you must (although after a while it is better to do it by gut rather than sheer numbers). I've included some unit tips about the units, but you won't know just how much in any direction you can take them without testing or crunching obscenely large amounts of numbers.&lt;br /&gt;
&lt;br /&gt;
==Unit Advice==&lt;br /&gt;
&lt;br /&gt;
===Blue Units===&lt;br /&gt;
&lt;br /&gt;
[[Leviathan]]s: Weak to fire, and a little bit to lightning too. these are amazing soakers - which are of use even on offense to push down your damage dealing stacks to focus on the soft centers. Just because they're weak to something doesn't mean they can't handle it - you just have to know how to make up for this weakness.&lt;br /&gt;
&lt;br /&gt;
[[Mind Ripper]]s: Deadly dangerous, and the hardest blue units to manage in general (even harder than Elementals) - these suckers are a kick in the nuts times ten. Use em, use em well, just avoid poison with them.&lt;br /&gt;
&lt;br /&gt;
[[Elemental]]s: These are your damage workhorses, and really aren't of much use until you can get a solid stack and work with it. Let the water and ice float around mid/bottom stack and rip it out of anything that may wander into their firing path - don't rely on a specific elemental hwen you're summonings - stack to use whatever you get. Air elementals are up higher, keep them behind at least 1 other stack though (I like them 2nd or 3rd) - they can't take a hit, but can outdamage many things that'd hurt them before the other unit even has a chance to strike.&lt;br /&gt;
&lt;br /&gt;
[[Medusa]]: Blue FEAR unit, hide these about in your stacks, they can go a lot of places, and can do a lot of damage (especially to other units with FEAR), just avoid letting them get HIT by units with FEAR (units with fear, suffer no accuracy penalty whens triking other units with fear - make it work FOR you). Medusa are also a cornerstone of the blue rushing strategy (along with Djinni and Mind Rippers).&lt;br /&gt;
&lt;br /&gt;
[[Psychic Wisp]]s: Nice little fatigue unit, although not small enough to be fodder without also being a liability, I usually only keep 1 summon at low lands if any at all - I prefer dryads because they're smaller, durable, and make good fodder and fatigue.&lt;br /&gt;
&lt;br /&gt;
[[Djinni]]: Fliers, semi-durable (but have weaknesses), great vs RD and Chims, and can do some nasty work with their Lightning Secondary and Marksmanship. A lot of people use these defensively and never notice their offensive capabilities, don't make that mistake - they're not as durable as AA, and not as offensive as Chims, but they certainly are a godly middle-ground. Avoid Magic or Poison damages with these guys (Phoenix and Wraiths in particular eat these alive - Water Elementals and Horned Demons are also a threat if they make solid contact).&lt;br /&gt;
&lt;br /&gt;
[[Sirene]]: Good &amp;quot;Fodder Killer Killers&amp;quot; - don't mess with these if you're a new player, they will cost you battles until you figure out just how to use them. These are best used against specific targets (take that as you will).&lt;br /&gt;
&lt;br /&gt;
[[Sprite]]/[[Sylph]]: These 2 units are basically twins - Sprite are the tiny, fast, and lower damage/survivability of the pair, they are valued for their 5 init attack of pure magic. Sylph are my preferred units, with 3 initiative, much better survivability and damage, while slower are much more stocky and dangerous (but take longer to summon).&lt;br /&gt;
&lt;br /&gt;
===Nether Units===&lt;br /&gt;
&lt;br /&gt;
[[Horned Demon]]s - Heavy Ground hitters, very deadly to MR, Djinni, and AA.&lt;br /&gt;
[[Vampire]]s - a great black soaker, you can utilize it better as blue than you can as black.&lt;br /&gt;
[[Wraith]]s - Deadly to Djinni, and if hidden can be deadly to Phoenix too. Again, more effective to use as blue than as black.&lt;br /&gt;
[[Lich]] - ground soakers, pop eaters, fairly decent units although you can usually include something better for cheaper.&lt;br /&gt;
[[Ghoul]]s - Nice fodder units, you can get them from Blood Ritual (and yes - Blood Ritual is dispellable, try a couple times with 1 mana, will usually dispell on the 3rd-5th try) - these have the same weaknesses as zombies, except these actually deal some damage (at the cost of a higher upkeep).&lt;br /&gt;
&lt;br /&gt;
===Ascendant Units===&lt;br /&gt;
&lt;br /&gt;
[[Unicorn]]s - White offense/defense unit, kinda like what the Djinni is in air units, Uni are a good middle ground for offense and defense - also fun with melee attack modifiers&lt;br /&gt;
[[Archangel]]s - White Soakers, widely considered one of the best soakers in the game, keep them away from poison, paralyze, and breath (that means chimera everone).&lt;br /&gt;
&lt;br /&gt;
[[Spirit Warrior]]s - great for hunting mid-stack undead in a black army, nice holy damage, but are a little more fragile and fat than Unicorns, use at your own caution but they can be dangerous.&lt;br /&gt;
[[Soul Speaker]]s - Nice little ranged fodder/fatigue, don't use in large quantities though, they will cost you battles much like Psychic Wisps.&lt;br /&gt;
[[Angel]]s - if you're all flying, these will go with 1 summon down low, they're better than wyverns at least - but these won't win any awards for being actually 'good'.&lt;br /&gt;
[[Pegasi]] - nice little animal fodder units, and let you differ some of your upkeeps onto gold. Use them wisely though, they die like any other flier.&lt;br /&gt;
&lt;br /&gt;
===Verdant Units===&lt;br /&gt;
&lt;br /&gt;
[[Nymph]], [[Dryad]] - great ranged fodder/fatigue units, I love them both - you'll probably use [[Dryad]]s at lower land, and [[Nymph]]s at higher land. [[Nymph]]s are far more durable and damaging, [[Dryad]]s are smaller and better able to pack in the numbers you want.&lt;br /&gt;
&lt;br /&gt;
I don't use green averages/complex, but I have heard of some blues utilizing [[werebear]]s as a 'suprise' - just not worth the mana to me. [[Griffon]]s are rarely if ever used by blue due to the high mana upkeep and a not so fun geld upkeep accompanying it (they eat mana like noone's business, so you're not deferring to gold, you're just eating it up alongside mana).&lt;br /&gt;
&lt;br /&gt;
===Eradication Units===&lt;br /&gt;
&lt;br /&gt;
Oddly enough - eradication has many great units for a blue to use at higher lands.&lt;br /&gt;
&lt;br /&gt;
[[Efreeti]] - Great units, 4 init primary, fire attack type (an attack blue natively lacks, that is very useful). I usually start incorporating these around 4k land if possible and wouldn't even think twice about the mana cost of getting them. They tend to stay low in my stacks until very high land, but even there they are worth it (especially when pushing fodder ranged down a bit).&lt;br /&gt;
&lt;br /&gt;
[[Chimera]] - Useful for blue all flying - 1-2 summons will usually place these relatively low in your stack, but a small stack of chimera in 6-8th stack will wipe out a lot of fodder units (and since you're likely all-flying while using these - they usually won't be targetted if they're at the very bottom unless your opponent is using a carpet, or all-flying themselves).&lt;br /&gt;
&lt;br /&gt;
[[Salamander]]s - lovely little fire units, but they do crumble a bit easily, consider them from time to time, but you can usually find something better.&lt;br /&gt;
&lt;br /&gt;
[[Hydra]] - useful if you're high land and fighting other blues, gives you that 3rd (or 4th if you buy assassins) poison stack to hunt down those MR or Djinni.&lt;br /&gt;
&lt;br /&gt;
==Stacking Basics==&lt;br /&gt;
&lt;br /&gt;
Now with all that aside, lets get onto the stacking - so you've gotten to 4000 acres. You want to summon a real deepstack so you can see where blue REALLY shines. Going through your options above, it may be a bit overwhelming to think of where to begin, but with some practice and little show of preference you can get the stack you want for just about any situation.&lt;br /&gt;
&lt;br /&gt;
Now there are 2 ways to stack as blue - offensively and defensively. Before you try and choose one, let me ask you a question: If you can't outdamage on defense where all the cards are in your favor (barriers, spells, item, and mystery of your stacks) - what makes you think you can win on offense? This is why I only cover OFFENSIVE DEFENSE.&lt;br /&gt;
&lt;br /&gt;
For an offensive defense, you want to outdamage your opponent, and almost completely ignore your losses in power. This involves looking through that list of the units above and seeing your options - you should come up with a list somewhat like: Djinni, Elementals (all 3), Mind Rippers, Medusa, Horned Demons, and maybe Unicorns and Wraiths.&lt;br /&gt;
&lt;br /&gt;
Now to protect that power you do need to setup to soak some damage - your Djinni and Mind Rippers are fairly solid units, and so are unicorns, although you may want a little more - so you can drag Leviathans into the mix.&lt;br /&gt;
&lt;br /&gt;
To get numbers, well - you look at your Horned Demons and Medusa for 1, and possibly even include some Dryads, Wisps, or even Archers to round out the numbers (tip: keep 1 barrack, and always set it to recruit 2 archers per turn - even if they're 11th stack, should one of your stacks die - they'll jump in as additional fatigue in the next battle).&lt;br /&gt;
&lt;br /&gt;
Now you may want some fatigue - Efreeti, Dryads, Wisps, Archers, etc. all make good fatigue - 3init or higher, and they have the perk of not getting countered.&lt;br /&gt;
&lt;br /&gt;
Now you have a huge list, but notice the overlaps:&lt;br /&gt;
Djinni, MR, HD, Medusa, and 'sometimes' Unicorns and Dryads.&lt;br /&gt;
&lt;br /&gt;
These are a good core set of units to look at in your stacking, and interestingly enough - these all can be used against EVERY COLOR in at least 1 form or another - and they're also all relatively cheap both turnwise and manawise to get into your army.&lt;br /&gt;
&lt;br /&gt;
So lets say we want to arrange it a bit, to protect our softer spots in these units, this will move us to something like Djinni/Uni/MR/HD/Medusa/Dryads - ionly 6 stacks, this won't do for deep stacking, and considering Dryads are only there as 'filler fodder' and 'fatigue' - you probably don't want a whole ton of them.&lt;br /&gt;
&lt;br /&gt;
Lets get some units in to round this out. You have to think about what you're going to hunt, and also you'll want to amp up that damage a bit, on both offense and defense, but you also likely want to get those softer units in a more secure position still than what they are - because they are still prone to heavier stacks aiming at them (especially Mind Rippers - which are luckily easy to push down due to being ranged and able to put more power behind a melee or flying stack).&lt;br /&gt;
&lt;br /&gt;
So we grab one more of our soakers to protect our more fragile units, lets go with Leviathans this time since they're on-color and quick to summon. And we decide to grab one more 'offensive' unit, this time an elemental - still on color, and still deadly.&lt;br /&gt;
&lt;br /&gt;
This gives us 8 stacks - which will likely look soemthing along the lines of:&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Water or Ice Elemental/Medusa/Dryad&lt;br /&gt;
&lt;br /&gt;
now...with these 8 stacks, we're doing much better - we have a solid offensive nature to our stacks through the Djinni, Uni, MR, Elementals, HD, and Medusa, and we have those softer units protected with the much better soakers Leviathan and Uni, and djinni to some extent.&lt;br /&gt;
&lt;br /&gt;
Now we still have exposed weaknesses, as every stack does, this is impossible to avoid, but we could use those last 2 battle slots to hinder that a bit - so lets throw in one of our trump cards from red - the Efreeti, these things are 4 init, so will even go before most other fatigue units, since they're red though, they're a pain to summon - so lets just get them up right behind the Medusa for now (at higher land we can move them up a bit if we want). and lets go ahead and throw in some SW to round it out at 10 stacks, this will also give us a little fun vs blacks undead.&lt;br /&gt;
&lt;br /&gt;
This tosses us into the 10 stack of:&lt;br /&gt;
&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Elemental/SW/Medusa/Efreeti/Dryad&lt;br /&gt;
&lt;br /&gt;
Now...you may think - that's gonna be hell to summon, honestly, it's not - notice how much on-color spells you have, and how many off-color spells you have - and how often you'll need to resummon each of the stacks.&lt;br /&gt;
&lt;br /&gt;
You attack with all of the stack intact, disband Leviathans and Elementals (and depending on the numbers - Djinni) and build/mp charge a bit to build up that mana storage and then you resummon and cast Levs/Elementals last to round it out (if you get air elementals, they sit nicely behind djinni or behind Leviathans).&lt;br /&gt;
&lt;br /&gt;
This stack is quickly adaptable to any situation - lets say you're needed for hititng a blue who's the target of tonight's BBQ and know they have MR third, it should only be 2-3 casts of HD (100-150k mana, + upkeep for the turns) to push those HD up, and slap those MR silly, let the Hd drop back down and you're home free.&lt;br /&gt;
&lt;br /&gt;
By keep the stacks as tight as possible in key areas (such as Uni/MR/HD/Elemental, or SW/Medusa/Efreeti - you let your stacks change as you're hit, letting you become unpredictable, while also still dealing out your massive damage).&lt;br /&gt;
&lt;br /&gt;
Ideal defensive assignments for offensive defense, should be offensive in nature - spells like Sleep or Double Time are terribly great damage enhancers for your higher power stacks *higher chance of hitting htem*, although if you're worried about Wraiths or HD, it's not uncalled for to use Slow or Paralyze to protect your softies and rely on your item to either stop them completely or allow your hitters to easier outdamage them.&lt;br /&gt;
&lt;br /&gt;
Blue should try and run full barriers to maintain it's advantage in spell and item - without barriers a blue's position becomes much weaker as it allows the enemy a massive advantage over the battle. (the more you make the enemy work around YOUR rules, the less able they are to protect against you, or deal damage to you).&lt;br /&gt;
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Candles and Webs are your main tools of the trade with an offensive blue stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Special Note: You shouldn't have to summon up after a defense, to do an attack run - if anything you should have to disband, nothing else. You want to be able to run as soon as you log in, as much as possible. Never log off with under 300k mana if possible (250k is acceptable, but it's pushing it), and always save Elementals for LAST in summoning, they are an 'augmenter' not a cornerstone, get them when you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hopefully that helps. (the stack I gave is by far not the only stack, I was merely using it as an example of working through your stacks - metagame comes into this train of thought - and also your preferred style of play, but you should always have a thought process of 'how can I do enough damage', 'how can I keep from taking more damage', 'how can I take max land', 'what can I do to compensate for weaknesses if anything', and finally 'what items and spells will work best with this?' - if you hit a major snag in any of these, you will want to loop back in steps to find out where you can fix it and proceed onward).&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5629</id>
		<title>Alzorath's Phantasm Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5629"/>
		<updated>2006-05-13T20:08:51Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Ok, we'll start out with the stuff that's not going to be kinda skewed to basic knowledge. Due to the high mana requirements of using elementals (mainly in upkeep - casting them is relatively cheap compared to other ultimates) - it's a good idea to maybe put them off until you have attained middle to higher land (3000-5000 acres range for your minimum starting point with elementals).&lt;br /&gt;
&lt;br /&gt;
With blue, when you get to the 3000-5000 range, you can actually support enough 'real units' to have them act as fodder (several thousand HD and [[Medusa]] add up quickly). at 6000 acres, it wouldn't be uncommon to see a solid 10,000 HD and 8,000 [[Medusa]] (there's 18,000 units right there - more than enough to take max land off a 3k land mage, throw in some fatigue and add up your bigger units - and you should be able to reach 30-40k easy enough).&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
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Now, I'm going to take a step back, and assume you haven't reached this 3000-5000 land mark, and we'll look at how to reach it, and sustain it when you get there. I'll cover 3 points: Gaining Land Efficiently, Defending your land, and 'the metagame'.&lt;br /&gt;
&lt;br /&gt;
==Gaining Land==&lt;br /&gt;
&lt;br /&gt;
Ok first - gaining land efficiently. at under 3000 acres, this involves a LOT of attacking (if you're thinking less than double digits, you're thinking too small). I know it's hard to see yourself doing 30-40 attacks a day, and still maintaining an army, you'll be able to build up to that over time - test out doing maybe 10-15 attacks in a day while below 3000, doesn't matter if you win or lose, you're just getting used to what it feels like - aim for 25+ the next day.&lt;br /&gt;
&lt;br /&gt;
Another aspect to gaining land efficiently is knowing what to summon to do those attacks, and gain land with it. The metagame plays a decent role in this, but for now we'll stick with a tried and true method - DurableHitter+DurableFodder. This will win less land, but will be more efficient until you have adapted to the metagame. In this some prefer Djinni/Sylph - and nothing else, honestly I find that only works in the first few weeks of a reset before people have whored up (you hit reds/blues with it). For you, I'd recommend [[Djinni]]/[[Sylph]]/[[Sprite]]/[[Pegasus]] + cast [[Gate]] a few times. You should end up with something like [[Djinni]]/[[Sylph]]/AA/[[Sprite]]/[[Angel]]/Uni/[[Pegasus]]/[[Knight]] and around 30k units or some hodgepodge like that. Most of your power in Djinni, and a moderate amount in sylph.&lt;br /&gt;
&lt;br /&gt;
Now to do the attack with this, you have to choose your targets - personally I like Blues and Reds, they're the easiest for me to pop, and relatively good land for the power. Now you may be wondering when I'm going to mention spells/items - well, right now - When hunting blue you will want to use sleep almost always, because in the current metagame Mono-[[Djinni]] and Mono-[[Leviathan]] are the most common, get a sleep through on these and your [[djinni]] and [[sylph]]s will rip them apart. Against reds, I tend to lean towards [[Mental Thrash]] - this will take down [[efreeti]] and [[chimera]] based reds reliably. Now you can go against blacks too - but use [[Paralyze]] (to stop heavy stacks such as heavy [[wraith]] or heavy hd - both enemies). Items are a different matter, as it varies depends on what you think the target may have - if you think a red could be heavy [[Red Dragon]] - send in the [[Head of Medusa]], if you think a blue is heavy [[leviathan]] the same goes - if you think a red is heavy [[chimera]], slip in a scroll of fire protection, if you think a red is heavy efreeti, throw down the same - if you think a blue is heavy [[djinni]], don't bother with items until you're higher in land.&lt;br /&gt;
&lt;br /&gt;
Now that may be a lot to soak in, but it's just general basic strategy (similar stuff can be said for every other color - just the names of units and spells/items change).&lt;br /&gt;
&lt;br /&gt;
==Defending Land==&lt;br /&gt;
&lt;br /&gt;
Next we'll be going onto topic #2 - Defending your land. As a hunting blue - this is simple - drop all the disbandables (there is a reason I didn't say vamps and wraiths this early big grin) - and summon up a massive army of djinni, save yourself about 150k mana after casting them. Slap on a solid defensive spell and item (I like Satchel/Lovesick, or Satchel/Feet of Hermes - mechanics about why these work can be found in my FAQ).&lt;br /&gt;
&lt;br /&gt;
This is straightforward - the reason I don't suggest Leviathans, is they are of no use to you on your attack runs this low, no need to use them unless you're forced to explore up (then you disband all levs, build, explore, build, summon levs, and assign a solid defense for them - such as flight/scroll, or lovesick/scroll)&lt;br /&gt;
&lt;br /&gt;
Defending your land down low is simple - simply don't take more than 10% damage, above is one of the easiest methods.&lt;br /&gt;
&lt;br /&gt;
==The Metagame==&lt;br /&gt;
&lt;br /&gt;
Topic #3 - the metagame, the metagame changes as the players change, and you have to learn to adapt to it - it is best to start testing your units out in different situations - see how those levs do vs hd, or sals, or chimera, or whatever - find out why. Look at the mechanics if you must (although after a while it is better to do it by gut rather than sheer numbers). I've included some unit tips about the units, but you won't know just how much in any direction you can take them without testing or crunching obscenely large amounts of numbers.&lt;br /&gt;
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==Unit Advice==&lt;br /&gt;
&lt;br /&gt;
Some unit 'tips'&lt;br /&gt;
&lt;br /&gt;
Leviathans: Weak to fire, and a little bit to lightning too. these are amazing soakers - which are of use even on offense to push down your damage dealing stacks to focus on the soft centers. Just because they're weak to something doesn't mean they can't handle it - you just have to know how to make up for this weakness.&lt;br /&gt;
&lt;br /&gt;
Mind Rippers: Deadly dangerous, and the hardest blue units to manage in general (even harder than Elementals) - these suckers are a kick in the nuts times ten. Use em, use em well, just avoid poison with them.&lt;br /&gt;
&lt;br /&gt;
Elementals: These are your damage workhorses, and really aren't of much use until you can get a solid stack and work with it. Let the water and ice float around mid/bottom stack and rip it out of anything that may wander into their firing path - don't rely on a specific elemental hwen you're summonings - stack to use whatever you get. Air elementals are up higher, keep them behind at least 1 other stack though (I like them 2nd or 3rd) - they can't take a hit, but can outdamage many things that'd hurt them before the other unit even has a chance to strike.&lt;br /&gt;
&lt;br /&gt;
Medusa: Blue FEAR unit, hide these about in your stacks, they can go a lot of places, and can do a lot of damage (especially to other units with FEAR), just avoid letting them get HIT by units with FEAR (units with fear, suffer no accuracy penalty whens triking other units with fear - make it work FOR you). Medusa are also a cornerstone of the blue rushing strategy (along with Djinni and Mind Rippers).&lt;br /&gt;
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Psychic Wisps: Nice little fatigue unit, although not small enough to be fodder without also being a liability, I usually only keep 1 summon at low lands if any at all - I prefer dryads because they're smaller, durable, and make good fodder and fatigue.&lt;br /&gt;
&lt;br /&gt;
Djinni: Fliers, semi-durable (but have weaknesses), great vs RD and Chims, and can do some nasty work with their Lightning Secondary and Marksmanship. A lot of people use these defensively and never notice their offensive capabilities, don't make that mistake - they're not as durable as AA, and not as offensive as Chims, but they certainly are a godly middle-ground. Avoid Magic or Poison damages with these guys (Phoenix and Wraiths in particular eat these alive - Water Elementals and Horned Demons are also a threat if they make solid contact).&lt;br /&gt;
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Sirene: Good &amp;quot;Fodder Killer Killers&amp;quot; - don't mess with these if you're a new player, they will cost you battles until you figure out just how to use them. These are best used against specific targets (take that as you will).&lt;br /&gt;
&lt;br /&gt;
Sprite/Sylph: These 2 units are basically twins - Sprite are the tiny, fast, and lower damage/survivability of the pair, they are valued for their 5 init attack of pure magic. Sylph are my preferred units, with 3 initiative, much better survivability and damage, while slower are much more stocky and dangerous (but take longer to summon).&lt;br /&gt;
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&lt;br /&gt;
Other Units worth noting:&lt;br /&gt;
&lt;br /&gt;
Nether:&lt;br /&gt;
Horned Demons - Heavy Ground hitters, very deadly to MR, Djinni, and AA.&lt;br /&gt;
Vampires - a great black soaker, you can utilize it better as blue than you can as black.&lt;br /&gt;
Wraiths - Deadly to Djinni, and if hidden can be deadly to Phoenix too. Again, more effective to use as blue than as black.&lt;br /&gt;
Lich - ground soakers, pop eaters, fairly decent units although you can usually include something better for cheaper.&lt;br /&gt;
Ghouls - Nice fodder units, you can get them from Blood Ritual (and yes - Blood Ritual is dispellable, try a couple times with 1 mana, will usually dispell on the 3rd-5th try) - these have the same weaknesses as zombies, except these actually deal some damage (at the cost of a higher upkeep).&lt;br /&gt;
&lt;br /&gt;
Ascendant:&lt;br /&gt;
Unicorns - White offense/defense unit, kinda like what the Djinni is in air units, Uni are a good middle ground for offense and defense - also fun with melee attack modifiers&lt;br /&gt;
Archangels - White Soakers, widely considered one of the best soakers in the game, keep them away from poison, paralyze, and breath (that means chimera everone).&lt;br /&gt;
&lt;br /&gt;
Spirit Warriors - great for hunting mid-stack undead in a black army, nice holy damage, but are a little more fragile and fat than Unicorns, use at your own caution but they can be dangerous.&lt;br /&gt;
Soul Speakers - Nice little ranged fodder/fatigue, don't use in large quantities though, they will cost you battles much like Psychic Wisps.&lt;br /&gt;
Angels - if you're all flying, these will go with 1 summon down low, they're better than wyverns at least - but these won't win any awards for being actually 'good'.&lt;br /&gt;
Pegasi - nice little animal fodder units, and let you differ some of your upkeeps onto gold. Use them wisely though, they die like any other flier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verdant&lt;br /&gt;
Nymph, Dryad - great ranged fodder/fatigue units, I love them both - you'll probably use Dryads at lower land, and Nymphs at higher land. Nymphs are far more durable and damaging, Dryads are smaller and better able to pack in the numbers you want.&lt;br /&gt;
&lt;br /&gt;
I don't use green averages/complex, but I have heard of some blues utilizing werebears as a 'suprise' - just not worth the mana to me. Griffons are rarely if ever used by blue due to the high mana upkeep and a not so fun geld upkeep accompanying it (they eat mana like noone's business, so you're not deferring to gold, you're just eating it up alongside mana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eradication&lt;br /&gt;
Oddly enough - eradication has many great units for a blue to use at higher lands.&lt;br /&gt;
&lt;br /&gt;
Efreeti - Great units, 4 init primary, fire attack type (an attack blue natively lacks, that is very useful). I usually start incorporating these around 4k land if possible and wouldn't even think twice about the mana cost of getting them. They tend to stay low in my stacks until very high land, but even there they are worth it (especially when pushing fodder ranged down a bit).&lt;br /&gt;
&lt;br /&gt;
Chimera - Useful for blue all flying - 1-2 summons will usually place these relatively low in your stack, but a small stack of chimera in 6-8th stack will wipe out a lot of fodder units (and since you're likely all-flying while using these - they usually won't be targetted if they're at the very bottom unless your opponent is using a carpet, or all-flying themselves).&lt;br /&gt;
&lt;br /&gt;
Salamanders - lovely little fire units, but they do crumble a bit easily, consider them from time to time, but you can usually find something better.&lt;br /&gt;
&lt;br /&gt;
Hydra - useful if you're high land and fighting other blues, gives you that 3rd (or 4th if you buy assassins) poison stack to hunt down those MR or Djinni.&lt;br /&gt;
&lt;br /&gt;
==Stacking Basics==&lt;br /&gt;
&lt;br /&gt;
Now with all that aside, lets get onto the stacking - so you've gotten to 4000 acres. You want to summon a real deepstack so you can see where blue REALLY shines. Going through your options above, it may be a bit overwhelming to think of where to begin, but with some practice and little show of preference you can get the stack you want for just about any situation.&lt;br /&gt;
&lt;br /&gt;
Now there are 2 ways to stack as blue - offensively and defensively. Before you try and choose one, let me ask you a question: If you can't outdamage on defense where all the cards are in your favor (barriers, spells, item, and mystery of your stacks) - what makes you think you can win on offense? This is why I only cover OFFENSIVE DEFENSE.&lt;br /&gt;
&lt;br /&gt;
For an offensive defense, you want to outdamage your opponent, and almost completely ignore your losses in power. This involves looking through that list of the units above and seeing your options - you should come up with a list somewhat like: Djinni, Elementals (all 3), Mind Rippers, Medusa, Horned Demons, and maybe Unicorns and Wraiths.&lt;br /&gt;
&lt;br /&gt;
Now to protect that power you do need to setup to soak some damage - your Djinni and Mind Rippers are fairly solid units, and so are unicorns, although you may want a little more - so you can drag Leviathans into the mix.&lt;br /&gt;
&lt;br /&gt;
To get numbers, well - you look at your Horned Demons and Medusa for 1, and possibly even include some Dryads, Wisps, or even Archers to round out the numbers (tip: keep 1 barrack, and always set it to recruit 2 archers per turn - even if they're 11th stack, should one of your stacks die - they'll jump in as additional fatigue in the next battle).&lt;br /&gt;
&lt;br /&gt;
Now you may want some fatigue - Efreeti, Dryads, Wisps, Archers, etc. all make good fatigue - 3init or higher, and they have the perk of not getting countered.&lt;br /&gt;
&lt;br /&gt;
Now you have a huge list, but notice the overlaps:&lt;br /&gt;
Djinni, MR, HD, Medusa, and 'sometimes' Unicorns and Dryads.&lt;br /&gt;
&lt;br /&gt;
These are a good core set of units to look at in your stacking, and interestingly enough - these all can be used against EVERY COLOR in at least 1 form or another - and they're also all relatively cheap both turnwise and manawise to get into your army.&lt;br /&gt;
&lt;br /&gt;
So lets say we want to arrange it a bit, to protect our softer spots in these units, this will move us to something like Djinni/Uni/MR/HD/Medusa/Dryads - ionly 6 stacks, this won't do for deep stacking, and considering Dryads are only there as 'filler fodder' and 'fatigue' - you probably don't want a whole ton of them.&lt;br /&gt;
&lt;br /&gt;
Lets get some units in to round this out. You have to think about what you're going to hunt, and also you'll want to amp up that damage a bit, on both offense and defense, but you also likely want to get those softer units in a more secure position still than what they are - because they are still prone to heavier stacks aiming at them (especially Mind Rippers - which are luckily easy to push down due to being ranged and able to put more power behind a melee or flying stack).&lt;br /&gt;
&lt;br /&gt;
So we grab one more of our soakers to protect our more fragile units, lets go with Leviathans this time since they're on-color and quick to summon. And we decide to grab one more 'offensive' unit, this time an elemental - still on color, and still deadly.&lt;br /&gt;
&lt;br /&gt;
This gives us 8 stacks - which will likely look soemthing along the lines of:&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Water or Ice Elemental/Medusa/Dryad&lt;br /&gt;
&lt;br /&gt;
now...with these 8 stacks, we're doing much better - we have a solid offensive nature to our stacks through the Djinni, Uni, MR, Elementals, HD, and Medusa, and we have those softer units protected with the much better soakers Leviathan and Uni, and djinni to some extent.&lt;br /&gt;
&lt;br /&gt;
Now we still have exposed weaknesses, as every stack does, this is impossible to avoid, but we could use those last 2 battle slots to hinder that a bit - so lets throw in one of our trump cards from red - the Efreeti, these things are 4 init, so will even go before most other fatigue units, since they're red though, they're a pain to summon - so lets just get them up right behind the Medusa for now (at higher land we can move them up a bit if we want). and lets go ahead and throw in some SW to round it out at 10 stacks, this will also give us a little fun vs blacks undead.&lt;br /&gt;
&lt;br /&gt;
This tosses us into the 10 stack of:&lt;br /&gt;
&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Elemental/SW/Medusa/Efreeti/Dryad&lt;br /&gt;
&lt;br /&gt;
Now...you may think - that's gonna be hell to summon, honestly, it's not - notice how much on-color spells you have, and how many off-color spells you have - and how often you'll need to resummon each of the stacks.&lt;br /&gt;
&lt;br /&gt;
You attack with all of the stack intact, disband Leviathans and Elementals (and depending on the numbers - Djinni) and build/mp charge a bit to build up that mana storage and then you resummon and cast Levs/Elementals last to round it out (if you get air elementals, they sit nicely behind djinni or behind Leviathans).&lt;br /&gt;
&lt;br /&gt;
This stack is quickly adaptable to any situation - lets say you're needed for hititng a blue who's the target of tonight's BBQ and know they have MR third, it should only be 2-3 casts of HD (100-150k mana, + upkeep for the turns) to push those HD up, and slap those MR silly, let the Hd drop back down and you're home free.&lt;br /&gt;
&lt;br /&gt;
By keep the stacks as tight as possible in key areas (such as Uni/MR/HD/Elemental, or SW/Medusa/Efreeti - you let your stacks change as you're hit, letting you become unpredictable, while also still dealing out your massive damage).&lt;br /&gt;
&lt;br /&gt;
Ideal defensive assignments for offensive defense, should be offensive in nature - spells like Sleep or Double Time are terribly great damage enhancers for your higher power stacks *higher chance of hitting htem*, although if you're worried about Wraiths or HD, it's not uncalled for to use Slow or Paralyze to protect your softies and rely on your item to either stop them completely or allow your hitters to easier outdamage them.&lt;br /&gt;
&lt;br /&gt;
Blue should try and run full barriers to maintain it's advantage in spell and item - without barriers a blue's position becomes much weaker as it allows the enemy a massive advantage over the battle. (the more you make the enemy work around YOUR rules, the less able they are to protect against you, or deal damage to you).&lt;br /&gt;
&lt;br /&gt;
Candles and Webs are your main tools of the trade with an offensive blue stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Special Note: You shouldn't have to summon up after a defense, to do an attack run - if anything you should have to disband, nothing else. You want to be able to run as soon as you log in, as much as possible. Never log off with under 300k mana if possible (250k is acceptable, but it's pushing it), and always save Elementals for LAST in summoning, they are an 'augmenter' not a cornerstone, get them when you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hopefully that helps. (the stack I gave is by far not the only stack, I was merely using it as an example of working through your stacks - metagame comes into this train of thought - and also your preferred style of play, but you should always have a thought process of 'how can I do enough damage', 'how can I keep from taking more damage', 'how can I take max land', 'what can I do to compensate for weaknesses if anything', and finally 'what items and spells will work best with this?' - if you hit a major snag in any of these, you will want to loop back in steps to find out where you can fix it and proceed onward).&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=5628</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=5628"/>
		<updated>2006-05-13T19:56:54Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Want to play the game 'by the book' - forget it! - well okay, here is some stuff that might set you on the right track. &lt;br /&gt;
* A general resource is this [[Groentje Players Manual|Player's Manual]] (very much updated from the  portal version[http://www.the-reincarnation.com/guide.php]). &lt;br /&gt;
* Very useful to understand whats written on forums, this wiki and the UBB is this list of [[Common Terminology]]&lt;br /&gt;
* and then there is all the stuff below (to which you can contribute and edit)&lt;br /&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;&amp;lt;i&amp;gt;Beginner Guidance&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Portal [http://www.the-reincarnation.com/startup.php Startup Guide] [[HalfDoneWikiStartupGuide|*]]&amp;lt;br&amp;gt;&lt;br /&gt;
Portal [http://www.the-reincarnation.com/tutorials.php Tutorials]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Researching for dummies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mike Clough's Strategy Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Ascendancy - White&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sirhatter’s Complete White Guide (AM)|Sirhatter’s White Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Maerlyn Style White]]&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;&amp;lt;i&amp;gt;Advanced Guidance&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Topian Early Ranking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Eradication - Red&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Azreal's long and detailed ERAD Guide|Azreal's Red Guide]]&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;&amp;lt;i&amp;gt;Game Mechanics&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Alzorath's General FAQ| Alzorath's FAQ v0.2]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[War Formulas from the Ronin Assassins|Ronin's War Formulas]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[GodFavour|Favour from Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Nether - Black&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sabre Nether Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[DOLZero's Devil Guide]]&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;&amp;lt;i&amp;gt;Tools or Calculators&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Geld Optimizer Applet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Phantasm - Blue&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alzorath's Kickass Starter Guide]]&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;&amp;lt;i&amp;gt;Other Information&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Verdancy - Green&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Roxton's Simple Tips]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[A Basic Guide to Verdancy]]&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;
&lt;br /&gt;
    Contributing to this section? Great! Just dump your new page &amp;lt;nowiki&amp;gt;[[Like this]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    somewhere here and we'll organise this page further.&lt;br /&gt;
&lt;br /&gt;
=A Guide to GalaxyNet IRC Network=&lt;br /&gt;
* [[cvn's Guide to IRC @ GalaxyNet]]&lt;br /&gt;
* [[agentsvr Guide to a registered nick @ GalaxyNet]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=5627</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=5627"/>
		<updated>2006-05-13T19:55:57Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Want to play the game 'by the book' - forget it! - well okay, here is some stuff that might set you on the right track. &lt;br /&gt;
* A general resource is this [[Groentje Players Manual|Player's Manual]] (very much updated from the  portal version[http://www.the-reincarnation.com/guide.php]). &lt;br /&gt;
* Very useful to understand whats written on forums, this wiki and the UBB is this list of [[Common Terminology]]&lt;br /&gt;
* and then there is all the stuff below (to which you can contribute and edit)&lt;br /&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;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Beginner Guidance&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Portal [http://www.the-reincarnation.com/startup.php Startup Guide] [[HalfDoneWikiStartupGuide|*]]&amp;lt;br&amp;gt;&lt;br /&gt;
Portal [http://www.the-reincarnation.com/tutorials.php Tutorials]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Researching for dummies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mike Clough's Strategy Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Ascendancy - White&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sirhatter’s Complete White Guide (AM)|Sirhatter’s White Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Maerlyn Style White]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&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;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Advanced Guidance&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Topian Early Ranking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Eradication - Red&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Azreal's long and detailed ERAD Guide|Azreal's Red Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&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;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Game Mechanics&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Alzorath's General FAQ| Alzorath's FAQ v0.2]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[War Formulas from the Ronin Assassins|Ronin's War Formulas]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[GodFavour|Favour from Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Nether - Black&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sabre Nether Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[DOLZero's Devil Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&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;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Tools or Calculators&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Geld Optimizer Applet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Phantasm - Blue&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alzorath's Kickass Starter Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&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;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Other Information&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Verdancy - Green&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Roxton's Simple Tips]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[A Basic Guide to Verdancy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    Contributing to this section? Great! Just dump your new page &amp;lt;nowiki&amp;gt;[[Like this]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    somewhere here and we'll organise this page further.&lt;br /&gt;
&lt;br /&gt;
=A Guide to GalaxyNet IRC Network=&lt;br /&gt;
* [[cvn's Guide to IRC @ GalaxyNet]]&lt;br /&gt;
* [[agentsvr Guide to a registered nick @ GalaxyNet]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=5626</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=5626"/>
		<updated>2006-05-13T19:55:44Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Want to play the game 'by the book' - forget it! - well okay, here is some stuff that might set you on the right track. &lt;br /&gt;
* A general resource is this [[Groentje Players Manual|Player's Manual]] (very much updated from the  portal version[http://www.the-reincarnation.com/guide.php]). &lt;br /&gt;
* Very useful to understand whats written on forums, this wiki and the UBB is this list of [[Common Terminology]]&lt;br /&gt;
* and then there is all the stuff below (to which you can contribute and edit)&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;center&amp;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;
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Portal [http://www.the-reincarnation.com/startup.php Startup Guide] [[HalfDoneWikiStartupGuide|*]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Mike Clough's Strategy Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Sirhatter’s Complete White Guide (AM)|Sirhatter’s White Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Maerlyn Style White]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Azreal's long and detailed ERAD Guide|Azreal's Red Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[War Formulas from the Ronin Assassins|Ronin's War Formulas]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Roxton's Simple Tips]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[A Basic Guide to Verdancy]]&amp;lt;br&amp;gt;&lt;br /&gt;
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    somewhere here and we'll organise this page further.&lt;br /&gt;
&lt;br /&gt;
=A Guide to GalaxyNet IRC Network=&lt;br /&gt;
* [[cvn's Guide to IRC @ GalaxyNet]]&lt;br /&gt;
* [[agentsvr Guide to a registered nick @ GalaxyNet]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5625</id>
		<title>Alzorath's Phantasm Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5625"/>
		<updated>2006-05-13T19:54:40Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Ok, we'll start out with the stuff that's not going to be kinda skewed to basic knowledge. Due to the high mana requirements of using elementals (mainly in upkeep - casting them is relatively cheap compared to other ultimates) - it's a good idea to maybe put them off until you have attained middle to higher land (3000-5000 acres range for your minimum starting point with elementals).&lt;br /&gt;
&lt;br /&gt;
With blue, when you get to the 3000-5000 range, you can actually support enough 'real units' to have them act as fodder (several thousand HD and Medusa add up quickly). at 6000 acres, it wouldn't be uncommon to see a solid 10,000 HD and 8,000 Medusa (there's 18,000 units right there - more than enough to take max land off a 3k land mage, throw in some fatigue and add up your bigger units - and you should be able to reach 30-40k easy enough).&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
Now, I'm going to take a step back, and assume you haven't reached this 3000-5000 land mark, and we'll look at how to reach it, and sustain it when you get there. I'll cover 3 points: Gaining Land Efficiently, Defending your land, and 'the metagame'.&lt;br /&gt;
&lt;br /&gt;
==Gaining Land==&lt;br /&gt;
&lt;br /&gt;
Ok first - gaining land efficiently. at under 3000 acres, this involves a LOT of attacking (if you're thinking less than double digits, you're thinking too small). I know it's hard to see yourself doing 30-40 attacks a day, and still maintaining an army, you'll be able to build up to that over time - test out doing maybe 10-15 attacks in a day while below 3000, doesn't matter if you win or lose, you're just getting used to what it feels like - aim for 25+ the next day.&lt;br /&gt;
&lt;br /&gt;
Another aspect to gaining land efficiently is knowing what to summon to do those attacks, and gain land with it. The metagame plays a decent role in this, but for now we'll stick with a tried and true method - DurableHitter+DurableFodder. This will win less land, but will be more efficient until you have adapted to the metagame. In this some prefer Djinni/Sylph - and nothing else, honestly I find that only works in the first few weeks of a reset before people have whored up (you hit reds/blues with it). For you, I'd recommend Djinni/Sylph/Sprite/Pegasus + cast Gate a few times. You should end up with something like Djinni/Sylph/AA/Sprite/Angel/Uni/Pegasus/Knight and around 30k units or some hodgepodge like that. Most of your power in Djinni, and a moderate amount in sylph.&lt;br /&gt;
&lt;br /&gt;
Now to do the attack with this, you have to choose your targets - personally I like Blues and Reds, they're the easiest for me to pop, and relatively good land for the power. Now you may be wondering when I'm going to mention spells/items - well, right now - When hunting blue you will want to use sleep almost always, because in the current metagame Mono-Djinni and Mono-Leviathan are the most common, get a sleep through on these and your djinni and sylphs will rip them apart. Against reds, I tend to lean towards Mental Thrash - this will take down efreeti and chimera based reds reliably. Now you can go against blacks too - but use paralyze (to stop heavy stacks such as heavy wraith or heavy hd - both enemies). Items are a different matter, as it varies depends on what you think the target may have - if you think a red could be heavy Red Dragon - send in the Head of Medusa, if you think a blue is heavy leviathan the same goes - if you think a red is heavy chimera, slip in a scroll of fire protection, if you think a red is heavy efreeti, throw down the same - if you think a blue is heavy djinni, don't bother with items until you're higher in land.&lt;br /&gt;
&lt;br /&gt;
Now that may be a lot to soak in, but it's just general basic strategy (similar stuff can be said for every other color - just the names of units and spells/items change).&lt;br /&gt;
&lt;br /&gt;
==Defending Land==&lt;br /&gt;
&lt;br /&gt;
Next we'll be going onto topic #2 - Defending your land. As a hunting blue - this is simple - drop all the disbandables (there is a reason I didn't say vamps and wraiths this early big grin) - and summon up a massive army of djinni, save yourself about 150k mana after casting them. Slap on a solid defensive spell and item (I like Satchel/Lovesick, or Satchel/Feet of Hermes - mechanics about why these work can be found in my FAQ).&lt;br /&gt;
&lt;br /&gt;
This is straightforward - the reason I don't suggest Leviathans, is they are of no use to you on your attack runs this low, no need to use them unless you're forced to explore up (then you disband all levs, build, explore, build, summon levs, and assign a solid defense for them - such as flight/scroll, or lovesick/scroll)&lt;br /&gt;
&lt;br /&gt;
Defending your land down low is simple - simply don't take more than 10% damage, above is one of the easiest methods.&lt;br /&gt;
&lt;br /&gt;
==The Metagame==&lt;br /&gt;
&lt;br /&gt;
Topic #3 - the metagame, the metagame changes as the players change, and you have to learn to adapt to it - it is best to start testing your units out in different situations - see how those levs do vs hd, or sals, or chimera, or whatever - find out why. Look at the mechanics if you must (although after a while it is better to do it by gut rather than sheer numbers). I've included some unit tips about the units, but you won't know just how much in any direction you can take them without testing or crunching obscenely large amounts of numbers.&lt;br /&gt;
&lt;br /&gt;
==Unit Advice==&lt;br /&gt;
&lt;br /&gt;
Some unit 'tips'&lt;br /&gt;
&lt;br /&gt;
Leviathans: Weak to fire, and a little bit to lightning too. these are amazing soakers - which are of use even on offense to push down your damage dealing stacks to focus on the soft centers. Just because they're weak to something doesn't mean they can't handle it - you just have to know how to make up for this weakness.&lt;br /&gt;
&lt;br /&gt;
Mind Rippers: Deadly dangerous, and the hardest blue units to manage in general (even harder than Elementals) - these suckers are a kick in the nuts times ten. Use em, use em well, just avoid poison with them.&lt;br /&gt;
&lt;br /&gt;
Elementals: These are your damage workhorses, and really aren't of much use until you can get a solid stack and work with it. Let the water and ice float around mid/bottom stack and rip it out of anything that may wander into their firing path - don't rely on a specific elemental hwen you're summonings - stack to use whatever you get. Air elementals are up higher, keep them behind at least 1 other stack though (I like them 2nd or 3rd) - they can't take a hit, but can outdamage many things that'd hurt them before the other unit even has a chance to strike.&lt;br /&gt;
&lt;br /&gt;
Medusa: Blue FEAR unit, hide these about in your stacks, they can go a lot of places, and can do a lot of damage (especially to other units with FEAR), just avoid letting them get HIT by units with FEAR (units with fear, suffer no accuracy penalty whens triking other units with fear - make it work FOR you). Medusa are also a cornerstone of the blue rushing strategy (along with Djinni and Mind Rippers).&lt;br /&gt;
&lt;br /&gt;
Psychic Wisps: Nice little fatigue unit, although not small enough to be fodder without also being a liability, I usually only keep 1 summon at low lands if any at all - I prefer dryads because they're smaller, durable, and make good fodder and fatigue.&lt;br /&gt;
&lt;br /&gt;
Djinni: Fliers, semi-durable (but have weaknesses), great vs RD and Chims, and can do some nasty work with their Lightning Secondary and Marksmanship. A lot of people use these defensively and never notice their offensive capabilities, don't make that mistake - they're not as durable as AA, and not as offensive as Chims, but they certainly are a godly middle-ground. Avoid Magic or Poison damages with these guys (Phoenix and Wraiths in particular eat these alive - Water Elementals and Horned Demons are also a threat if they make solid contact).&lt;br /&gt;
&lt;br /&gt;
Sirene: Good &amp;quot;Fodder Killer Killers&amp;quot; - don't mess with these if you're a new player, they will cost you battles until you figure out just how to use them. These are best used against specific targets (take that as you will).&lt;br /&gt;
&lt;br /&gt;
Sprite/Sylph: These 2 units are basically twins - Sprite are the tiny, fast, and lower damage/survivability of the pair, they are valued for their 5 init attack of pure magic. Sylph are my preferred units, with 3 initiative, much better survivability and damage, while slower are much more stocky and dangerous (but take longer to summon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Units worth noting:&lt;br /&gt;
&lt;br /&gt;
Nether:&lt;br /&gt;
Horned Demons - Heavy Ground hitters, very deadly to MR, Djinni, and AA.&lt;br /&gt;
Vampires - a great black soaker, you can utilize it better as blue than you can as black.&lt;br /&gt;
Wraiths - Deadly to Djinni, and if hidden can be deadly to Phoenix too. Again, more effective to use as blue than as black.&lt;br /&gt;
Lich - ground soakers, pop eaters, fairly decent units although you can usually include something better for cheaper.&lt;br /&gt;
Ghouls - Nice fodder units, you can get them from Blood Ritual (and yes - Blood Ritual is dispellable, try a couple times with 1 mana, will usually dispell on the 3rd-5th try) - these have the same weaknesses as zombies, except these actually deal some damage (at the cost of a higher upkeep).&lt;br /&gt;
&lt;br /&gt;
Ascendant:&lt;br /&gt;
Unicorns - White offense/defense unit, kinda like what the Djinni is in air units, Uni are a good middle ground for offense and defense - also fun with melee attack modifiers&lt;br /&gt;
Archangels - White Soakers, widely considered one of the best soakers in the game, keep them away from poison, paralyze, and breath (that means chimera everone).&lt;br /&gt;
&lt;br /&gt;
Spirit Warriors - great for hunting mid-stack undead in a black army, nice holy damage, but are a little more fragile and fat than Unicorns, use at your own caution but they can be dangerous.&lt;br /&gt;
Soul Speakers - Nice little ranged fodder/fatigue, don't use in large quantities though, they will cost you battles much like Psychic Wisps.&lt;br /&gt;
Angels - if you're all flying, these will go with 1 summon down low, they're better than wyverns at least - but these won't win any awards for being actually 'good'.&lt;br /&gt;
Pegasi - nice little animal fodder units, and let you differ some of your upkeeps onto gold. Use them wisely though, they die like any other flier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verdant&lt;br /&gt;
Nymph, Dryad - great ranged fodder/fatigue units, I love them both - you'll probably use Dryads at lower land, and Nymphs at higher land. Nymphs are far more durable and damaging, Dryads are smaller and better able to pack in the numbers you want.&lt;br /&gt;
&lt;br /&gt;
I don't use green averages/complex, but I have heard of some blues utilizing werebears as a 'suprise' - just not worth the mana to me. Griffons are rarely if ever used by blue due to the high mana upkeep and a not so fun geld upkeep accompanying it (they eat mana like noone's business, so you're not deferring to gold, you're just eating it up alongside mana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eradication&lt;br /&gt;
Oddly enough - eradication has many great units for a blue to use at higher lands.&lt;br /&gt;
&lt;br /&gt;
Efreeti - Great units, 4 init primary, fire attack type (an attack blue natively lacks, that is very useful). I usually start incorporating these around 4k land if possible and wouldn't even think twice about the mana cost of getting them. They tend to stay low in my stacks until very high land, but even there they are worth it (especially when pushing fodder ranged down a bit).&lt;br /&gt;
&lt;br /&gt;
Chimera - Useful for blue all flying - 1-2 summons will usually place these relatively low in your stack, but a small stack of chimera in 6-8th stack will wipe out a lot of fodder units (and since you're likely all-flying while using these - they usually won't be targetted if they're at the very bottom unless your opponent is using a carpet, or all-flying themselves).&lt;br /&gt;
&lt;br /&gt;
Salamanders - lovely little fire units, but they do crumble a bit easily, consider them from time to time, but you can usually find something better.&lt;br /&gt;
&lt;br /&gt;
Hydra - useful if you're high land and fighting other blues, gives you that 3rd (or 4th if you buy assassins) poison stack to hunt down those MR or Djinni.&lt;br /&gt;
&lt;br /&gt;
==Stacking Basics==&lt;br /&gt;
&lt;br /&gt;
Now with all that aside, lets get onto the stacking - so you've gotten to 4000 acres. You want to summon a real deepstack so you can see where blue REALLY shines. Going through your options above, it may be a bit overwhelming to think of where to begin, but with some practice and little show of preference you can get the stack you want for just about any situation.&lt;br /&gt;
&lt;br /&gt;
Now there are 2 ways to stack as blue - offensively and defensively. Before you try and choose one, let me ask you a question: If you can't outdamage on defense where all the cards are in your favor (barriers, spells, item, and mystery of your stacks) - what makes you think you can win on offense? This is why I only cover OFFENSIVE DEFENSE.&lt;br /&gt;
&lt;br /&gt;
For an offensive defense, you want to outdamage your opponent, and almost completely ignore your losses in power. This involves looking through that list of the units above and seeing your options - you should come up with a list somewhat like: Djinni, Elementals (all 3), Mind Rippers, Medusa, Horned Demons, and maybe Unicorns and Wraiths.&lt;br /&gt;
&lt;br /&gt;
Now to protect that power you do need to setup to soak some damage - your Djinni and Mind Rippers are fairly solid units, and so are unicorns, although you may want a little more - so you can drag Leviathans into the mix.&lt;br /&gt;
&lt;br /&gt;
To get numbers, well - you look at your Horned Demons and Medusa for 1, and possibly even include some Dryads, Wisps, or even Archers to round out the numbers (tip: keep 1 barrack, and always set it to recruit 2 archers per turn - even if they're 11th stack, should one of your stacks die - they'll jump in as additional fatigue in the next battle).&lt;br /&gt;
&lt;br /&gt;
Now you may want some fatigue - Efreeti, Dryads, Wisps, Archers, etc. all make good fatigue - 3init or higher, and they have the perk of not getting countered.&lt;br /&gt;
&lt;br /&gt;
Now you have a huge list, but notice the overlaps:&lt;br /&gt;
Djinni, MR, HD, Medusa, and 'sometimes' Unicorns and Dryads.&lt;br /&gt;
&lt;br /&gt;
These are a good core set of units to look at in your stacking, and interestingly enough - these all can be used against EVERY COLOR in at least 1 form or another - and they're also all relatively cheap both turnwise and manawise to get into your army.&lt;br /&gt;
&lt;br /&gt;
So lets say we want to arrange it a bit, to protect our softer spots in these units, this will move us to something like Djinni/Uni/MR/HD/Medusa/Dryads - ionly 6 stacks, this won't do for deep stacking, and considering Dryads are only there as 'filler fodder' and 'fatigue' - you probably don't want a whole ton of them.&lt;br /&gt;
&lt;br /&gt;
Lets get some units in to round this out. You have to think about what you're going to hunt, and also you'll want to amp up that damage a bit, on both offense and defense, but you also likely want to get those softer units in a more secure position still than what they are - because they are still prone to heavier stacks aiming at them (especially Mind Rippers - which are luckily easy to push down due to being ranged and able to put more power behind a melee or flying stack).&lt;br /&gt;
&lt;br /&gt;
So we grab one more of our soakers to protect our more fragile units, lets go with Leviathans this time since they're on-color and quick to summon. And we decide to grab one more 'offensive' unit, this time an elemental - still on color, and still deadly.&lt;br /&gt;
&lt;br /&gt;
This gives us 8 stacks - which will likely look soemthing along the lines of:&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Water or Ice Elemental/Medusa/Dryad&lt;br /&gt;
&lt;br /&gt;
now...with these 8 stacks, we're doing much better - we have a solid offensive nature to our stacks through the Djinni, Uni, MR, Elementals, HD, and Medusa, and we have those softer units protected with the much better soakers Leviathan and Uni, and djinni to some extent.&lt;br /&gt;
&lt;br /&gt;
Now we still have exposed weaknesses, as every stack does, this is impossible to avoid, but we could use those last 2 battle slots to hinder that a bit - so lets throw in one of our trump cards from red - the Efreeti, these things are 4 init, so will even go before most other fatigue units, since they're red though, they're a pain to summon - so lets just get them up right behind the Medusa for now (at higher land we can move them up a bit if we want). and lets go ahead and throw in some SW to round it out at 10 stacks, this will also give us a little fun vs blacks undead.&lt;br /&gt;
&lt;br /&gt;
This tosses us into the 10 stack of:&lt;br /&gt;
&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Elemental/SW/Medusa/Efreeti/Dryad&lt;br /&gt;
&lt;br /&gt;
Now...you may think - that's gonna be hell to summon, honestly, it's not - notice how much on-color spells you have, and how many off-color spells you have - and how often you'll need to resummon each of the stacks.&lt;br /&gt;
&lt;br /&gt;
You attack with all of the stack intact, disband Leviathans and Elementals (and depending on the numbers - Djinni) and build/mp charge a bit to build up that mana storage and then you resummon and cast Levs/Elementals last to round it out (if you get air elementals, they sit nicely behind djinni or behind Leviathans).&lt;br /&gt;
&lt;br /&gt;
This stack is quickly adaptable to any situation - lets say you're needed for hititng a blue who's the target of tonight's BBQ and know they have MR third, it should only be 2-3 casts of HD (100-150k mana, + upkeep for the turns) to push those HD up, and slap those MR silly, let the Hd drop back down and you're home free.&lt;br /&gt;
&lt;br /&gt;
By keep the stacks as tight as possible in key areas (such as Uni/MR/HD/Elemental, or SW/Medusa/Efreeti - you let your stacks change as you're hit, letting you become unpredictable, while also still dealing out your massive damage).&lt;br /&gt;
&lt;br /&gt;
Ideal defensive assignments for offensive defense, should be offensive in nature - spells like Sleep or Double Time are terribly great damage enhancers for your higher power stacks *higher chance of hitting htem*, although if you're worried about Wraiths or HD, it's not uncalled for to use Slow or Paralyze to protect your softies and rely on your item to either stop them completely or allow your hitters to easier outdamage them.&lt;br /&gt;
&lt;br /&gt;
Blue should try and run full barriers to maintain it's advantage in spell and item - without barriers a blue's position becomes much weaker as it allows the enemy a massive advantage over the battle. (the more you make the enemy work around YOUR rules, the less able they are to protect against you, or deal damage to you).&lt;br /&gt;
&lt;br /&gt;
Candles and Webs are your main tools of the trade with an offensive blue stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Special Note: You shouldn't have to summon up after a defense, to do an attack run - if anything you should have to disband, nothing else. You want to be able to run as soon as you log in, as much as possible. Never log off with under 300k mana if possible (250k is acceptable, but it's pushing it), and always save Elementals for LAST in summoning, they are an 'augmenter' not a cornerstone, get them when you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hopefully that helps. (the stack I gave is by far not the only stack, I was merely using it as an example of working through your stacks - metagame comes into this train of thought - and also your preferred style of play, but you should always have a thought process of 'how can I do enough damage', 'how can I keep from taking more damage', 'how can I take max land', 'what can I do to compensate for weaknesses if anything', and finally 'what items and spells will work best with this?' - if you hit a major snag in any of these, you will want to loop back in steps to find out where you can fix it and proceed onward).&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5624</id>
		<title>Alzorath's Phantasm Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5624"/>
		<updated>2006-05-13T19:52:33Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Introduction''&lt;br /&gt;
&lt;br /&gt;
Ok, we'll start out with the stuff that's not going to be kinda skewed to basic knowledge. Due to the high mana requirements of using elementals (mainly in upkeep - casting them is relatively cheap compared to other ultimates) - it's a good idea to maybe put them off until you have attained middle to higher land (3000-5000 acres range for your minimum starting point with elementals).&lt;br /&gt;
&lt;br /&gt;
With blue, when you get to the 3000-5000 range, you can actually support enough 'real units' to have them act as fodder (several thousand HD and Medusa add up quickly). at 6000 acres, it wouldn't be uncommon to see a solid 10,000 HD and 8,000 Medusa (there's 18,000 units right there - more than enough to take max land off a 3k land mage, throw in some fatigue and add up your bigger units - and you should be able to reach 30-40k easy enough).&lt;br /&gt;
&lt;br /&gt;
'''The Basics'''&lt;br /&gt;
&lt;br /&gt;
Now, I'm going to take a step back, and assume you haven't reached this 3000-5000 land mark, and we'll look at how to reach it, and sustain it when you get there. I'll cover 3 points: Gaining Land Efficiently, Defending your land, and 'the metagame'.&lt;br /&gt;
&lt;br /&gt;
'''Gaining Land'''&lt;br /&gt;
&lt;br /&gt;
Ok first - gaining land efficiently. at under 3000 acres, this involves a LOT of attacking (if you're thinking less than double digits, you're thinking too small). I know it's hard to see yourself doing 30-40 attacks a day, and still maintaining an army, you'll be able to build up to that over time - test out doing maybe 10-15 attacks in a day while below 3000, doesn't matter if you win or lose, you're just getting used to what it feels like - aim for 25+ the next day.&lt;br /&gt;
&lt;br /&gt;
Another aspect to gaining land efficiently is knowing what to summon to do those attacks, and gain land with it. The metagame plays a decent role in this, but for now we'll stick with a tried and true method - DurableHitter+DurableFodder. This will win less land, but will be more efficient until you have adapted to the metagame. In this some prefer Djinni/Sylph - and nothing else, honestly I find that only works in the first few weeks of a reset before people have whored up (you hit reds/blues with it). For you, I'd recommend Djinni/Sylph/Sprite/Pegasus + cast Gate a few times. You should end up with something like Djinni/Sylph/AA/Sprite/Angel/Uni/Pegasus/Knight and around 30k units or some hodgepodge like that. Most of your power in Djinni, and a moderate amount in sylph.&lt;br /&gt;
&lt;br /&gt;
Now to do the attack with this, you have to choose your targets - personally I like Blues and Reds, they're the easiest for me to pop, and relatively good land for the power. Now you may be wondering when I'm going to mention spells/items - well, right now - When hunting blue you will want to use sleep almost always, because in the current metagame Mono-Djinni and Mono-Leviathan are the most common, get a sleep through on these and your djinni and sylphs will rip them apart. Against reds, I tend to lean towards Mental Thrash - this will take down efreeti and chimera based reds reliably. Now you can go against blacks too - but use paralyze (to stop heavy stacks such as heavy wraith or heavy hd - both enemies). Items are a different matter, as it varies depends on what you think the target may have - if you think a red could be heavy Red Dragon - send in the Head of Medusa, if you think a blue is heavy leviathan the same goes - if you think a red is heavy chimera, slip in a scroll of fire protection, if you think a red is heavy efreeti, throw down the same - if you think a blue is heavy djinni, don't bother with items until you're higher in land.&lt;br /&gt;
&lt;br /&gt;
Now that may be a lot to soak in, but it's just general basic strategy (similar stuff can be said for every other color - just the names of units and spells/items change).&lt;br /&gt;
&lt;br /&gt;
'''Defending Land'''&lt;br /&gt;
&lt;br /&gt;
Next we'll be going onto topic #2 - Defending your land. As a hunting blue - this is simple - drop all the disbandables (there is a reason I didn't say vamps and wraiths this early big grin) - and summon up a massive army of djinni, save yourself about 150k mana after casting them. Slap on a solid defensive spell and item (I like Satchel/Lovesick, or Satchel/Feet of Hermes - mechanics about why these work can be found in my FAQ).&lt;br /&gt;
&lt;br /&gt;
This is straightforward - the reason I don't suggest Leviathans, is they are of no use to you on your attack runs this low, no need to use them unless you're forced to explore up (then you disband all levs, build, explore, build, summon levs, and assign a solid defense for them - such as flight/scroll, or lovesick/scroll)&lt;br /&gt;
&lt;br /&gt;
Defending your land down low is simple - simply don't take more than 10% damage, above is one of the easiest methods.&lt;br /&gt;
&lt;br /&gt;
'''The Metagame'''&lt;br /&gt;
&lt;br /&gt;
Topic #3 - the metagame, the metagame changes as the players change, and you have to learn to adapt to it - it is best to start testing your units out in different situations - see how those levs do vs hd, or sals, or chimera, or whatever - find out why. Look at the mechanics if you must (although after a while it is better to do it by gut rather than sheer numbers). I've included some unit tips about the units, but you won't know just how much in any direction you can take them without testing or crunching obscenely large amounts of numbers.&lt;br /&gt;
&lt;br /&gt;
'''Tips of the Trade'''&lt;br /&gt;
&lt;br /&gt;
Some unit 'tips'&lt;br /&gt;
&lt;br /&gt;
Leviathans: Weak to fire, and a little bit to lightning too. these are amazing soakers - which are of use even on offense to push down your damage dealing stacks to focus on the soft centers. Just because they're weak to something doesn't mean they can't handle it - you just have to know how to make up for this weakness.&lt;br /&gt;
&lt;br /&gt;
Mind Rippers: Deadly dangerous, and the hardest blue units to manage in general (even harder than Elementals) - these suckers are a kick in the nuts times ten. Use em, use em well, just avoid poison with them.&lt;br /&gt;
&lt;br /&gt;
Elementals: These are your damage workhorses, and really aren't of much use until you can get a solid stack and work with it. Let the water and ice float around mid/bottom stack and rip it out of anything that may wander into their firing path - don't rely on a specific elemental hwen you're summonings - stack to use whatever you get. Air elementals are up higher, keep them behind at least 1 other stack though (I like them 2nd or 3rd) - they can't take a hit, but can outdamage many things that'd hurt them before the other unit even has a chance to strike.&lt;br /&gt;
&lt;br /&gt;
Medusa: Blue FEAR unit, hide these about in your stacks, they can go a lot of places, and can do a lot of damage (especially to other units with FEAR), just avoid letting them get HIT by units with FEAR (units with fear, suffer no accuracy penalty whens triking other units with fear - make it work FOR you). Medusa are also a cornerstone of the blue rushing strategy (along with Djinni and Mind Rippers).&lt;br /&gt;
&lt;br /&gt;
Psychic Wisps: Nice little fatigue unit, although not small enough to be fodder without also being a liability, I usually only keep 1 summon at low lands if any at all - I prefer dryads because they're smaller, durable, and make good fodder and fatigue.&lt;br /&gt;
&lt;br /&gt;
Djinni: Fliers, semi-durable (but have weaknesses), great vs RD and Chims, and can do some nasty work with their Lightning Secondary and Marksmanship. A lot of people use these defensively and never notice their offensive capabilities, don't make that mistake - they're not as durable as AA, and not as offensive as Chims, but they certainly are a godly middle-ground. Avoid Magic or Poison damages with these guys (Phoenix and Wraiths in particular eat these alive - Water Elementals and Horned Demons are also a threat if they make solid contact).&lt;br /&gt;
&lt;br /&gt;
Sirene: Good &amp;quot;Fodder Killer Killers&amp;quot; - don't mess with these if you're a new player, they will cost you battles until you figure out just how to use them. These are best used against specific targets (take that as you will).&lt;br /&gt;
&lt;br /&gt;
Sprite/Sylph: These 2 units are basically twins - Sprite are the tiny, fast, and lower damage/survivability of the pair, they are valued for their 5 init attack of pure magic. Sylph are my preferred units, with 3 initiative, much better survivability and damage, while slower are much more stocky and dangerous (but take longer to summon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Units worth noting:&lt;br /&gt;
&lt;br /&gt;
Nether:&lt;br /&gt;
Horned Demons - Heavy Ground hitters, very deadly to MR, Djinni, and AA.&lt;br /&gt;
Vampires - a great black soaker, you can utilize it better as blue than you can as black.&lt;br /&gt;
Wraiths - Deadly to Djinni, and if hidden can be deadly to Phoenix too. Again, more effective to use as blue than as black.&lt;br /&gt;
Lich - ground soakers, pop eaters, fairly decent units although you can usually include something better for cheaper.&lt;br /&gt;
Ghouls - Nice fodder units, you can get them from Blood Ritual (and yes - Blood Ritual is dispellable, try a couple times with 1 mana, will usually dispell on the 3rd-5th try) - these have the same weaknesses as zombies, except these actually deal some damage (at the cost of a higher upkeep).&lt;br /&gt;
&lt;br /&gt;
Ascendant:&lt;br /&gt;
Unicorns - White offense/defense unit, kinda like what the Djinni is in air units, Uni are a good middle ground for offense and defense - also fun with melee attack modifiers&lt;br /&gt;
Archangels - White Soakers, widely considered one of the best soakers in the game, keep them away from poison, paralyze, and breath (that means chimera everone).&lt;br /&gt;
&lt;br /&gt;
Spirit Warriors - great for hunting mid-stack undead in a black army, nice holy damage, but are a little more fragile and fat than Unicorns, use at your own caution but they can be dangerous.&lt;br /&gt;
Soul Speakers - Nice little ranged fodder/fatigue, don't use in large quantities though, they will cost you battles much like Psychic Wisps.&lt;br /&gt;
Angels - if you're all flying, these will go with 1 summon down low, they're better than wyverns at least - but these won't win any awards for being actually 'good'.&lt;br /&gt;
Pegasi - nice little animal fodder units, and let you differ some of your upkeeps onto gold. Use them wisely though, they die like any other flier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verdant&lt;br /&gt;
Nymph, Dryad - great ranged fodder/fatigue units, I love them both - you'll probably use Dryads at lower land, and Nymphs at higher land. Nymphs are far more durable and damaging, Dryads are smaller and better able to pack in the numbers you want.&lt;br /&gt;
&lt;br /&gt;
I don't use green averages/complex, but I have heard of some blues utilizing werebears as a 'suprise' - just not worth the mana to me. Griffons are rarely if ever used by blue due to the high mana upkeep and a not so fun geld upkeep accompanying it (they eat mana like noone's business, so you're not deferring to gold, you're just eating it up alongside mana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eradication&lt;br /&gt;
Oddly enough - eradication has many great units for a blue to use at higher lands.&lt;br /&gt;
&lt;br /&gt;
Efreeti - Great units, 4 init primary, fire attack type (an attack blue natively lacks, that is very useful). I usually start incorporating these around 4k land if possible and wouldn't even think twice about the mana cost of getting them. They tend to stay low in my stacks until very high land, but even there they are worth it (especially when pushing fodder ranged down a bit).&lt;br /&gt;
&lt;br /&gt;
Chimera - Useful for blue all flying - 1-2 summons will usually place these relatively low in your stack, but a small stack of chimera in 6-8th stack will wipe out a lot of fodder units (and since you're likely all-flying while using these - they usually won't be targetted if they're at the very bottom unless your opponent is using a carpet, or all-flying themselves).&lt;br /&gt;
&lt;br /&gt;
Salamanders - lovely little fire units, but they do crumble a bit easily, consider them from time to time, but you can usually find something better.&lt;br /&gt;
&lt;br /&gt;
Hydra - useful if you're high land and fighting other blues, gives you that 3rd (or 4th if you buy assassins) poison stack to hunt down those MR or Djinni.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----Think that covers most of the units, although I left some out, feel free to experiment with them, just because I don't have a preference for them, doesn't mean they're 100% useless, it just means I haven't had success using them in my personal strategies -------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
Now with all that aside, lets get onto the stacking - so you've gotten to 4000 acres. You want to summon a real deepstack so you can see where blue REALLY shines. Going through your options above, it may be a bit overwhelming to think of where to begin, but with some practice and little show of preference you can get the stack you want for just about any situation.&lt;br /&gt;
&lt;br /&gt;
Now there are 2 ways to stack as blue - offensively and defensively. Before you try and choose one, let me ask you a question: If you can't outdamage on defense where all the cards are in your favor (barriers, spells, item, and mystery of your stacks) - what makes you think you can win on offense? This is why I only cover OFFENSIVE DEFENSE.&lt;br /&gt;
&lt;br /&gt;
For an offensive defense, you want to outdamage your opponent, and almost completely ignore your losses in power. This involves looking through that list of the units above and seeing your options - you should come up with a list somewhat like: Djinni, Elementals (all 3), Mind Rippers, Medusa, Horned Demons, and maybe Unicorns and Wraiths.&lt;br /&gt;
&lt;br /&gt;
Now to protect that power you do need to setup to soak some damage - your Djinni and Mind Rippers are fairly solid units, and so are unicorns, although you may want a little more - so you can drag Leviathans into the mix.&lt;br /&gt;
&lt;br /&gt;
To get numbers, well - you look at your Horned Demons and Medusa for 1, and possibly even include some Dryads, Wisps, or even Archers to round out the numbers (tip: keep 1 barrack, and always set it to recruit 2 archers per turn - even if they're 11th stack, should one of your stacks die - they'll jump in as additional fatigue in the next battle).&lt;br /&gt;
&lt;br /&gt;
Now you may want some fatigue - Efreeti, Dryads, Wisps, Archers, etc. all make good fatigue - 3init or higher, and they have the perk of not getting countered.&lt;br /&gt;
&lt;br /&gt;
Now you have a huge list, but notice the overlaps:&lt;br /&gt;
Djinni, MR, HD, Medusa, and 'sometimes' Unicorns and Dryads.&lt;br /&gt;
&lt;br /&gt;
These are a good core set of units to look at in your stacking, and interestingly enough - these all can be used against EVERY COLOR in at least 1 form or another - and they're also all relatively cheap both turnwise and manawise to get into your army.&lt;br /&gt;
&lt;br /&gt;
So lets say we want to arrange it a bit, to protect our softer spots in these units, this will move us to something like Djinni/Uni/MR/HD/Medusa/Dryads - ionly 6 stacks, this won't do for deep stacking, and considering Dryads are only there as 'filler fodder' and 'fatigue' - you probably don't want a whole ton of them.&lt;br /&gt;
&lt;br /&gt;
Lets get some units in to round this out. You have to think about what you're going to hunt, and also you'll want to amp up that damage a bit, on both offense and defense, but you also likely want to get those softer units in a more secure position still than what they are - because they are still prone to heavier stacks aiming at them (especially Mind Rippers - which are luckily easy to push down due to being ranged and able to put more power behind a melee or flying stack).&lt;br /&gt;
&lt;br /&gt;
So we grab one more of our soakers to protect our more fragile units, lets go with Leviathans this time since they're on-color and quick to summon. And we decide to grab one more 'offensive' unit, this time an elemental - still on color, and still deadly.&lt;br /&gt;
&lt;br /&gt;
This gives us 8 stacks - which will likely look soemthing along the lines of:&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Water or Ice Elemental/Medusa/Dryad&lt;br /&gt;
&lt;br /&gt;
now...with these 8 stacks, we're doing much better - we have a solid offensive nature to our stacks through the Djinni, Uni, MR, Elementals, HD, and Medusa, and we have those softer units protected with the much better soakers Leviathan and Uni, and djinni to some extent.&lt;br /&gt;
&lt;br /&gt;
Now we still have exposed weaknesses, as every stack does, this is impossible to avoid, but we could use those last 2 battle slots to hinder that a bit - so lets throw in one of our trump cards from red - the Efreeti, these things are 4 init, so will even go before most other fatigue units, since they're red though, they're a pain to summon - so lets just get them up right behind the Medusa for now (at higher land we can move them up a bit if we want). and lets go ahead and throw in some SW to round it out at 10 stacks, this will also give us a little fun vs blacks undead.&lt;br /&gt;
&lt;br /&gt;
This tosses us into the 10 stack of:&lt;br /&gt;
&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Elemental/SW/Medusa/Efreeti/Dryad&lt;br /&gt;
&lt;br /&gt;
Now...you may think - that's gonna be hell to summon, honestly, it's not - notice how much on-color spells you have, and how many off-color spells you have - and how often you'll need to resummon each of the stacks.&lt;br /&gt;
&lt;br /&gt;
You attack with all of the stack intact, disband Leviathans and Elementals (and depending on the numbers - Djinni) and build/mp charge a bit to build up that mana storage and then you resummon and cast Levs/Elementals last to round it out (if you get air elementals, they sit nicely behind djinni or behind Leviathans).&lt;br /&gt;
&lt;br /&gt;
This stack is quickly adaptable to any situation - lets say you're needed for hititng a blue who's the target of tonight's BBQ and know they have MR third, it should only be 2-3 casts of HD (100-150k mana, + upkeep for the turns) to push those HD up, and slap those MR silly, let the Hd drop back down and you're home free.&lt;br /&gt;
&lt;br /&gt;
By keep the stacks as tight as possible in key areas (such as Uni/MR/HD/Elemental, or SW/Medusa/Efreeti - you let your stacks change as you're hit, letting you become unpredictable, while also still dealing out your massive damage).&lt;br /&gt;
&lt;br /&gt;
Ideal defensive assignments for offensive defense, should be offensive in nature - spells like Sleep or Double Time are terribly great damage enhancers for your higher power stacks *higher chance of hitting htem*, although if you're worried about Wraiths or HD, it's not uncalled for to use Slow or Paralyze to protect your softies and rely on your item to either stop them completely or allow your hitters to easier outdamage them.&lt;br /&gt;
&lt;br /&gt;
Blue should try and run full barriers to maintain it's advantage in spell and item - without barriers a blue's position becomes much weaker as it allows the enemy a massive advantage over the battle. (the more you make the enemy work around YOUR rules, the less able they are to protect against you, or deal damage to you).&lt;br /&gt;
&lt;br /&gt;
Candles and Webs are your main tools of the trade with an offensive blue stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Special Note: You shouldn't have to summon up after a defense, to do an attack run - if anything you should have to disband, nothing else. You want to be able to run as soon as you log in, as much as possible. Never log off with under 300k mana if possible (250k is acceptable, but it's pushing it), and always save Elementals for LAST in summoning, they are an 'augmenter' not a cornerstone, get them when you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hopefully that helps. (the stack I gave is by far not the only stack, I was merely using it as an example of working through your stacks - metagame comes into this train of thought - and also your preferred style of play, but you should always have a thought process of 'how can I do enough damage', 'how can I keep from taking more damage', 'how can I take max land', 'what can I do to compensate for weaknesses if anything', and finally 'what items and spells will work best with this?' - if you hit a major snag in any of these, you will want to loop back in steps to find out where you can fix it and proceed onward).&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5623</id>
		<title>Alzorath's Phantasm Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5623"/>
		<updated>2006-05-13T19:52:15Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Introduction'''&lt;br /&gt;
&lt;br /&gt;
Ok, we'll start out with the stuff that's not going to be kinda skewed to basic knowledge. Due to the high mana requirements of using elementals (mainly in upkeep - casting them is relatively cheap compared to other ultimates) - it's a good idea to maybe put them off until you have attained middle to higher land (3000-5000 acres range for your minimum starting point with elementals).&lt;br /&gt;
&lt;br /&gt;
With blue, when you get to the 3000-5000 range, you can actually support enough 'real units' to have them act as fodder (several thousand HD and Medusa add up quickly). at 6000 acres, it wouldn't be uncommon to see a solid 10,000 HD and 8,000 Medusa (there's 18,000 units right there - more than enough to take max land off a 3k land mage, throw in some fatigue and add up your bigger units - and you should be able to reach 30-40k easy enough).&lt;br /&gt;
&lt;br /&gt;
'''The Basics'''&lt;br /&gt;
&lt;br /&gt;
Now, I'm going to take a step back, and assume you haven't reached this 3000-5000 land mark, and we'll look at how to reach it, and sustain it when you get there. I'll cover 3 points: Gaining Land Efficiently, Defending your land, and 'the metagame'.&lt;br /&gt;
&lt;br /&gt;
'''Gaining Land'''&lt;br /&gt;
&lt;br /&gt;
Ok first - gaining land efficiently. at under 3000 acres, this involves a LOT of attacking (if you're thinking less than double digits, you're thinking too small). I know it's hard to see yourself doing 30-40 attacks a day, and still maintaining an army, you'll be able to build up to that over time - test out doing maybe 10-15 attacks in a day while below 3000, doesn't matter if you win or lose, you're just getting used to what it feels like - aim for 25+ the next day.&lt;br /&gt;
&lt;br /&gt;
Another aspect to gaining land efficiently is knowing what to summon to do those attacks, and gain land with it. The metagame plays a decent role in this, but for now we'll stick with a tried and true method - DurableHitter+DurableFodder. This will win less land, but will be more efficient until you have adapted to the metagame. In this some prefer Djinni/Sylph - and nothing else, honestly I find that only works in the first few weeks of a reset before people have whored up (you hit reds/blues with it). For you, I'd recommend Djinni/Sylph/Sprite/Pegasus + cast Gate a few times. You should end up with something like Djinni/Sylph/AA/Sprite/Angel/Uni/Pegasus/Knight and around 30k units or some hodgepodge like that. Most of your power in Djinni, and a moderate amount in sylph.&lt;br /&gt;
&lt;br /&gt;
Now to do the attack with this, you have to choose your targets - personally I like Blues and Reds, they're the easiest for me to pop, and relatively good land for the power. Now you may be wondering when I'm going to mention spells/items - well, right now - When hunting blue you will want to use sleep almost always, because in the current metagame Mono-Djinni and Mono-Leviathan are the most common, get a sleep through on these and your djinni and sylphs will rip them apart. Against reds, I tend to lean towards Mental Thrash - this will take down efreeti and chimera based reds reliably. Now you can go against blacks too - but use paralyze (to stop heavy stacks such as heavy wraith or heavy hd - both enemies). Items are a different matter, as it varies depends on what you think the target may have - if you think a red could be heavy Red Dragon - send in the Head of Medusa, if you think a blue is heavy leviathan the same goes - if you think a red is heavy chimera, slip in a scroll of fire protection, if you think a red is heavy efreeti, throw down the same - if you think a blue is heavy djinni, don't bother with items until you're higher in land.&lt;br /&gt;
&lt;br /&gt;
Now that may be a lot to soak in, but it's just general basic strategy (similar stuff can be said for every other color - just the names of units and spells/items change).&lt;br /&gt;
&lt;br /&gt;
'''Defending Land'''&lt;br /&gt;
&lt;br /&gt;
Next we'll be going onto topic #2 - Defending your land. As a hunting blue - this is simple - drop all the disbandables (there is a reason I didn't say vamps and wraiths this early big grin) - and summon up a massive army of djinni, save yourself about 150k mana after casting them. Slap on a solid defensive spell and item (I like Satchel/Lovesick, or Satchel/Feet of Hermes - mechanics about why these work can be found in my FAQ).&lt;br /&gt;
&lt;br /&gt;
This is straightforward - the reason I don't suggest Leviathans, is they are of no use to you on your attack runs this low, no need to use them unless you're forced to explore up (then you disband all levs, build, explore, build, summon levs, and assign a solid defense for them - such as flight/scroll, or lovesick/scroll)&lt;br /&gt;
&lt;br /&gt;
Defending your land down low is simple - simply don't take more than 10% damage, above is one of the easiest methods.&lt;br /&gt;
&lt;br /&gt;
'''The Metagame'''&lt;br /&gt;
&lt;br /&gt;
Topic #3 - the metagame, the metagame changes as the players change, and you have to learn to adapt to it - it is best to start testing your units out in different situations - see how those levs do vs hd, or sals, or chimera, or whatever - find out why. Look at the mechanics if you must (although after a while it is better to do it by gut rather than sheer numbers). I've included some unit tips about the units, but you won't know just how much in any direction you can take them without testing or crunching obscenely large amounts of numbers.&lt;br /&gt;
&lt;br /&gt;
'''Tips of the Trade'''&lt;br /&gt;
&lt;br /&gt;
Some unit 'tips'&lt;br /&gt;
&lt;br /&gt;
Leviathans: Weak to fire, and a little bit to lightning too. these are amazing soakers - which are of use even on offense to push down your damage dealing stacks to focus on the soft centers. Just because they're weak to something doesn't mean they can't handle it - you just have to know how to make up for this weakness.&lt;br /&gt;
&lt;br /&gt;
Mind Rippers: Deadly dangerous, and the hardest blue units to manage in general (even harder than Elementals) - these suckers are a kick in the nuts times ten. Use em, use em well, just avoid poison with them.&lt;br /&gt;
&lt;br /&gt;
Elementals: These are your damage workhorses, and really aren't of much use until you can get a solid stack and work with it. Let the water and ice float around mid/bottom stack and rip it out of anything that may wander into their firing path - don't rely on a specific elemental hwen you're summonings - stack to use whatever you get. Air elementals are up higher, keep them behind at least 1 other stack though (I like them 2nd or 3rd) - they can't take a hit, but can outdamage many things that'd hurt them before the other unit even has a chance to strike.&lt;br /&gt;
&lt;br /&gt;
Medusa: Blue FEAR unit, hide these about in your stacks, they can go a lot of places, and can do a lot of damage (especially to other units with FEAR), just avoid letting them get HIT by units with FEAR (units with fear, suffer no accuracy penalty whens triking other units with fear - make it work FOR you). Medusa are also a cornerstone of the blue rushing strategy (along with Djinni and Mind Rippers).&lt;br /&gt;
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Psychic Wisps: Nice little fatigue unit, although not small enough to be fodder without also being a liability, I usually only keep 1 summon at low lands if any at all - I prefer dryads because they're smaller, durable, and make good fodder and fatigue.&lt;br /&gt;
&lt;br /&gt;
Djinni: Fliers, semi-durable (but have weaknesses), great vs RD and Chims, and can do some nasty work with their Lightning Secondary and Marksmanship. A lot of people use these defensively and never notice their offensive capabilities, don't make that mistake - they're not as durable as AA, and not as offensive as Chims, but they certainly are a godly middle-ground. Avoid Magic or Poison damages with these guys (Phoenix and Wraiths in particular eat these alive - Water Elementals and Horned Demons are also a threat if they make solid contact).&lt;br /&gt;
&lt;br /&gt;
Sirene: Good &amp;quot;Fodder Killer Killers&amp;quot; - don't mess with these if you're a new player, they will cost you battles until you figure out just how to use them. These are best used against specific targets (take that as you will).&lt;br /&gt;
&lt;br /&gt;
Sprite/Sylph: These 2 units are basically twins - Sprite are the tiny, fast, and lower damage/survivability of the pair, they are valued for their 5 init attack of pure magic. Sylph are my preferred units, with 3 initiative, much better survivability and damage, while slower are much more stocky and dangerous (but take longer to summon).&lt;br /&gt;
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&lt;br /&gt;
Other Units worth noting:&lt;br /&gt;
&lt;br /&gt;
Nether:&lt;br /&gt;
Horned Demons - Heavy Ground hitters, very deadly to MR, Djinni, and AA.&lt;br /&gt;
Vampires - a great black soaker, you can utilize it better as blue than you can as black.&lt;br /&gt;
Wraiths - Deadly to Djinni, and if hidden can be deadly to Phoenix too. Again, more effective to use as blue than as black.&lt;br /&gt;
Lich - ground soakers, pop eaters, fairly decent units although you can usually include something better for cheaper.&lt;br /&gt;
Ghouls - Nice fodder units, you can get them from Blood Ritual (and yes - Blood Ritual is dispellable, try a couple times with 1 mana, will usually dispell on the 3rd-5th try) - these have the same weaknesses as zombies, except these actually deal some damage (at the cost of a higher upkeep).&lt;br /&gt;
&lt;br /&gt;
Ascendant:&lt;br /&gt;
Unicorns - White offense/defense unit, kinda like what the Djinni is in air units, Uni are a good middle ground for offense and defense - also fun with melee attack modifiers&lt;br /&gt;
Archangels - White Soakers, widely considered one of the best soakers in the game, keep them away from poison, paralyze, and breath (that means chimera everone).&lt;br /&gt;
&lt;br /&gt;
Spirit Warriors - great for hunting mid-stack undead in a black army, nice holy damage, but are a little more fragile and fat than Unicorns, use at your own caution but they can be dangerous.&lt;br /&gt;
Soul Speakers - Nice little ranged fodder/fatigue, don't use in large quantities though, they will cost you battles much like Psychic Wisps.&lt;br /&gt;
Angels - if you're all flying, these will go with 1 summon down low, they're better than wyverns at least - but these won't win any awards for being actually 'good'.&lt;br /&gt;
Pegasi - nice little animal fodder units, and let you differ some of your upkeeps onto gold. Use them wisely though, they die like any other flier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verdant&lt;br /&gt;
Nymph, Dryad - great ranged fodder/fatigue units, I love them both - you'll probably use Dryads at lower land, and Nymphs at higher land. Nymphs are far more durable and damaging, Dryads are smaller and better able to pack in the numbers you want.&lt;br /&gt;
&lt;br /&gt;
I don't use green averages/complex, but I have heard of some blues utilizing werebears as a 'suprise' - just not worth the mana to me. Griffons are rarely if ever used by blue due to the high mana upkeep and a not so fun geld upkeep accompanying it (they eat mana like noone's business, so you're not deferring to gold, you're just eating it up alongside mana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eradication&lt;br /&gt;
Oddly enough - eradication has many great units for a blue to use at higher lands.&lt;br /&gt;
&lt;br /&gt;
Efreeti - Great units, 4 init primary, fire attack type (an attack blue natively lacks, that is very useful). I usually start incorporating these around 4k land if possible and wouldn't even think twice about the mana cost of getting them. They tend to stay low in my stacks until very high land, but even there they are worth it (especially when pushing fodder ranged down a bit).&lt;br /&gt;
&lt;br /&gt;
Chimera - Useful for blue all flying - 1-2 summons will usually place these relatively low in your stack, but a small stack of chimera in 6-8th stack will wipe out a lot of fodder units (and since you're likely all-flying while using these - they usually won't be targetted if they're at the very bottom unless your opponent is using a carpet, or all-flying themselves).&lt;br /&gt;
&lt;br /&gt;
Salamanders - lovely little fire units, but they do crumble a bit easily, consider them from time to time, but you can usually find something better.&lt;br /&gt;
&lt;br /&gt;
Hydra - useful if you're high land and fighting other blues, gives you that 3rd (or 4th if you buy assassins) poison stack to hunt down those MR or Djinni.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----Think that covers most of the units, although I left some out, feel free to experiment with them, just because I don't have a preference for them, doesn't mean they're 100% useless, it just means I haven't had success using them in my personal strategies -------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
Now with all that aside, lets get onto the stacking - so you've gotten to 4000 acres. You want to summon a real deepstack so you can see where blue REALLY shines. Going through your options above, it may be a bit overwhelming to think of where to begin, but with some practice and little show of preference you can get the stack you want for just about any situation.&lt;br /&gt;
&lt;br /&gt;
Now there are 2 ways to stack as blue - offensively and defensively. Before you try and choose one, let me ask you a question: If you can't outdamage on defense where all the cards are in your favor (barriers, spells, item, and mystery of your stacks) - what makes you think you can win on offense? This is why I only cover OFFENSIVE DEFENSE.&lt;br /&gt;
&lt;br /&gt;
For an offensive defense, you want to outdamage your opponent, and almost completely ignore your losses in power. This involves looking through that list of the units above and seeing your options - you should come up with a list somewhat like: Djinni, Elementals (all 3), Mind Rippers, Medusa, Horned Demons, and maybe Unicorns and Wraiths.&lt;br /&gt;
&lt;br /&gt;
Now to protect that power you do need to setup to soak some damage - your Djinni and Mind Rippers are fairly solid units, and so are unicorns, although you may want a little more - so you can drag Leviathans into the mix.&lt;br /&gt;
&lt;br /&gt;
To get numbers, well - you look at your Horned Demons and Medusa for 1, and possibly even include some Dryads, Wisps, or even Archers to round out the numbers (tip: keep 1 barrack, and always set it to recruit 2 archers per turn - even if they're 11th stack, should one of your stacks die - they'll jump in as additional fatigue in the next battle).&lt;br /&gt;
&lt;br /&gt;
Now you may want some fatigue - Efreeti, Dryads, Wisps, Archers, etc. all make good fatigue - 3init or higher, and they have the perk of not getting countered.&lt;br /&gt;
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Now you have a huge list, but notice the overlaps:&lt;br /&gt;
Djinni, MR, HD, Medusa, and 'sometimes' Unicorns and Dryads.&lt;br /&gt;
&lt;br /&gt;
These are a good core set of units to look at in your stacking, and interestingly enough - these all can be used against EVERY COLOR in at least 1 form or another - and they're also all relatively cheap both turnwise and manawise to get into your army.&lt;br /&gt;
&lt;br /&gt;
So lets say we want to arrange it a bit, to protect our softer spots in these units, this will move us to something like Djinni/Uni/MR/HD/Medusa/Dryads - ionly 6 stacks, this won't do for deep stacking, and considering Dryads are only there as 'filler fodder' and 'fatigue' - you probably don't want a whole ton of them.&lt;br /&gt;
&lt;br /&gt;
Lets get some units in to round this out. You have to think about what you're going to hunt, and also you'll want to amp up that damage a bit, on both offense and defense, but you also likely want to get those softer units in a more secure position still than what they are - because they are still prone to heavier stacks aiming at them (especially Mind Rippers - which are luckily easy to push down due to being ranged and able to put more power behind a melee or flying stack).&lt;br /&gt;
&lt;br /&gt;
So we grab one more of our soakers to protect our more fragile units, lets go with Leviathans this time since they're on-color and quick to summon. And we decide to grab one more 'offensive' unit, this time an elemental - still on color, and still deadly.&lt;br /&gt;
&lt;br /&gt;
This gives us 8 stacks - which will likely look soemthing along the lines of:&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Water or Ice Elemental/Medusa/Dryad&lt;br /&gt;
&lt;br /&gt;
now...with these 8 stacks, we're doing much better - we have a solid offensive nature to our stacks through the Djinni, Uni, MR, Elementals, HD, and Medusa, and we have those softer units protected with the much better soakers Leviathan and Uni, and djinni to some extent.&lt;br /&gt;
&lt;br /&gt;
Now we still have exposed weaknesses, as every stack does, this is impossible to avoid, but we could use those last 2 battle slots to hinder that a bit - so lets throw in one of our trump cards from red - the Efreeti, these things are 4 init, so will even go before most other fatigue units, since they're red though, they're a pain to summon - so lets just get them up right behind the Medusa for now (at higher land we can move them up a bit if we want). and lets go ahead and throw in some SW to round it out at 10 stacks, this will also give us a little fun vs blacks undead.&lt;br /&gt;
&lt;br /&gt;
This tosses us into the 10 stack of:&lt;br /&gt;
&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Elemental/SW/Medusa/Efreeti/Dryad&lt;br /&gt;
&lt;br /&gt;
Now...you may think - that's gonna be hell to summon, honestly, it's not - notice how much on-color spells you have, and how many off-color spells you have - and how often you'll need to resummon each of the stacks.&lt;br /&gt;
&lt;br /&gt;
You attack with all of the stack intact, disband Leviathans and Elementals (and depending on the numbers - Djinni) and build/mp charge a bit to build up that mana storage and then you resummon and cast Levs/Elementals last to round it out (if you get air elementals, they sit nicely behind djinni or behind Leviathans).&lt;br /&gt;
&lt;br /&gt;
This stack is quickly adaptable to any situation - lets say you're needed for hititng a blue who's the target of tonight's BBQ and know they have MR third, it should only be 2-3 casts of HD (100-150k mana, + upkeep for the turns) to push those HD up, and slap those MR silly, let the Hd drop back down and you're home free.&lt;br /&gt;
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By keep the stacks as tight as possible in key areas (such as Uni/MR/HD/Elemental, or SW/Medusa/Efreeti - you let your stacks change as you're hit, letting you become unpredictable, while also still dealing out your massive damage).&lt;br /&gt;
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Ideal defensive assignments for offensive defense, should be offensive in nature - spells like Sleep or Double Time are terribly great damage enhancers for your higher power stacks *higher chance of hitting htem*, although if you're worried about Wraiths or HD, it's not uncalled for to use Slow or Paralyze to protect your softies and rely on your item to either stop them completely or allow your hitters to easier outdamage them.&lt;br /&gt;
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Blue should try and run full barriers to maintain it's advantage in spell and item - without barriers a blue's position becomes much weaker as it allows the enemy a massive advantage over the battle. (the more you make the enemy work around YOUR rules, the less able they are to protect against you, or deal damage to you).&lt;br /&gt;
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Candles and Webs are your main tools of the trade with an offensive blue stacking.&lt;br /&gt;
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---Special Note: You shouldn't have to summon up after a defense, to do an attack run - if anything you should have to disband, nothing else. You want to be able to run as soon as you log in, as much as possible. Never log off with under 300k mana if possible (250k is acceptable, but it's pushing it), and always save Elementals for LAST in summoning, they are an 'augmenter' not a cornerstone, get them when you can.&lt;br /&gt;
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Hopefully that helps. (the stack I gave is by far not the only stack, I was merely using it as an example of working through your stacks - metagame comes into this train of thought - and also your preferred style of play, but you should always have a thought process of 'how can I do enough damage', 'how can I keep from taking more damage', 'how can I take max land', 'what can I do to compensate for weaknesses if anything', and finally 'what items and spells will work best with this?' - if you hit a major snag in any of these, you will want to loop back in steps to find out where you can fix it and proceed onward).&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5622</id>
		<title>Alzorath's Phantasm Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Alzorath%27s_Phantasm_Guide&amp;diff=5622"/>
		<updated>2006-05-13T19:44:25Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, we'll start out with the stuff that's not going to be kinda skewed to basic knowledge. Due to the high mana requirements of using elementals (mainly in upkeep - casting them is relatively cheap compared to other ultimates) - it's a good idea to maybe put them off until you have attained middle to higher land (3000-5000 acres range for your minimum starting point with elementals).&lt;br /&gt;
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With blue, when you get to the 3000-5000 range, you can actually support enough 'real units' to have them act as fodder (several thousand HD and Medusa add up quickly). at 6000 acres, it wouldn't be uncommon to see a solid 10,000 HD and 8,000 Medusa (there's 18,000 units right there - more than enough to take max land off a 3k land mage, throw in some fatigue and add up your bigger units - and you should be able to reach 30-40k easy enough).&lt;br /&gt;
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-- &lt;br /&gt;
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Now, I'm going to take a step back, and assume you haven't reached this 3000-5000 land mark, and we'll look at how to reach it, and sustain it when you get there. I'll cover 3 points: Gaining Land Efficiently, Defending your land, and 'the metagame'.&lt;br /&gt;
&lt;br /&gt;
Ok first - gaining land efficiently. at under 3000 acres, this involves a LOT of attacking (if you're thinking less than double digits, you're thinking too small). I know it's hard to see yourself doing 30-40 attacks a day, and still maintaining an army, you'll be able to build up to that over time - test out doing maybe 10-15 attacks in a day while below 3000, doesn't matter if you win or lose, you're just getting used to what it feels like - aim for 25+ the next day.&lt;br /&gt;
&lt;br /&gt;
Another aspect to gaining land efficiently is knowing what to summon to do those attacks, and gain land with it. The metagame plays a decent role in this, but for now we'll stick with a tried and true method - DurableHitter+DurableFodder. This will win less land, but will be more efficient until you have adapted to the metagame. In this some prefer Djinni/Sylph - and nothing else, honestly I find that only works in the first few weeks of a reset before people have whored up (you hit reds/blues with it). For you, I'd recommend Djinni/Sylph/Sprite/Pegasus + cast Gate a few times. You should end up with something like Djinni/Sylph/AA/Sprite/Angel/Uni/Pegasus/Knight and around 30k units or some hodgepodge like that. Most of your power in Djinni, and a moderate amount in sylph.&lt;br /&gt;
&lt;br /&gt;
Now to do the attack with this, you have to choose your targets - personally I like Blues and Reds, they're the easiest for me to pop, and relatively good land for the power. Now you may be wondering when I'm going to mention spells/items - well, right now - When hunting blue you will want to use sleep almost always, because in the current metagame Mono-Djinni and Mono-Leviathan are the most common, get a sleep through on these and your djinni and sylphs will rip them apart. Against reds, I tend to lean towards Mental Thrash - this will take down efreeti and chimera based reds reliably. Now you can go against blacks too - but use paralyze (to stop heavy stacks such as heavy wraith or heavy hd - both enemies). Items are a different matter, as it varies depends on what you think the target may have - if you think a red could be heavy Red Dragon - send in the Head of Medusa, if you think a blue is heavy leviathan the same goes - if you think a red is heavy chimera, slip in a scroll of fire protection, if you think a red is heavy efreeti, throw down the same - if you think a blue is heavy djinni, don't bother with items until you're higher in land.&lt;br /&gt;
&lt;br /&gt;
Now that may be a lot to soak in, but it's just general basic strategy (similar stuff can be said for every other color - just the names of units and spells/items change).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next we'll be going onto topic #2 - Defending your land. As a hunting blue - this is simple - drop all the disbandables (there is a reason I didn't say vamps and wraiths this early big grin) - and summon up a massive army of djinni, save yourself about 150k mana after casting them. Slap on a solid defensive spell and item (I like Satchel/Lovesick, or Satchel/Feet of Hermes - mechanics about why these work can be found in my FAQ).&lt;br /&gt;
&lt;br /&gt;
This is straightforward - the reason I don't suggest Leviathans, is they are of no use to you on your attack runs this low, no need to use them unless you're forced to explore up (then you disband all levs, build, explore, build, summon levs, and assign a solid defense for them - such as flight/scroll, or lovesick/scroll)&lt;br /&gt;
&lt;br /&gt;
Defending your land down low is simple - simply don't take more than 10% damage, above is one of the easiest methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Topic #3 - the metagame, the metagame changes as the players change, and you have to learn to adapt to it - it is best to start testing your units out in different situations - see how those levs do vs hd, or sals, or chimera, or whatever - find out why. Look at the mechanics if you must (although after a while it is better to do it by gut rather than sheer numbers). I've included some unit tips about the units, but you won't know just how much in any direction you can take them without testing or crunching obscenely large amounts of numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Some unit 'tips'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leviathans: Weak to fire, and a little bit to lightning too. these are amazing soakers - which are of use even on offense to push down your damage dealing stacks to focus on the soft centers. Just because they're weak to something doesn't mean they can't handle it - you just have to know how to make up for this weakness.&lt;br /&gt;
&lt;br /&gt;
Mind Rippers: Deadly dangerous, and the hardest blue units to manage in general (even harder than Elementals) - these suckers are a kick in the nuts times ten. Use em, use em well, just avoid poison with them.&lt;br /&gt;
&lt;br /&gt;
Elementals: These are your damage workhorses, and really aren't of much use until you can get a solid stack and work with it. Let the water and ice float around mid/bottom stack and rip it out of anything that may wander into their firing path - don't rely on a specific elemental hwen you're summonings - stack to use whatever you get. Air elementals are up higher, keep them behind at least 1 other stack though (I like them 2nd or 3rd) - they can't take a hit, but can outdamage many things that'd hurt them before the other unit even has a chance to strike.&lt;br /&gt;
&lt;br /&gt;
Medusa: Blue FEAR unit, hide these about in your stacks, they can go a lot of places, and can do a lot of damage (especially to other units with FEAR), just avoid letting them get HIT by units with FEAR (units with fear, suffer no accuracy penalty whens triking other units with fear - make it work FOR you). Medusa are also a cornerstone of the blue rushing strategy (along with Djinni and Mind Rippers).&lt;br /&gt;
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Psychic Wisps: Nice little fatigue unit, although not small enough to be fodder without also being a liability, I usually only keep 1 summon at low lands if any at all - I prefer dryads because they're smaller, durable, and make good fodder and fatigue.&lt;br /&gt;
&lt;br /&gt;
Djinni: Fliers, semi-durable (but have weaknesses), great vs RD and Chims, and can do some nasty work with their Lightning Secondary and Marksmanship. A lot of people use these defensively and never notice their offensive capabilities, don't make that mistake - they're not as durable as AA, and not as offensive as Chims, but they certainly are a godly middle-ground. Avoid Magic or Poison damages with these guys (Phoenix and Wraiths in particular eat these alive - Water Elementals and Horned Demons are also a threat if they make solid contact).&lt;br /&gt;
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Sirene: Good &amp;quot;Fodder Killer Killers&amp;quot; - don't mess with these if you're a new player, they will cost you battles until you figure out just how to use them. These are best used against specific targets (take that as you will).&lt;br /&gt;
&lt;br /&gt;
Sprite/Sylph: These 2 units are basically twins - Sprite are the tiny, fast, and lower damage/survivability of the pair, they are valued for their 5 init attack of pure magic. Sylph are my preferred units, with 3 initiative, much better survivability and damage, while slower are much more stocky and dangerous (but take longer to summon).&lt;br /&gt;
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&lt;br /&gt;
Other Units worth noting:&lt;br /&gt;
&lt;br /&gt;
Nether:&lt;br /&gt;
Horned Demons - Heavy Ground hitters, very deadly to MR, Djinni, and AA.&lt;br /&gt;
Vampires - a great black soaker, you can utilize it better as blue than you can as black.&lt;br /&gt;
Wraiths - Deadly to Djinni, and if hidden can be deadly to Phoenix too. Again, more effective to use as blue than as black.&lt;br /&gt;
Lich - ground soakers, pop eaters, fairly decent units although you can usually include something better for cheaper.&lt;br /&gt;
Ghouls - Nice fodder units, you can get them from Blood Ritual (and yes - Blood Ritual is dispellable, try a couple times with 1 mana, will usually dispell on the 3rd-5th try) - these have the same weaknesses as zombies, except these actually deal some damage (at the cost of a higher upkeep).&lt;br /&gt;
&lt;br /&gt;
Ascendant:&lt;br /&gt;
Unicorns - White offense/defense unit, kinda like what the Djinni is in air units, Uni are a good middle ground for offense and defense - also fun with melee attack modifiers&lt;br /&gt;
Archangels - White Soakers, widely considered one of the best soakers in the game, keep them away from poison, paralyze, and breath (that means chimera everone).&lt;br /&gt;
&lt;br /&gt;
Spirit Warriors - great for hunting mid-stack undead in a black army, nice holy damage, but are a little more fragile and fat than Unicorns, use at your own caution but they can be dangerous.&lt;br /&gt;
Soul Speakers - Nice little ranged fodder/fatigue, don't use in large quantities though, they will cost you battles much like Psychic Wisps.&lt;br /&gt;
Angels - if you're all flying, these will go with 1 summon down low, they're better than wyverns at least - but these won't win any awards for being actually 'good'.&lt;br /&gt;
Pegasi - nice little animal fodder units, and let you differ some of your upkeeps onto gold. Use them wisely though, they die like any other flier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verdant&lt;br /&gt;
Nymph, Dryad - great ranged fodder/fatigue units, I love them both - you'll probably use Dryads at lower land, and Nymphs at higher land. Nymphs are far more durable and damaging, Dryads are smaller and better able to pack in the numbers you want.&lt;br /&gt;
&lt;br /&gt;
I don't use green averages/complex, but I have heard of some blues utilizing werebears as a 'suprise' - just not worth the mana to me. Griffons are rarely if ever used by blue due to the high mana upkeep and a not so fun geld upkeep accompanying it (they eat mana like noone's business, so you're not deferring to gold, you're just eating it up alongside mana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eradication&lt;br /&gt;
Oddly enough - eradication has many great units for a blue to use at higher lands.&lt;br /&gt;
&lt;br /&gt;
Efreeti - Great units, 4 init primary, fire attack type (an attack blue natively lacks, that is very useful). I usually start incorporating these around 4k land if possible and wouldn't even think twice about the mana cost of getting them. They tend to stay low in my stacks until very high land, but even there they are worth it (especially when pushing fodder ranged down a bit).&lt;br /&gt;
&lt;br /&gt;
Chimera - Useful for blue all flying - 1-2 summons will usually place these relatively low in your stack, but a small stack of chimera in 6-8th stack will wipe out a lot of fodder units (and since you're likely all-flying while using these - they usually won't be targetted if they're at the very bottom unless your opponent is using a carpet, or all-flying themselves).&lt;br /&gt;
&lt;br /&gt;
Salamanders - lovely little fire units, but they do crumble a bit easily, consider them from time to time, but you can usually find something better.&lt;br /&gt;
&lt;br /&gt;
Hydra - useful if you're high land and fighting other blues, gives you that 3rd (or 4th if you buy assassins) poison stack to hunt down those MR or Djinni.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----Think that covers most of the units, although I left some out, feel free to experiment with them, just because I don't have a preference for them, doesn't mean they're 100% useless, it just means I haven't had success using them in my personal strategies -------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
Now with all that aside, lets get onto the stacking - so you've gotten to 4000 acres. You want to summon a real deepstack so you can see where blue REALLY shines. Going through your options above, it may be a bit overwhelming to think of where to begin, but with some practice and little show of preference you can get the stack you want for just about any situation.&lt;br /&gt;
&lt;br /&gt;
Now there are 2 ways to stack as blue - offensively and defensively. Before you try and choose one, let me ask you a question: If you can't outdamage on defense where all the cards are in your favor (barriers, spells, item, and mystery of your stacks) - what makes you think you can win on offense? This is why I only cover OFFENSIVE DEFENSE.&lt;br /&gt;
&lt;br /&gt;
For an offensive defense, you want to outdamage your opponent, and almost completely ignore your losses in power. This involves looking through that list of the units above and seeing your options - you should come up with a list somewhat like: Djinni, Elementals (all 3), Mind Rippers, Medusa, Horned Demons, and maybe Unicorns and Wraiths.&lt;br /&gt;
&lt;br /&gt;
Now to protect that power you do need to setup to soak some damage - your Djinni and Mind Rippers are fairly solid units, and so are unicorns, although you may want a little more - so you can drag Leviathans into the mix.&lt;br /&gt;
&lt;br /&gt;
To get numbers, well - you look at your Horned Demons and Medusa for 1, and possibly even include some Dryads, Wisps, or even Archers to round out the numbers (tip: keep 1 barrack, and always set it to recruit 2 archers per turn - even if they're 11th stack, should one of your stacks die - they'll jump in as additional fatigue in the next battle).&lt;br /&gt;
&lt;br /&gt;
Now you may want some fatigue - Efreeti, Dryads, Wisps, Archers, etc. all make good fatigue - 3init or higher, and they have the perk of not getting countered.&lt;br /&gt;
&lt;br /&gt;
Now you have a huge list, but notice the overlaps:&lt;br /&gt;
Djinni, MR, HD, Medusa, and 'sometimes' Unicorns and Dryads.&lt;br /&gt;
&lt;br /&gt;
These are a good core set of units to look at in your stacking, and interestingly enough - these all can be used against EVERY COLOR in at least 1 form or another - and they're also all relatively cheap both turnwise and manawise to get into your army.&lt;br /&gt;
&lt;br /&gt;
So lets say we want to arrange it a bit, to protect our softer spots in these units, this will move us to something like Djinni/Uni/MR/HD/Medusa/Dryads - ionly 6 stacks, this won't do for deep stacking, and considering Dryads are only there as 'filler fodder' and 'fatigue' - you probably don't want a whole ton of them.&lt;br /&gt;
&lt;br /&gt;
Lets get some units in to round this out. You have to think about what you're going to hunt, and also you'll want to amp up that damage a bit, on both offense and defense, but you also likely want to get those softer units in a more secure position still than what they are - because they are still prone to heavier stacks aiming at them (especially Mind Rippers - which are luckily easy to push down due to being ranged and able to put more power behind a melee or flying stack).&lt;br /&gt;
&lt;br /&gt;
So we grab one more of our soakers to protect our more fragile units, lets go with Leviathans this time since they're on-color and quick to summon. And we decide to grab one more 'offensive' unit, this time an elemental - still on color, and still deadly.&lt;br /&gt;
&lt;br /&gt;
This gives us 8 stacks - which will likely look soemthing along the lines of:&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Water or Ice Elemental/Medusa/Dryad&lt;br /&gt;
&lt;br /&gt;
now...with these 8 stacks, we're doing much better - we have a solid offensive nature to our stacks through the Djinni, Uni, MR, Elementals, HD, and Medusa, and we have those softer units protected with the much better soakers Leviathan and Uni, and djinni to some extent.&lt;br /&gt;
&lt;br /&gt;
Now we still have exposed weaknesses, as every stack does, this is impossible to avoid, but we could use those last 2 battle slots to hinder that a bit - so lets throw in one of our trump cards from red - the Efreeti, these things are 4 init, so will even go before most other fatigue units, since they're red though, they're a pain to summon - so lets just get them up right behind the Medusa for now (at higher land we can move them up a bit if we want). and lets go ahead and throw in some SW to round it out at 10 stacks, this will also give us a little fun vs blacks undead.&lt;br /&gt;
&lt;br /&gt;
This tosses us into the 10 stack of:&lt;br /&gt;
&lt;br /&gt;
Djinni/Leviathan/Uni/MR/HD/Elemental/SW/Medusa/Efreeti/Dryad&lt;br /&gt;
&lt;br /&gt;
Now...you may think - that's gonna be hell to summon, honestly, it's not - notice how much on-color spells you have, and how many off-color spells you have - and how often you'll need to resummon each of the stacks.&lt;br /&gt;
&lt;br /&gt;
You attack with all of the stack intact, disband Leviathans and Elementals (and depending on the numbers - Djinni) and build/mp charge a bit to build up that mana storage and then you resummon and cast Levs/Elementals last to round it out (if you get air elementals, they sit nicely behind djinni or behind Leviathans).&lt;br /&gt;
&lt;br /&gt;
This stack is quickly adaptable to any situation - lets say you're needed for hititng a blue who's the target of tonight's BBQ and know they have MR third, it should only be 2-3 casts of HD (100-150k mana, + upkeep for the turns) to push those HD up, and slap those MR silly, let the Hd drop back down and you're home free.&lt;br /&gt;
&lt;br /&gt;
By keep the stacks as tight as possible in key areas (such as Uni/MR/HD/Elemental, or SW/Medusa/Efreeti - you let your stacks change as you're hit, letting you become unpredictable, while also still dealing out your massive damage).&lt;br /&gt;
&lt;br /&gt;
Ideal defensive assignments for offensive defense, should be offensive in nature - spells like Sleep or Double Time are terribly great damage enhancers for your higher power stacks *higher chance of hitting htem*, although if you're worried about Wraiths or HD, it's not uncalled for to use Slow or Paralyze to protect your softies and rely on your item to either stop them completely or allow your hitters to easier outdamage them.&lt;br /&gt;
&lt;br /&gt;
Blue should try and run full barriers to maintain it's advantage in spell and item - without barriers a blue's position becomes much weaker as it allows the enemy a massive advantage over the battle. (the more you make the enemy work around YOUR rules, the less able they are to protect against you, or deal damage to you).&lt;br /&gt;
&lt;br /&gt;
Candles and Webs are your main tools of the trade with an offensive blue stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Special Note: You shouldn't have to summon up after a defense, to do an attack run - if anything you should have to disband, nothing else. You want to be able to run as soon as you log in, as much as possible. Never log off with under 300k mana if possible (250k is acceptable, but it's pushing it), and always save Elementals for LAST in summoning, they are an 'augmenter' not a cornerstone, get them when you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hopefully that helps. (the stack I gave is by far not the only stack, I was merely using it as an example of working through your stacks - metagame comes into this train of thought - and also your preferred style of play, but you should always have a thought process of 'how can I do enough damage', 'how can I keep from taking more damage', 'how can I take max land', 'what can I do to compensate for weaknesses if anything', and finally 'what items and spells will work best with this?' - if you hit a major snag in any of these, you will want to loop back in steps to find out where you can fix it and proceed onward).&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=5621</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Guides&amp;diff=5621"/>
		<updated>2006-05-13T19:44:11Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navigation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Want to play the game 'by the book' - forget it! - well okay, here is some stuff that might set you on the right track. &lt;br /&gt;
* A general resource is this [[Groentje Players Manual|Player's Manual]] (very much updated from the  portal version[http://www.the-reincarnation.com/guide.php]). &lt;br /&gt;
* Very useful to understand whats written on forums, this wiki and the UBB is this list of [[Common Terminology]]&lt;br /&gt;
* and then there is all the stuff below (to which you can contribute and edit)&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;center&amp;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;center&amp;gt;&amp;lt;b&amp;gt;General Guides&amp;lt;/b&amp;gt;&amp;lt;/center&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;center&amp;gt;&amp;lt;b&amp;gt;Color Guides&amp;lt;/b&amp;gt;&amp;lt;/center&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;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Beginner Guidance&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Portal [http://www.the-reincarnation.com/startup.php Startup Guide] [[HalfDoneWikiStartupGuide|*]]&amp;lt;br&amp;gt;&lt;br /&gt;
Portal [http://www.the-reincarnation.com/tutorials.php Tutorials]&amp;lt;br&amp;gt; &lt;br /&gt;
[[Researching for dummies]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mike Clough's Strategy Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Ascendancy - White&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sirhatter’s Complete White Guide (AM)|Sirhatter’s White Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Maerlyn Style White]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&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;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Advanced Guidance&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Topian Early Ranking]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Eradication - Red&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Azreal's long and detailed ERAD Guide|Azreal's Red Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&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;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Game Mechanics&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Alzorath's General FAQ| Alzorath's FAQ v0.2]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[War Formulas from the Ronin Assassins|Ronin's War Formulas]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[GodFavour|Favour from Gods]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Nether - Black&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sabre Nether Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[DOLZero's Devil Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&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;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Tools or Calculators&amp;lt;/i&amp;gt;&lt;br /&gt;
[[Geld Optimizer Applet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Phantasm - Blue&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alzorath's Kickass Starter Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&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;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Other Information&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Verdancy - Green&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Roxton's Simple Tips]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[A Basic Guide to Verdancy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    Contributing to this section? Great! Just dump your new page &amp;lt;nowiki&amp;gt;[[Like this]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
    somewhere here and we'll organise this page further.&lt;br /&gt;
&lt;br /&gt;
=A Guide to GalaxyNet IRC Network=&lt;br /&gt;
* [[cvn's Guide to IRC @ GalaxyNet]]&lt;br /&gt;
* [[agentsvr Guide to a registered nick @ GalaxyNet]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=User:Ninarx&amp;diff=5389</id>
		<title>User:Ninarx</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=User:Ninarx&amp;diff=5389"/>
		<updated>2006-05-06T12:22:12Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table cellpadding=10&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
Ninarx started playing Archamge in 1999 with [[The Last Alliance]]. In AM he only played Apprentice and only as a nether mage. Ninarx played for two resets before going inactive. He has also played with [[Rifters of Matter]] and [[Partisan Elite]].&lt;br /&gt;
&lt;br /&gt;
In 2004, Ninarx rediscovered Archmage had been reincarnated in The Reincarnation and began playing again. He rejoined [[Rifters of Matter]] for his first set, however this time he broadened his horizons and started playing Server Guild as well as posting on the UBB. In server he played along side [[The Pen is Mighty!]] with such mages as Arathorn, Doosh Baggins and Pad of Heck. Meanwhile on the UBB, Ninarx was establishing a name for himself as a bit of a spammer. &lt;br /&gt;
&lt;br /&gt;
After taking a break for five months for personal reasons Ninarx once again returned to The Reincarnation. This time he started playing on Blitz with [[More Pressure]], Apprentice with [[Pesky]] and in Server with [[Nighthawks]]. As well as joining the Beta server and playing with [[Profoundly Orthodox Odd Folk]]. Ninarx wanted to help out with The Reincarnation and offered his services. In January 2006, Ninarx was made the mini-mod of the General Discussions area and no longer spams the UBB.&lt;br /&gt;
&lt;br /&gt;
Ninarx is perhaps most well known for his borderline homoerotic obsession with Chuck Norris. It's true! Ninarx says so himself. In fact, this is Ninarx right now and I agree with what Valsu (?) said. Completely agree!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
== Signatures ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ninarx.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Ninarx2.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TR Guilds ==&lt;br /&gt;
&amp;lt;table cellpadding=5&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Apprentice:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Pesky]]&lt;br /&gt;
*[[Rifters of Matter]]&lt;br /&gt;
*[[The Pen is Mighty!]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Guild:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Nighthawks]]&lt;br /&gt;
*[[The Pen is Mighty!]]&lt;br /&gt;
*[[Team Chuck Norris]]&lt;br /&gt;
*[[A Tribe Call Quest]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Blitz:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[More Pressure]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[FaH-Q]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=User:Ninarx&amp;diff=5386</id>
		<title>User:Ninarx</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=User:Ninarx&amp;diff=5386"/>
		<updated>2006-05-06T12:21:02Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table cellpadding=10&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
Ninarx started playing Archamge in 1999 with [[The Last Alliance]]. In AM he only played Apprentice and only as a nether mage. Ninarx played for two resets before going inactive. He has also played with [[Rifters of Matter]] and [[Partisan Elite]].&lt;br /&gt;
&lt;br /&gt;
In 2004, Ninarx rediscovered Archmage had been reincarnated in The Reincarnation and began playing again. He rejoined [[Rifters of Matter]] for his first set, however this time he broadened his horizons and started playing Server Guild as well as posting on the UBB. In server he played along side [[The Pen is Mighty!]] with such mages as Arathorn, Doosh Baggins and Pad of Heck. Meanwhile on the UBB, Ninarx was establishing a name for himself as a bit of a spammer. &lt;br /&gt;
&lt;br /&gt;
After taking a break for five months for personal reasons Ninarx once again returned to The Reincarnation. This time he started playing on Blitz with [[More Pressure]], Apprentice with [[Pesky]] and in Server with [[Nighthawks]]. As well as joining the Beta server and playing with [[Profoundly Orthodox Odd Folk]]. Ninarx wanted to help out with The Reincarnation and offered his services. In January 2006, Ninarx was made the mini-mod of the General Discussions area and no longer spams the UBB.&lt;br /&gt;
&lt;br /&gt;
Ninarx is perhaps most well known for his borderline homoerotic obsession with Chuck Norris.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
== Signatures ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ninarx.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Ninarx2.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TR Guilds ==&lt;br /&gt;
&amp;lt;table cellpadding=5&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Apprentice:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Pesky]]&lt;br /&gt;
*[[Rifters of Matter]]&lt;br /&gt;
*[[The Pen is Mighty!]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Guild:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Nighthawks]]&lt;br /&gt;
*[[The Pen is Mighty!]]&lt;br /&gt;
*[[Team Chuck Norris]]&lt;br /&gt;
*[[A Tribe Call Quest]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Blitz:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[More Pressure]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[FaH-Q]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=User:Ninarx&amp;diff=5384</id>
		<title>User:Ninarx</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=User:Ninarx&amp;diff=5384"/>
		<updated>2006-05-06T12:20:34Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table cellpadding=10&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
Ninarx started playing Archamge in 1999 with [[The Last Alliance]]. In AM he only played Apprentice and only as a nether mage. Ninarx played for two resets before going inactive. He has also played with [[Rifters of Matter]] and [[Partisan Elite]].&lt;br /&gt;
&lt;br /&gt;
In 2004, Ninarx rediscovered Archmage had been reincarnated in The Reincarnation and began playing again. He rejoined [[Rifters of Matter]] for his first set, however this time he broadened his horizons and started playing Server Guild as well as posting on the UBB. In server he played along side [[The Pen is Mighty!]] with such mages as Arathorn, Doosh Baggins and Pad of Heck. Meanwhile on the UBB, Ninarx was establishing a name for himself as a bit of a spammer. &lt;br /&gt;
&lt;br /&gt;
After taking a break for five months for personal reasons Ninarx once again returned to The Reincarnation. This time he started playing on Blitz with [[More Pressure]], Apprentice with [[Pesky]] and in Server with [[Nighthawks]]. As well as joining the Beta server and playing with [[Profoundly Orthodox Odd Folk]]. Ninarx wanted to help out with The Reincarnation and offered his services. In January 2006, Ninarx was made the mini-mod of the General Discussions area and no longer spams the UBB.&lt;br /&gt;
&lt;br /&gt;
Ninarx is perhaps most well known for his borderline homoerotic obsession with Chuck Norris.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
== Signatures ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ninarx.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Ninarx2.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TR Guilds ==&lt;br /&gt;
&amp;lt;table cellpadding=5&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Apprentice:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Pesky]]&lt;br /&gt;
*[[Rifters of Matter]]&lt;br /&gt;
*[[The Pen is Mighty!]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Guild:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Nighthawks]]&lt;br /&gt;
*[[The Pen is Mighty!]]&lt;br /&gt;
*[[Team Chuck Norris]]&lt;br /&gt;
*[[A Tribe Call Quest]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Blitz:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[More Pressure]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[FaH-Q]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AM Guilds ==&lt;br /&gt;
'''Apprentice:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Partisan Elite]]&lt;br /&gt;
*[[Rifters of Matter]]&lt;br /&gt;
*[[The Last Alliance]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=User:Ninarx&amp;diff=4277</id>
		<title>User:Ninarx</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=User:Ninarx&amp;diff=4277"/>
		<updated>2006-03-20T08:47:30Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table cellpadding=10&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
Ninarx started playing Archamge in 1999 with [[The Last Alliance]]. In AM he only played Apprentice and only as a nether mage. Ninarx played for two resets before going inactive. He has also played with [[Rifters of Matter]] and [[Partisan Elite]].&lt;br /&gt;
&lt;br /&gt;
In 2004, Ninarx rediscovered Archmage had been reincarnated in The Reincarnation and began playing again. He rejoined [[Rifters of Matter]] for his first set, however this time he broadened his horizons and started playing Server Guild as well as posting on the UBB. In server he played along side [[The Pen is Mighty!]] with such mages as Arathorn, Doosh Baggins and Pad of Heck. Meanwhile on the UBB, Ninarx was establishing a name for himself as a bit of a spammer. &lt;br /&gt;
&lt;br /&gt;
After taking a break for five months for personal reasons Ninarx once again returned to The Reincarnation. This time he started playing on Blitz with [[More Pressure]], Apprentice with [[Pesky]] and in Server with [[Nighthawks]]. As well as joining the Beta server and playing with [[Profoundly Orthodox Odd Folk]]. Ninarx wanted to help out with The Reincarnation and offered his services. In January 2006, Ninarx was made the mini-mod of the General Discussions area and no longer spams the UBB.&lt;br /&gt;
&lt;br /&gt;
Ninarx is perhaps most well known for his borderline homoerotic obsession with Chuck Norris.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
== Signatures ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ninarx.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Ninarx2.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TR Guilds ==&lt;br /&gt;
&amp;lt;table cellpadding=5&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Apprentice:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Pesky]]&lt;br /&gt;
*[[Rifters of Matter]]&lt;br /&gt;
*[[The Pen is Mighty!]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Guild:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Nighthawks]]&lt;br /&gt;
*[[The Pen is Mighty!]]&lt;br /&gt;
*[[Team Chuck Norris]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Blitz:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[More Pressure]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
*[[FaH-Q]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AM Guilds ==&lt;br /&gt;
'''Apprentice:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Partisan Elite]]&lt;br /&gt;
*[[Rifters of Matter]]&lt;br /&gt;
*[[The Last Alliance]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=User:Ninarx&amp;diff=4276</id>
		<title>User:Ninarx</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=User:Ninarx&amp;diff=4276"/>
		<updated>2006-03-20T08:47:06Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table cellpadding=10&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
Ninarx started playing Archamge in 1999 with [[The Last Alliance]]. In AM he only played Apprentice and only as a nether mage. Ninarx played for two resets before going inactive. He has also played with [[Rifters of Matter]] and [[Partisan Elite]].&lt;br /&gt;
&lt;br /&gt;
In 2004, Ninarx rediscovered Archmage had been reincarnated in The Reincarnation and began playing again. He rejoined [[Rifters of Matter]] for his first set, however this time he broadened his horizons and started playing Server Guild as well as posting on the UBB. In server he played along side [[The Pen is Mighty!]] with such mages as Arathorn, Doosh Baggins and Pad of Heck. Meanwhile on the UBB, Ninarx was establishing a name for himself as a bit of a spammer. &lt;br /&gt;
&lt;br /&gt;
After taking a break for five months for personal reasons Ninarx once again returned to The Reincarnation. This time he started playing on Blitz with [[More Pressure]], Apprentice with [[Pesky]] and in Server with [[Nighthawks]]. As well as joining the Beta server and playing with [[Profoundly Orthodox Odd Folk]]. Ninarx wanted to help out with The Reincarnation and offered his services. In January 2006, Ninarx was made the mini-mod of the General Discussions area and no longer spams the UBB.&lt;br /&gt;
&lt;br /&gt;
Ninarx is perhaps most well known for his borderline homoerotic obsession with Chuck Norris.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
== Signatures ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Ninarx.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Ninarx2.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TR Guilds ==&lt;br /&gt;
&amp;lt;table cellpadding=5&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Apprentice:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Pesky]]&lt;br /&gt;
*[[Rifters of Matter]]&lt;br /&gt;
*[[The Pen is Mighty!]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Guild:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Nighthawks]]&lt;br /&gt;
*[[The Pen is Mighty!]]&lt;br /&gt;
*[[Team Chuck Norris]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
'''Blitz:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[More Pressure]]&lt;br /&gt;
*[[The Covenant]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AM Guilds ==&lt;br /&gt;
'''Apprentice:'''&amp;lt;br&amp;gt;&lt;br /&gt;
*[[Partisan Elite]]&lt;br /&gt;
*[[Rifters of Matter]]&lt;br /&gt;
*[[The Last Alliance]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=The_Pen_is_Mighty!&amp;diff=2717</id>
		<title>The Pen is Mighty!</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=The_Pen_is_Mighty!&amp;diff=2717"/>
		<updated>2006-02-23T10:48:36Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=100&amp;gt;'''Name:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Pen is Mighty!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Shortname:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MIGHTY!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Server:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Apprentice/Guild Server&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Leader:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pad (Apprentice), Dooshbaggins (Guild)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Website:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''IRC:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;#pen&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Status:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Disbanded&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Information ==&lt;br /&gt;
Burnsbody was the sexiest mage ever to join Mighty! After Ninarx!&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2701</id>
		<title>Team Chuck Norris</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2701"/>
		<updated>2006-02-22T15:36:51Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=100%&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=150&amp;gt;'''Name:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Team Chuck Norris&amp;lt;/td&amp;gt;&amp;lt;td rowspan=7 align=center&amp;gt;[[Image:chuck1.jpg]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Shortname:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Chuck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Server:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Guild Server&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Leader:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ninarx&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Website:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;You're on it knob jockey!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''IRC:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[irc://irc.galaxynet.org/chuck #chuck]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Status:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;As overly active as Chuck's sex drive.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2700</id>
		<title>Team Chuck Norris</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2700"/>
		<updated>2006-02-22T15:36:39Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=100%&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=150&amp;gt;'''Name:'''&amp;lt;/td&amp;gt;&amp;lt;td width=150&amp;gt;Team Chuck Norris&amp;lt;/td&amp;gt;&amp;lt;td rowspan=7 align=center&amp;gt;[[Image:chuck1.jpg]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Shortname:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Chuck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Server:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Guild Server&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Leader:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ninarx&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Website:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;You're on it knob jockey!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''IRC:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[irc://irc.galaxynet.org/chuck #chuck]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Status:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;As overly active as Chuck's sex drive.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2699</id>
		<title>Team Chuck Norris</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2699"/>
		<updated>2006-02-22T15:36:14Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=100&amp;gt;'''Name:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Team Chuck Norris&amp;lt;/td&amp;gt;&amp;lt;td rowspan=7 align=center&amp;gt;[[Image:chuck1.jpg]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Shortname:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Chuck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Server:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Guild Server&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Leader:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ninarx&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Website:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;You're on it knob jockey!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''IRC:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[irc://irc.galaxynet.org/chuck #chuck]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Status:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;As overly active as Chuck's sex drive.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=File:Chuck1.jpg&amp;diff=2698</id>
		<title>File:Chuck1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=File:Chuck1.jpg&amp;diff=2698"/>
		<updated>2006-02-22T15:35:32Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2697</id>
		<title>Team Chuck Norris</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2697"/>
		<updated>2006-02-22T15:35:16Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=100&amp;gt;'''Name:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Team Chuck Norris&amp;lt;/td&amp;gt;&amp;lt;td rowspan=7&amp;gt;[[Image:chuck1.jpg]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Shortname:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Chuck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Server:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Guild Server&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Leader:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ninarx&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Website:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;You're on it knob jockey!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''IRC:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[irc://irc.galaxynet.org/chuck #chuck]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Status:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;As overly active as Chuck's sex drive.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2696</id>
		<title>Team Chuck Norris</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2696"/>
		<updated>2006-02-22T15:34:23Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=100&amp;gt;'''Name:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Team Chuck Norris&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Shortname:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Chuck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Server:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Guild Server&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Leader:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ninarx&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Website:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;You're on it knob jockey!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''IRC:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[irc://irc.galaxynet.org/chuck #chuck]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Status:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;As overly active as Chuck's sex drive.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2695</id>
		<title>Team Chuck Norris</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Team_Chuck_Norris&amp;diff=2695"/>
		<updated>2006-02-22T15:33:19Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=100&amp;gt;'''Name:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Team Chuck Norris&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Shortname:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Chuck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Server:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Guild Server&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Leader:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ninarx&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Website:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;You're on it knob jockey!&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''IRC:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;#chuck&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;'''Status:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;As overly active as Chuck's sex drive.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=DOLZero%27s_Devil_Guide&amp;diff=2589</id>
		<title>DOLZero's Devil Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=DOLZero%27s_Devil_Guide&amp;diff=2589"/>
		<updated>2006-02-17T10:42:11Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by DOLZero, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
There are 4 main phases that you will go through every time you run Devils:&lt;br /&gt;
&lt;br /&gt;
*Preperation&lt;br /&gt;
*Counter Attacking&lt;br /&gt;
*Recovery&lt;br /&gt;
*Aftermath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
We will start with the prep.&lt;br /&gt;
&lt;br /&gt;
Here is a list of things you should have before casting CoS:&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
*At least 10 Books of Prophecy, this is vital. You can't pillage people or geld with the Devil Prince, so this is your best bet for recovering pop. I like to make sure I have enough to get 10 successful uses, and it never hurts to run more.&lt;br /&gt;
&lt;br /&gt;
*1.5 mil mana in your reserve. Your going to need 1 mil to cast CoS, 200k to recast Black Sabbath (it will go bye bye when your pop hits 0), mana for your defense assignment and enough mana for making an attack run. Having more wont hurt either, but generally I like to have it somewhere around there.&lt;br /&gt;
&lt;br /&gt;
*Mana Crystals are always a good thing to have on hand and may be needed if you misjudge your mana income and expenses. You can never have too many in my opinion.&lt;br /&gt;
&lt;br /&gt;
=== Additional Information ===&lt;br /&gt;
&lt;br /&gt;
Population: The number of Devils you get is based on your pop. So if you cast when you are already low on pop, you wont get much out of it. It can help if you use Wine of the Three Whips before hand, to boost up your pop. You lose it so fast that it's not really necessary, but definately wouldn't hurt. You might get an extra attack out of it, so give it a try sometime.&lt;br /&gt;
&lt;br /&gt;
Units: You need to have an army, and not one that's total crap. Even if you wipe out their topstack, you can still lose more power then they do. Don't worry if you oversummon pop suckers either. You will 0 your pop, so a pop spiral won't really matter at this point.&lt;br /&gt;
&lt;br /&gt;
Turns: Make sure that you will have full turns in 24 hours or less. Server: Leave about 35-40 turns left, Blitz will have full turns in less then 17 hours, so you can 0 out on that server. you will want to leave some turns if you plan on making your Devil run right after casting.&lt;br /&gt;
&lt;br /&gt;
Bait: Sometimes it helps to generate more counters (like you need any more with black) if you set yourself up to look a little fat, or undersummoned. Not necessary in most situations, but still worth considering.&lt;br /&gt;
&lt;br /&gt;
== Counter Attacking ==&lt;br /&gt;
&lt;br /&gt;
You got all that ready? Good. Now it's time to cast Contract of the Soul. There are two ways of going about counters, either run Devils right away, or wait until the end of your 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Devil Strat One ===&lt;br /&gt;
&lt;br /&gt;
Some people like to make their counters right away, and then sit with minimal pop until your devils expire. This is good for 2 things:&lt;br /&gt;
&lt;br /&gt;
*You can donate your geld stash to the black market, in hopes to get overbid after you make your run (thus not losing most of your gold).&lt;br /&gt;
&lt;br /&gt;
*And you can counter people who already hit you, and aren't expecting Devils.&lt;br /&gt;
&lt;br /&gt;
I don't like to do this for one reason: If you run 6-8 turns of CoS, you will run your pop almost to 0, thus not getting very many devils for defense afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Devil Strat Two ===&lt;br /&gt;
&lt;br /&gt;
You can cast CoS and wait until the Devils are at the end of their life (I usually run about 23 hours later on S1, max turns on Blitz) and then counter the people that have randomed or attacked you while you had devils at full strength.&lt;br /&gt;
&lt;br /&gt;
You can still bid on the market to save your geld, but I don't know if you want to run a turn with Devils without attacking. That's up to you (I usually don't).&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&lt;br /&gt;
Made your counters, killed some heros, at 0 pop, now its time to start the recovery.&lt;br /&gt;
&lt;br /&gt;
I'm sure you have some enemies (hopefully some with low bars) that you can leach pop off of with your Books of Prophecy. If not, go scouting for NDs that probably won't ever be able to do anything about it. Now you don't need to get 10 successfully, but that will definately get you in a good position to start using your pop as a resource again.&lt;br /&gt;
&lt;br /&gt;
Once you get your pop income above 666 (41066.6~ pop) you can recast Black Sabbath.&lt;br /&gt;
&lt;br /&gt;
Recovery should take about 20 turns, give or take 5.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
&lt;br /&gt;
Pop is back on track, Black Sabbath is helping with the mana situation. Now to deal with the aftermath (the hard part).&lt;br /&gt;
&lt;br /&gt;
The Devil Prince has a negative impact on your mana (the equivelant of Black Sabbath having a positive effect) and he sticks around for 3 days. How is a black going to survive for 3 days with the bonus from BS being neutralized?&lt;br /&gt;
&lt;br /&gt;
Here is a couple strats I've used:&lt;br /&gt;
&lt;br /&gt;
Mono zombies w/ flight on for defense. Not very costly and 500,000 or more is pretty easy to manage. The only things you will need to worry about are reds with all fliers, or greens with big Trees that either get Carpet of Flying or Call Hurricane through your bars, or when you fail Flight. There are othere stacks that can break this, but those are the most consistant ones.&lt;br /&gt;
&lt;br /&gt;
All Fliers, Djinni top, followed up with combinations of Wraith, Vamps, Chim, Wyvern or Sylph (maybe even recruit some Gargoyles). Pegs or Sprites for fodder. It's hard to deal enough damage to this stack, and you can really dish it out.&lt;br /&gt;
&lt;br /&gt;
I'm sure there are more strats you could use. The best way to find them is to play without using Black Sabbath for a while and find something that works for you.&lt;br /&gt;
&lt;br /&gt;
'''~DOLZero'''&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=DOLZero%27s_Devil_Guide&amp;diff=2588</id>
		<title>DOLZero's Devil Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=DOLZero%27s_Devil_Guide&amp;diff=2588"/>
		<updated>2006-02-17T10:42:02Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by DOLZero, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
There are 4 main phases that you will go through every time you run Devils:&lt;br /&gt;
&lt;br /&gt;
*Preperation&lt;br /&gt;
*Counter Attacking&lt;br /&gt;
*Recovery&lt;br /&gt;
*Aftermath&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
We will start with the prep.&lt;br /&gt;
&lt;br /&gt;
Here is a list of things you should have before casting CoS:&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
*At least 10 Books of Prophecy, this is vital. You can't pillage people or geld with the Devil Prince, so this is your best bet for recovering pop. I like to make sure I have enough to get 10 successful uses, and it never hurts to run more.&lt;br /&gt;
&lt;br /&gt;
*1.5 mil mana in your reserve. Your going to need 1 mil to cast CoS, 200k to recast Black Sabbath (it will go bye bye when your pop hits 0), mana for your defense assignment and enough mana for making an attack run. Having more wont hurt either, but generally I like to have it somewhere around there.&lt;br /&gt;
&lt;br /&gt;
*Mana Crystals are always a good thing to have on hand and may be needed if you misjudge your mana income and expenses. You can never have too many in my opinion.&lt;br /&gt;
&lt;br /&gt;
=== Additional Information ===&lt;br /&gt;
&lt;br /&gt;
Population: The number of Devils you get is based on your pop. So if you cast when you are already low on pop, you wont get much out of it. It can help if you use Wine of the Three Whips before hand, to boost up your pop. You lose it so fast that it's not really necessary, but definately wouldn't hurt. You might get an extra attack out of it, so give it a try sometime.&lt;br /&gt;
&lt;br /&gt;
Units: You need to have an army, and not one that's total crap. Even if you wipe out their topstack, you can still lose more power then they do. Don't worry if you oversummon pop suckers either. You will 0 your pop, so a pop spiral won't really matter at this point.&lt;br /&gt;
&lt;br /&gt;
Turns: Make sure that you will have full turns in 24 hours or less. Server: Leave about 35-40 turns left, Blitz will have full turns in less then 17 hours, so you can 0 out on that server. you will want to leave some turns if you plan on making your Devil run right after casting.&lt;br /&gt;
&lt;br /&gt;
Bait: Sometimes it helps to generate more counters (like you need any more with black) if you set yourself up to look a little fat, or undersummoned. Not necessary in most situations, but still worth considering.&lt;br /&gt;
&lt;br /&gt;
== Counter Attacking ==&lt;br /&gt;
&lt;br /&gt;
You got all that ready? Good. Now it's time to cast Contract of the Soul. There are two ways of going about counters, either run Devils right away, or wait until the end of your 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Devil Strat One ===&lt;br /&gt;
&lt;br /&gt;
Some people like to make their counters right away, and then sit with minimal pop until your devils expire. This is good for 2 things:&lt;br /&gt;
&lt;br /&gt;
*You can donate your geld stash to the black market, in hopes to get overbid after you make your run (thus not losing most of your gold).&lt;br /&gt;
&lt;br /&gt;
*And you can counter people who already hit you, and aren't expecting Devils.&lt;br /&gt;
&lt;br /&gt;
I don't like to do this for one reason: If you run 6-8 turns of CoS, you will run your pop almost to 0, thus not getting very many devils for defense afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Devil Strat Two ===&lt;br /&gt;
&lt;br /&gt;
You can cast CoS and wait until the Devils are at the end of their life (I usually run about 23 hours later on S1, max turns on Blitz) and then counter the people that have randomed or attacked you while you had devils at full strength.&lt;br /&gt;
&lt;br /&gt;
You can still bid on the market to save your geld, but I don't know if you want to run a turn with Devils without attacking. That's up to you (I usually don't).&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&lt;br /&gt;
Made your counters, killed some heros, at 0 pop, now its time to start the recovery.&lt;br /&gt;
&lt;br /&gt;
I'm sure you have some enemies (hopefully some with low bars) that you can leach pop off of with your Books of Prophecy. If not, go scouting for NDs that probably won't ever be able to do anything about it. Now you don't need to get 10 successfully, but that will definately get you in a good position to start using your pop as a resource again.&lt;br /&gt;
&lt;br /&gt;
Once you get your pop income above 666 (41066.6~ pop) you can recast Black Sabbath.&lt;br /&gt;
&lt;br /&gt;
Recovery should take about 20 turns, give or take 5.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
&lt;br /&gt;
Pop is back on track, Black Sabbath is helping with the mana situation. Now to deal with the aftermath (the hard part).&lt;br /&gt;
&lt;br /&gt;
The Devil Prince has a negative impact on your mana (the equivelant of Black Sabbath having a positive effect) and he sticks around for 3 days. How is a black going to survive for 3 days with the bonus from BS being neutralized?&lt;br /&gt;
&lt;br /&gt;
Here is a couple strats I've used:&lt;br /&gt;
&lt;br /&gt;
Mono zombies w/ flight on for defense. Not very costly and 500,000 or more is pretty easy to manage. The only things you will need to worry about are reds with all fliers, or greens with big Trees that either get Carpet of Flying or Call Hurricane through your bars, or when you fail Flight. There are othere stacks that can break this, but those are the most consistant ones.&lt;br /&gt;
&lt;br /&gt;
All Fliers, Djinni top, followed up with combinations of Wraith, Vamps, Chim, Wyvern or Sylph (maybe even recruit some Gargoyles). Pegs or Sprites for fodder. It's hard to deal enough damage to this stack, and you can really dish it out.&lt;br /&gt;
&lt;br /&gt;
I'm sure there are more strats you could use. The best way to find them is to play without using Black Sabbath for a while and find something that works for you.&lt;br /&gt;
&lt;br /&gt;
'''~DOLZero'''&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=DOLZero%27s_Devil_Guide&amp;diff=2587</id>
		<title>DOLZero's Devil Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=DOLZero%27s_Devil_Guide&amp;diff=2587"/>
		<updated>2006-02-17T10:25:49Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by DOLZero, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
There are 4 main phases that you will go through every time you run Devils:&lt;br /&gt;
&lt;br /&gt;
*Preperation&lt;br /&gt;
*Counter Attacking&lt;br /&gt;
*Recovery&lt;br /&gt;
*Aftermath&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
We will start with the prep.&lt;br /&gt;
&lt;br /&gt;
Here is a list of things you should have before casting CoS:&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
*At least 10 Books of Prophecy, this is vital. You can't pillage people or geld with the Devil Prince, so this is your best bet for recovering pop. I like to make sure I have enough to get 10 successful uses, and it never hurts to run more.&lt;br /&gt;
&lt;br /&gt;
*1.5 mil mana in your reserve. Your going to need 1 mil to cast CoS, 200k to recast Black Sabbath (it will go bye bye when your pop hits 0), mana for your defense assignment and enough mana for making an attack run. Having more wont hurt either, but generally I like to have it somewhere around there.&lt;br /&gt;
&lt;br /&gt;
*Mana Crystals are always a good thing to have on hand and may be needed if you misjudge your mana income and expenses. You can never have too many in my opinion.&lt;br /&gt;
&lt;br /&gt;
=== Additional Information ===&lt;br /&gt;
&lt;br /&gt;
Population: the number of Devils you get is based off your pop. so if you cast when you are already low on pop, you wont get much out of it. it can help if you use Wine of the Three Whips before hand, to boost up your pop. you lose it so fast that its not really necessary, but definately wouldent hurt. you might get an extra attack out of it, so give it a try sometime.&lt;br /&gt;
&lt;br /&gt;
Units: you need to have an Army, and not one thats total crap. even if you wipe out thier topstack, you can still lose more power then they do. dont worry if you oversummon pop suckers either. you will 0 your pop, so a pop spiral wont really matter at this point.&lt;br /&gt;
&lt;br /&gt;
Turns: make sure that you will have full turns in 24 hours or less. s1: leave about 35-40 turns left, Blitz will have full turns in less then 17 hours, so you can 0 out on that server. you will want to leave some turns if you plan on making your Devil run right after casting.&lt;br /&gt;
&lt;br /&gt;
Bait: sometimes it helps to generate more counters (like you need any more with black) if you set yourself up to look a little fat, or undersummoned. not necessary in most situations, but still worth considering.&lt;br /&gt;
&lt;br /&gt;
11:22, 17 February 2006 (CET)11:22, 17 February 2006 (CET)11:22, 17 February 2006 (CET)11:22, 17 February 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
you got all that ready? good, now its time to cast Contract of the Soul! there are two ways of going about Counters, either run Devils right away, or wait until the end of your 24 hours.&lt;br /&gt;
&lt;br /&gt;
some people like to make thier counters right away, and then sit with minimal pop until your devils expire. this is good for 2 things:&lt;br /&gt;
&lt;br /&gt;
1. you can donate your geld stash to the black market, in hopes to get overbid after you make your run (thus not losing most of your gold).&lt;br /&gt;
&lt;br /&gt;
2. and you can Counter people who already hit you, and arent expecting Devils.&lt;br /&gt;
&lt;br /&gt;
i dont like to do this for 1 reason: if you run 6-8 turns of CoS, you will run your pop almost to 0, thus not getting very many devils for defense afterwards.&lt;br /&gt;
&lt;br /&gt;
OR...&lt;br /&gt;
&lt;br /&gt;
you can cast CoS, and wait until the Devils are at the end of thier life (i usually run about 23 hours later on s1, max turns on blitz), and then counter the people that have randomed or attacked you while you had devils at full strength.&lt;br /&gt;
&lt;br /&gt;
you can still bid on the market to save your geld, but i dont know if you want to run a turn with Devils without attacking. thats up to you (i usually dont).&lt;br /&gt;
&lt;br /&gt;
11:22, 17 February 2006 (CET)11:22, 17 February 2006 (CET)~&lt;br /&gt;
&lt;br /&gt;
made your counters, killed some heros, at 0 pop, now its time to start the recovery.&lt;br /&gt;
&lt;br /&gt;
im sure you have some enemies (hopefully 1 with low bars) that you can leech pop off of with your Books of Prophecy. if not, go scouting for NDs that probably wont ever be able to do anything about it. now you dont need to get 10 successfully, but that will definately get you in a good position to start using your pop as a resource again.&lt;br /&gt;
&lt;br /&gt;
once you get your pop income above 666 (41066.6~ pop) you can recast Black Sabbath.&lt;br /&gt;
&lt;br /&gt;
Recovery should take about 20 turns, give or take 5.&lt;br /&gt;
&lt;br /&gt;
11:22, 17 February 2006 (CET)11:22, 17 February 2006 (CET)~~&lt;br /&gt;
&lt;br /&gt;
Pop is back on track, Black Sabbath is helping with the mana situation... now to deal with the Aftermath (the hard part)&lt;br /&gt;
&lt;br /&gt;
The Devil Prince has a negative impact on your mana (the equivelant of Black Sabbath having a posative effect), and he sticks around for 3 days. How is a black going to survive for 3 days with the bonus from BS being neutralized?&lt;br /&gt;
&lt;br /&gt;
here is a couple strats ive used:&lt;br /&gt;
&lt;br /&gt;
mono zombies w/ fleight on for defense. not very costly, and 500k+ is pretty easy to manage. the only things you will need to worry about are reds with all fliers, or greens with Big Trees that either get Carpet of Flying or Call Hurricane through your bars, or when you fail Fleight. there are othere stacks that can break this, but those are the most consistant ones.&lt;br /&gt;
&lt;br /&gt;
All Fliers, Djinni top, followed up with combinations of Wraith, Vamps, Chim, Wyvern or Sylph (maybe even recruit some Gargoyles). Pegs or Sprites for fodder. its hard to deal enough damage to this stack, and you can really dish it out.&lt;br /&gt;
&lt;br /&gt;
im sure there are more strats you could use. the best way to find them is to play without using Black Sabbath for a while and find something that works for you.&lt;br /&gt;
&lt;br /&gt;
~DOLZero&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=DOLZero%27s_Devil_Guide&amp;diff=2586</id>
		<title>DOLZero's Devil Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=DOLZero%27s_Devil_Guide&amp;diff=2586"/>
		<updated>2006-02-17T10:22:18Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Written by DOLZero, edited by Ninarx'''&lt;br /&gt;
&lt;br /&gt;
There are 4 main phases that you will go through every time you run Devils:&lt;br /&gt;
&lt;br /&gt;
Preperation&lt;br /&gt;
Counter Attacking&lt;br /&gt;
Recovery&lt;br /&gt;
Aftermath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will start with the prep.&lt;br /&gt;
&lt;br /&gt;
here is a list of things you should have before casting CoS:&lt;br /&gt;
&lt;br /&gt;
at least 10 Books of Prophecy, this is vital. you cant pillage people or geld with the Devil Prince, so this is your best bet for recovering pop. i like to make sure i have enough to get 10 successful uses, and it never hurts to run more.&lt;br /&gt;
&lt;br /&gt;
1.5 mil mana in your reserve. your going to need 1 mil to cast CoS, 200k to recast Black Sabbath (it will go bye bye when your pop hits 0), mana for your defense assignment and enough mana for making an attack run. having more wont hurt either, but generally i like to have it somewhere around there.&lt;br /&gt;
&lt;br /&gt;
Mana Crystals are always a good thing to have on hand, and may be needed if you misjudge your mana income and expenses. you can never have too many IMO.&lt;br /&gt;
&lt;br /&gt;
Population: the number of Devils you get is based off your pop. so if you cast when you are already low on pop, you wont get much out of it. it can help if you use Wine of the Three Whips before hand, to boost up your pop. you lose it so fast that its not really necessary, but definately wouldent hurt. you might get an extra attack out of it, so give it a try sometime.&lt;br /&gt;
&lt;br /&gt;
Units: you need to have an Army, and not one thats total crap. even if you wipe out thier topstack, you can still lose more power then they do. dont worry if you oversummon pop suckers either. you will 0 your pop, so a pop spiral wont really matter at this point.&lt;br /&gt;
&lt;br /&gt;
Turns: make sure that you will have full turns in 24 hours or less. s1: leave about 35-40 turns left, Blitz will have full turns in less then 17 hours, so you can 0 out on that server. you will want to leave some turns if you plan on making your Devil run right after casting.&lt;br /&gt;
&lt;br /&gt;
Bait: sometimes it helps to generate more counters (like you need any more with black) if you set yourself up to look a little fat, or undersummoned. not necessary in most situations, but still worth considering.&lt;br /&gt;
&lt;br /&gt;
11:22, 17 February 2006 (CET)11:22, 17 February 2006 (CET)11:22, 17 February 2006 (CET)11:22, 17 February 2006 (CET)&lt;br /&gt;
&lt;br /&gt;
you got all that ready? good, now its time to cast Contract of the Soul! there are two ways of going about Counters, either run Devils right away, or wait until the end of your 24 hours.&lt;br /&gt;
&lt;br /&gt;
some people like to make thier counters right away, and then sit with minimal pop until your devils expire. this is good for 2 things:&lt;br /&gt;
&lt;br /&gt;
1. you can donate your geld stash to the black market, in hopes to get overbid after you make your run (thus not losing most of your gold).&lt;br /&gt;
&lt;br /&gt;
2. and you can Counter people who already hit you, and arent expecting Devils.&lt;br /&gt;
&lt;br /&gt;
i dont like to do this for 1 reason: if you run 6-8 turns of CoS, you will run your pop almost to 0, thus not getting very many devils for defense afterwards.&lt;br /&gt;
&lt;br /&gt;
OR...&lt;br /&gt;
&lt;br /&gt;
you can cast CoS, and wait until the Devils are at the end of thier life (i usually run about 23 hours later on s1, max turns on blitz), and then counter the people that have randomed or attacked you while you had devils at full strength.&lt;br /&gt;
&lt;br /&gt;
you can still bid on the market to save your geld, but i dont know if you want to run a turn with Devils without attacking. thats up to you (i usually dont).&lt;br /&gt;
&lt;br /&gt;
11:22, 17 February 2006 (CET)11:22, 17 February 2006 (CET)~&lt;br /&gt;
&lt;br /&gt;
made your counters, killed some heros, at 0 pop, now its time to start the recovery.&lt;br /&gt;
&lt;br /&gt;
im sure you have some enemies (hopefully 1 with low bars) that you can leech pop off of with your Books of Prophecy. if not, go scouting for NDs that probably wont ever be able to do anything about it. now you dont need to get 10 successfully, but that will definately get you in a good position to start using your pop as a resource again.&lt;br /&gt;
&lt;br /&gt;
once you get your pop income above 666 (41066.6~ pop) you can recast Black Sabbath.&lt;br /&gt;
&lt;br /&gt;
Recovery should take about 20 turns, give or take 5.&lt;br /&gt;
&lt;br /&gt;
11:22, 17 February 2006 (CET)11:22, 17 February 2006 (CET)~~&lt;br /&gt;
&lt;br /&gt;
Pop is back on track, Black Sabbath is helping with the mana situation... now to deal with the Aftermath (the hard part)&lt;br /&gt;
&lt;br /&gt;
The Devil Prince has a negative impact on your mana (the equivelant of Black Sabbath having a posative effect), and he sticks around for 3 days. How is a black going to survive for 3 days with the bonus from BS being neutralized?&lt;br /&gt;
&lt;br /&gt;
here is a couple strats ive used:&lt;br /&gt;
&lt;br /&gt;
mono zombies w/ fleight on for defense. not very costly, and 500k+ is pretty easy to manage. the only things you will need to worry about are reds with all fliers, or greens with Big Trees that either get Carpet of Flying or Call Hurricane through your bars, or when you fail Fleight. there are othere stacks that can break this, but those are the most consistant ones.&lt;br /&gt;
&lt;br /&gt;
All Fliers, Djinni top, followed up with combinations of Wraith, Vamps, Chim, Wyvern or Sylph (maybe even recruit some Gargoyles). Pegs or Sprites for fodder. its hard to deal enough damage to this stack, and you can really dish it out.&lt;br /&gt;
&lt;br /&gt;
im sure there are more strats you could use. the best way to find them is to play without using Black Sabbath for a while and find something that works for you.&lt;br /&gt;
&lt;br /&gt;
~DOLZero&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=User_talk:Ninarx&amp;diff=2480</id>
		<title>User talk:Ninarx</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=User_talk:Ninarx&amp;diff=2480"/>
		<updated>2006-02-05T16:10:20Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ninarx has smelly armpits and closely resembles a Cave Troll in real life. He has a STINKY BREATH attack type and should be avoided at all costs.&lt;br /&gt;
&lt;br /&gt;
well, he IS english :p&lt;br /&gt;
&lt;br /&gt;
I prefer British if you don't mind, galad/naem!&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=User:Singultus&amp;diff=2354</id>
		<title>User:Singultus</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=User:Singultus&amp;diff=2354"/>
		<updated>2006-02-03T07:40:13Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spells&amp;diff=2281</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spells&amp;diff=2281"/>
		<updated>2006-02-01T13:11:35Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Encyclopedia Magika: Volume II: The Book of Spells'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eradication ==&lt;br /&gt;
*[[Battle Chant]]&lt;br /&gt;
*[[Blaze]]&lt;br /&gt;
*[[Call Dwarven Deathseeker]]&lt;br /&gt;
*[[Call Lightning]]&lt;br /&gt;
*[[Call Lizardmen]]&lt;br /&gt;
*[[Chain Lightning]]&lt;br /&gt;
*[[Destroy Artifacts]]&lt;br /&gt;
*[[Disintergrate]]&lt;br /&gt;
*[[Earthquake]]&lt;br /&gt;
*[[Fireball]]&lt;br /&gt;
*[[Flame Arrow]]&lt;br /&gt;
*[[Flame Blade]]&lt;br /&gt;
*[[Flame Shield]]&lt;br /&gt;
*[[Force Bolt]]&lt;br /&gt;
*[[Giant Strength]]&lt;br /&gt;
*[[Gravity Pull]]&lt;br /&gt;
*[[Inferno]]&lt;br /&gt;
*[[Lightning Strike]]&lt;br /&gt;
*[[Meteor Storm]]&lt;br /&gt;
*[[Stun]]&lt;br /&gt;
*[[Summon Chimera]]&lt;br /&gt;
*[[Summon Efreeti]]&lt;br /&gt;
*[[Summon Fire Elemental]]&lt;br /&gt;
*[[Summon Hellhound]]&lt;br /&gt;
*[[Summon Hydra]]&lt;br /&gt;
*[[Summon Red Dragon]]&lt;br /&gt;
*[[Summon Salamander]]&lt;br /&gt;
*[[Summon Wyvern]]&lt;br /&gt;
*[[Volcano Eruption]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verdant ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ascendant ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phantasm ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nether ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spells&amp;diff=2280</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spells&amp;diff=2280"/>
		<updated>2006-02-01T13:10:55Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: /* Eradication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Encyclopedia Magika: Volume II: The Book of Spells'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eradication ==&lt;br /&gt;
*[[Battle Chant]]&lt;br /&gt;
*[[Blaze]]&lt;br /&gt;
*[[Call Dwarven Deathseeker]]&lt;br /&gt;
*[[Call Lightning]]&lt;br /&gt;
*[[Call Lizardmen]]&lt;br /&gt;
*[[Chain Lightning]]&lt;br /&gt;
*[[Destroy Artifacts]]&lt;br /&gt;
*[[Disintergrate]]&lt;br /&gt;
*[[Earthquake]]&lt;br /&gt;
*[[Fireball]]&lt;br /&gt;
*[[Flame Arrow]]&lt;br /&gt;
*[[Flame Blade]]&lt;br /&gt;
*[[Flame Shield]]&lt;br /&gt;
*[[Force Bolt]]&lt;br /&gt;
*[[Giant Strength]]&lt;br /&gt;
*[[Gravity Pull]]&lt;br /&gt;
*[[Inferno]]&lt;br /&gt;
*[[Lightning Strike]]&lt;br /&gt;
*[[Meteor Storm]]&lt;br /&gt;
*[[Stun]]&lt;br /&gt;
*[[Summon Chimera]]&lt;br /&gt;
*[[Summon Efreeti]]&lt;br /&gt;
*[[Summon Fire Elemental]]&lt;br /&gt;
*[[Summon Hellhound]]&lt;br /&gt;
*[[Summon Hydra]]&lt;br /&gt;
*[[Summon Red Dragon]]&lt;br /&gt;
*[[Summon Salamander]]&lt;br /&gt;
*[[Summon Wyvern]]&lt;br /&gt;
*[[Volcano Eruption]]&lt;br /&gt;
&lt;br /&gt;
== Verdant ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ascendant ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phantasm ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nether ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spells&amp;diff=2279</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spells&amp;diff=2279"/>
		<updated>2006-02-01T13:04:44Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Encyclopedia Magika: Volume II: The Book of Spells'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eradication ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verdant ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ascendant ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phantasm ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nether ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spells&amp;diff=2278</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spells&amp;diff=2278"/>
		<updated>2006-02-01T13:04:16Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
For now, refer to the spells page in the [http://www.the-reincarnation.com/encyclopedia/en_spell.html encyclopedia].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Encyclopedia Magika: Volume II: The Book of Spells'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eradication ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verdant ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ascendant ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phantasm ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nether ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Spells&amp;diff=2277</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Spells&amp;diff=2277"/>
		<updated>2006-02-01T13:04:01Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
For now, refer to the spells page in the [http://www.the-reincarnation.com/encyclopedia/en_spell.html encyclopedia].&lt;br /&gt;
&lt;br /&gt;
'''Encyclopedia Magika: Volume II: The Book of Spells'''&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eradication ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verdant ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ascendant ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phantasm ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nether ==&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;br /&gt;
*Spell&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Troglodyte&amp;diff=2275</id>
		<title>Troglodyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Troglodyte&amp;diff=2275"/>
		<updated>2006-02-01T12:58:06Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
Troglodytes are reptilian humanoids who dwell in subterranean caverns. They are a warrior race. They stand about six feet tall with a lizard like head. Their bodies are covered with scales and they have a chameleon ability to change the tone of their skin to match their environment. They use weapons and are especially fond of flesh and meat. In combat, they usually secrete an oil that smells so disgusting to all humans and demi-humans that makes them unable to fight well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Reptile&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Special&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Poison&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80.00 Gold , 0.10 M.P. , 2.00 Population&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0.75 Gold , 0.03 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Recruit Speed]] 35% , [[Scales]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Salamander&amp;diff=2274</id>
		<title>Salamander</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Salamander&amp;diff=2274"/>
		<updated>2006-02-01T12:57:46Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
Salamanders are native to the elemental planes of fire. These evil and cruel creatures thrive in hot places. Their skin and scales are red and they have a human torso with two upper limbs, and a snake-like lower torso. Their favorite weapon is a red hot spear, which burns like fire when a hit is landed. They also use their tail to attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Eradication: 50%&lt;br /&gt;
&amp;lt;li&amp;gt;Nether: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Phantasm: 15%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elemental&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;188&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fire&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Missile: 50%&lt;br /&gt;
&amp;lt;li&amp;gt;Fire: 100%&lt;br /&gt;
&amp;lt;li&amp;gt;Melee: 50%&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged: 50%&lt;br /&gt;
&amp;lt;li&amp;gt;Holy: 25%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35.00 Gold , 0.23 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Scales]] , [[Weakness to AttackType]] Cold&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Summon Salamander]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Red_Dragon&amp;diff=2273</id>
		<title>Red Dragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Red_Dragon&amp;diff=2273"/>
		<updated>2006-02-01T12:57:07Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
Fire dragons are the most fearsome creatures in the known world. They have deep red scales covering their whole body. Their body and tail length combined measure more than one hundred feet. When they flip their wings, the force of the wind can knock anyone down standing nearby. They radiate a strong aura of dragon fear for any creatures who can sense it and make them flee in terror. They can breathe a searing cone of fire from their mouths and burn everything in their paths into ashes. They fight with their claws and bite when engaged in combat. Some exceptionally intelligent fire dragons can even cast spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Ascendant: 90%&lt;br /&gt;
&amp;lt;li&amp;gt;Verdant: 90%&lt;br /&gt;
&amp;lt;li&amp;gt;Eradication: 90%&lt;br /&gt;
&amp;lt;li&amp;gt;Nether: 90%&lt;br /&gt;
&amp;lt;li&amp;gt;Phantasm: 90%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dragon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summon Undisbandable NoMarket&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;82,378&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Melee&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Missile: 90%&lt;br /&gt;
&amp;lt;li&amp;gt;Fire: 100%&lt;br /&gt;
&amp;lt;li&amp;gt;Poison: 90%&lt;br /&gt;
&amp;lt;li&amp;gt;Breath: 60%&lt;br /&gt;
&amp;lt;li&amp;gt;Magic: 91%&lt;br /&gt;
&amp;lt;li&amp;gt;Melee: 95%&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged: 90%&lt;br /&gt;
&amp;lt;li&amp;gt;Lightning: 60%&lt;br /&gt;
&amp;lt;li&amp;gt;Cold: 30%&lt;br /&gt;
&amp;lt;li&amp;gt;Paralyse: 90%&lt;br /&gt;
&amp;lt;li&amp;gt;Psychic: 90%&lt;br /&gt;
&amp;lt;li&amp;gt;Holy: 75%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fire Breath&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20000.00 Gold , 50.00 M.P. , 180.00 Population&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Endurance]] , [[Fear]] , [[Flying]] , [[Scales]] , [[Weakness to AttackType]] Cold&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Summon Red Dragon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Ogre&amp;diff=2272</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Ogre&amp;diff=2272"/>
		<updated>2006-02-01T12:56:13Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
Ogres are big, greedy and ugly humanoids. They resemble a huge orc and stand ten feet tall. Their eyes are purple with white pupils. Their teeth and talons are usually black. They give out a repulsive odor and they dress themselves in animal hides. Huge clubs are their favorite weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;-&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Giant&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Special&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Melee&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200.00 Gold , 0.30 M.P. , 4.00 Population&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8.00 Gold , 0.60 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Endurance]] , [[Recruit Speed]] 10%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Lizard_Man&amp;diff=2271</id>
		<title>Lizard Man</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Lizard_Man&amp;diff=2271"/>
		<updated>2006-02-01T12:55:56Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
Lizard men are semi-aquatic, reptilian humanoids that live a life of raiding and scavenging. They stand six to seven feet tall and have a lizard like head. Their skin tones are usually green to brown and they have a three foot long tail. They can wield a weapon and use a shield in combat. They are strong and fierce in battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;-&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Reptile&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Melee&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.00 Gold , 0.30 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Scales]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Summon Lizardmen]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Hydra&amp;diff=2270</id>
		<title>Hydra</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Hydra&amp;diff=2270"/>
		<updated>2006-02-01T12:55:36Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
Hydras are immense reptilian monsters with multiple heads. Normally, the number of heads ranges anywhere from five to twelve heads. Their bodies are covered with brown scales. They have yellow teeth and amber eyes. They can regenerate heads that have been severed. Their multiple heads give them multiple attack power in combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Eradication: 50%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Reptile&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;457&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Melee Poison&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Missile: 80%&lt;br /&gt;
&amp;lt;li&amp;gt;Fire: 10%&lt;br /&gt;
&amp;lt;li&amp;gt;Poison: 45%&lt;br /&gt;
&amp;lt;li&amp;gt;Melee: 80%&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged: 45%&lt;br /&gt;
&amp;lt;li&amp;gt;Lightning: 45%&lt;br /&gt;
&amp;lt;li&amp;gt;Cold: 45%&lt;br /&gt;
&amp;lt;li&amp;gt;Paralyse: 45%&lt;br /&gt;
&amp;lt;li&amp;gt;Holy: 50%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Melee Poison&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80.00 Gold , 0.80 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Additional Strike]] , [[Endurance]] , [[Regeneration]] , [[Scales]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Summon Hydra]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Hell_Hound&amp;diff=2269</id>
		<title>Hell Hound</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Hell_Hound&amp;diff=2269"/>
		<updated>2006-02-01T12:55:11Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
A hell hound resembles a huge hound with rust-red and red-brown skin. They have glowing red eyes and sharp teeth. They are fire breathing canines of a extra-planar origin of existense. In combat, they breathe fire to their opponents, then engage in battle with their sharp teeth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Eradication: 50%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Animal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;159&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Melee&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Missile: 35%&lt;br /&gt;
&amp;lt;li&amp;gt;Fire: 100%&lt;br /&gt;
&amp;lt;li&amp;gt;Poison: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Magic: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Melee: 40%&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Paralyse: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Psychic: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Holy: 25%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fire Breath&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30.00 Gold , 0.18 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Weakness to AttackType]] Cold&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Summon Hellhound]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Fire_Giant&amp;diff=2268</id>
		<title>Fire Giant</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Fire_Giant&amp;diff=2268"/>
		<updated>2006-02-01T12:54:14Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
Fire giants are a brutal and militaristic race. They are eighteen feet tall and resemble a huge dwarf. Their skin is coal black and they usually wear some kind of metal armor. They are totally immune to all types of fire attack. They wield huge swords in combat and they throw huge rocks at their opponents. Sometimes they tame hell hounds as pets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Eradication: 50%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Giant&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Special&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;92&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fire&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Missile: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Fire: 100%&lt;br /&gt;
&amp;lt;li&amp;gt;Breath: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Magic: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Melee: 25%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300.00 Gold , 0.50 M.P. , 3.00 Population&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15.00 Gold , 0.10 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Endurance]] , [[Recruit Speed]] -25% , [[Weakness to AttackType]] Cold&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Fire_Elemental&amp;diff=2267</id>
		<title>Fire Elemental</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Fire_Elemental&amp;diff=2267"/>
		<updated>2006-02-01T12:53:50Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
Fire Elementals are enormous pillars of sentient flame. They may take on any form necessary to incinerate their enemies with their ravaging infernal attacks. Often they will spout enormous fists to pound their foes to ash or simply lash out with great whips of molten lava that can instantly vaporize their opposition. Only the most powerful of mages can freeze the roaring blue hearts of these juggernauts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Verdant: 80%&lt;br /&gt;
&amp;lt;li&amp;gt;Eradication: 80%&lt;br /&gt;
&amp;lt;li&amp;gt;Nether: 80%&lt;br /&gt;
&amp;lt;li&amp;gt;Phantasm: 40%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elemental&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summon NoMarket&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fire&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Missile: 100%&lt;br /&gt;
&amp;lt;li&amp;gt;Fire: 100%&lt;br /&gt;
&amp;lt;li&amp;gt;Poison: 95%&lt;br /&gt;
&amp;lt;li&amp;gt;Breath: 100%&lt;br /&gt;
&amp;lt;li&amp;gt;Magic: 50%&lt;br /&gt;
&amp;lt;li&amp;gt;Melee: 80%&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged: 75%&lt;br /&gt;
&amp;lt;li&amp;gt;Lightning: 60%&lt;br /&gt;
&amp;lt;li&amp;gt;Cold: 20%&lt;br /&gt;
&amp;lt;li&amp;gt;Paralyse: 100%&lt;br /&gt;
&amp;lt;li&amp;gt;Psychic: 40%&lt;br /&gt;
&amp;lt;li&amp;gt;Holy: 80%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fire Ranged&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5000.00 Gold , 75.00 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Endurance]] , [[Weakness to AttackType]] Cold&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Summon Fire Elemental]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Efreeti&amp;diff=2266</id>
		<title>Efreeti</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Efreeti&amp;diff=2266"/>
		<updated>2006-02-01T12:53:20Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Power overwhelming! Passion everburning! Pain everlasting!&amp;quot;'' - the rebirth cry of the Avatar of Rage, a renowned Efreeti.&lt;br /&gt;
&lt;br /&gt;
The Efreeti are the scorched souls of once-powerful mages that embraced the fury of Hell after they died. They retain their lean, h umanoid forms, but retain none of their human features after centuries as ambulatory bonfires. What has remained from their past as mages, however, is their timeless lust of power and destruction, which has been enhanced by their status as walking Hells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Verdant: 50%&lt;br /&gt;
&amp;lt;li&amp;gt;Eradication: 50%&lt;br /&gt;
&amp;lt;li&amp;gt;Nether: 65%&lt;br /&gt;
&amp;lt;li&amp;gt;Phantasm: 20%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elemental&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summon&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fire Ranged&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Missile: 40%&lt;br /&gt;
&amp;lt;li&amp;gt;Fire: 30%&lt;br /&gt;
&amp;lt;li&amp;gt;Poison: 55%&lt;br /&gt;
&amp;lt;li&amp;gt;Magic: 50%&lt;br /&gt;
&amp;lt;li&amp;gt;Melee: 60%&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged: 75%&lt;br /&gt;
&amp;lt;li&amp;gt;Lightning: 75%&lt;br /&gt;
&amp;lt;li&amp;gt;Cold: 75%&lt;br /&gt;
&amp;lt;li&amp;gt;Paralyse: 45%&lt;br /&gt;
&amp;lt;li&amp;gt;Holy: 50%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,000&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Magic Ranged&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,600&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100.00 Gold , 2.50 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fear]] , [[Marksmanship]] , [[Swift]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Summon Efreeti]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Dwarven_Warrior&amp;diff=2265</id>
		<title>Dwarven Warrior</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Dwarven_Warrior&amp;diff=2265"/>
		<updated>2006-02-01T12:52:53Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
Dwarves are demi-humans who dwell under the earth. They are usually four feet tall and very muscular. Both men and women dwarves have long beards. They are sturdy and strong. They are fierce warriors in combat. They hate and distrust magic of any kind and their nonmagic nature grants them some resistance to any kind of magic. To many, they are greedy and grumpy folks. They have a strong hatred towards orcs and will attack them right away if they are around.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Eradication: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Nether: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Phantasm: 15%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dwarf&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Special&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Melee&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Poison: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Magic: 15%&lt;br /&gt;
&amp;lt;li&amp;gt;Melee: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Holy: 10%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100.00 Gold , 0.10 M.P. , 1.00 Population&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2.00 Gold , 0.02 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Attdef Against]] Orc , [[Endurance]] , [[Recruit Speed]] 30%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.the-reincarnation.org/index.php?title=Dwarven_Elite&amp;diff=2264</id>
		<title>Dwarven Elite</title>
		<link rel="alternate" type="text/html" href="https://wiki.the-reincarnation.org/index.php?title=Dwarven_Elite&amp;diff=2264"/>
		<updated>2006-02-01T12:52:23Z</updated>

		<summary type="html">&lt;p&gt;Ninarx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&lt;br /&gt;
&lt;br /&gt;
These dwarves are well trained warriors who used to be the guards of the chieftain. They are exceptionally strong and taller than most elves. Most of them are almost five feet tall. They fight fiercely in combat and their sturdiness is well known among all races.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Magic Speciality:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Eradication&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;'''Spell Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Eradication: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Nether: 25%&lt;br /&gt;
&amp;lt;li&amp;gt;Phantasm: 15%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Race:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dwarf&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attribute:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Special&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Power Rank:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Melee&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;br&amp;gt;'''Attack Resistance:'''&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&amp;quot;12&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;br&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Poison: 50%&lt;br /&gt;
&amp;lt;li&amp;gt;Magic: 30%&lt;br /&gt;
&amp;lt;li&amp;gt;Melee: 33%&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged: 30%&lt;br /&gt;
&amp;lt;li&amp;gt;Holy: 15%&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Counter Attack:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Power:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Type:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Extra Attack Initiative:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Hitpoints:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;220&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Recruit Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160.00 Gold , 0.15 M.P. , 1.00 Population&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Upkeep Costs:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.00 Gold , 0.04 M.P.&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''[[Unit Abilities]]:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Attdef Against]] Orc , [[Endurance]] , [[Recruit Speed]] 10%&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related spell:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'''Related item:'''&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;
'''Return to:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Encyclopedia]]&amp;lt;br&amp;gt;&lt;br /&gt;
- [[Units]]&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Eradication Units]]&lt;/div&gt;</summary>
		<author><name>Ninarx</name></author>
		
	</entry>
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