https://wiki.the-reincarnation.org/api.php?action=feedcontributions&user=Groentje&feedformat=atomTheReincarnation - User contributions [en]2024-03-28T09:16:59ZUser contributionsMediaWiki 1.31.0https://wiki.the-reincarnation.org/index.php?title=Bubble_Wine&diff=33858Bubble Wine2010-09-18T14:16:36Z<p>Groentje: /* Examples */</p>
<hr />
<div>{{Itemstats<br />
| description = <br />
<br />
It smells like some kind of alcoholic drink but bubbles keep floating up from the bottom of the wine. It is believed to be the result of an unsuccessful spell casting by an unknown mage. No one knows the recipe of it, but bottles of bubble wine are being brewed somewhere. It is known that those who drink this wine can become a lot tougher although those who have drunk have a hard time aiming at anything. Area of Effects: all units<br />
<br />
}}<br />
<br />
==Effects==<br />
All your units gain 20% to their Primary Attack and Counter Attack, and 30% to their Health Points. No Accuracy decrease.<br />
<br />
==Examples==<br />
<br />
Video demo of [http://www.youtube.com/watch?v=MEqwwLEDyGY Bubble Wine attack 1] [http://www.youtube.com/watch?v=kWBOWbAzfuM and 2]<br />
<br />
[[Items#Lesser Items|Lesser Items]]<br />
<noinclude><br />
[[Category:Items]] [[Category:Lesser Items]] [[Category:Battle Items]]<br />
<br />
[[Category:Damage Modifiers]]<br />
</noinclude></div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=User:Wikibot&diff=23534User:Wikibot2010-08-29T14:09:48Z<p>Groentje: Protected "User:Wikibot" ([edit=sysop] (indefinite) [move=sysop] (indefinite))</p>
<hr />
<div>This is Denom's wikibot for TR</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=User:Wikibot&diff=23533User:Wikibot2010-08-29T14:09:28Z<p>Groentje: Created page with "This is Denom's wikibot for TR"</p>
<hr />
<div>This is Denom's wikibot for TR</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Talk:Main_Page&diff=23530Talk:Main Page2010-08-28T12:55:13Z<p>Groentje: Protected "Talk:Main Page" ([edit=sysop] (indefinite) [move=sysop] (indefinite))</p>
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<div></div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Talk:Main_Page&diff=23529Talk:Main Page2010-08-28T12:54:38Z<p>Groentje: Blanked the page</p>
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<div></div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Armageddon&diff=20412Armageddon2010-08-25T18:37:33Z<p>Groentje: </p>
<hr />
<div>{{Spellnav}}<br />
<center>[[Image:clock00.jpg]]<br />
<br />
<br />
NOTE: PLAYER-CAST ARMAGEDDON CURRENTLY DISABLED ON ALL SERVERS<br />
<br />
ON ALL SERVERS ARMAGEDDON STARTS AUTOMATICALLY IN THE LAST WEEK OF THE GAME ROUND<br />
<br />
[http://www.youtube.com/watch?v=ddgAnzKdB4Y GroeTube - Funkadelic - Wars of Armageddon]<br />
</center><br />
<br />
<br />
<br />
=The Research=<br />
Guild-casted version:<br />
* You can only learn the spell when you are in a guild and have sufficient power.<br />
* Researching this mother of all spells will not boost your spell level.<br />
<br />
=The Casting=<br />
Guild-casted version:<br />
* After successfully casting armageddon, it is an enchantment that demands upkeep until the 7th seal is broken. <br />
** the idea is that you pay upkeep for all the days leading to armageddon (about 6 days if you are the first caster and your guild coordinates breaking next seals well), <br />
** the idea is you don't pay upkeep during the last 24h of armageddon itself.<br />
** this has never worked properly yet (most guild-armageddon-casters dispell armageddon after 7th seal was broken)<br />
<br />
Server-casted version:<br />
* it comes at an announced day and hour [http://www.the-reincarnation.com (see portal)], 2 or 3 months after the game round started<br />
* it counts down for 7 days. The last of these 7 days is armageddon day.<br />
<br />
=Armageddon day=<br />
* A lot of players play, all at the same time - at times this makes the server very slow ('lag').<br />
* anyone can attack anyone. You will take land if you win, even when that mage is below 50% of your power.<br />
* it lasts 24 hours (duh) - thereafter no players can log onto the server.<br />
* HoF usually automatically updated immediately afterwards.<br />
<br />
* creating a new mage is no longer possible (you get a 0 turn mage, just to watch the ranklist)<br />
* mage that still were apprentice mages (first 120 turns) are frozen too - they are at 0 turns, no new ones gaining.<br />
<br />
=Terra Destroyed=<br />
<center>[[image:destroyedterra.jpg]]</center><br />
<br />
For a few days the server is closed to clean it up, update it, and prepare it for a new terra.<br />
Thereafter, at an announced time, Terra is open for reincarnation again (for starting a totally new mage, with no memory of the past)<br />
<br />
[[Category:Spells]] [[Category:Enchantments]] [[Category:God Spells]] [[Category:Ultimate Spells]] [[Category:Plain Spells]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Flight&diff=19425Flight2010-07-25T15:59:38Z<p>Groentje: /* Effects */</p>
<hr />
<div>{{spellnav}}<br />
<br><br />
This spell will grant your troops wings of eagles for the duration of the battle. Your enemy can only look up helplessly at the sight of this awesome display of power. However, because of this the unit affected by flight may become easy target for enemy units. Area of effect: 1 random group.<br><br />
<br><br />
<br />
{| cellspacing="0" <br />
|Magic Specialty:<br />
|{{blue}}<br />
|-<br />
|Rank:||[[:Category:Complex Spells|Complex]]<br />
|-<br />
|Type:||[[Instant/Battle]]<br />
|-<br />
|Cast Turn:||0<br />
|-<br />
|Cast M.P.:||12,000<br />
|-<br />
|Research Cost:|| 3,000<br />
|-<br />
|Upkeep:||None<br />
|-<br />
|Related Unit:||None<br />
|}<br />
<br />
==Effects== <br />
<br />
http://www.flickr.com/photos/sloppyshooter/4821566817/in/photostream/<br />
<br />
Adds Flying abilities to one of your stack. On-color flight also reduces enemy accuracy by 5%<br><br />
<br />
NOTE: Effective in defense with a mono ground stack<br />
<br />
[[Category:Spells]] [[Category:Phantasm Spells]] [[Category:Battle Spells]]<br />
[[Category:Complex Spells]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Leviathan&diff=19257Leviathan2010-03-21T10:35:21Z<p>Groentje: </p>
<hr />
<div>{{Unitstats<br />
<br />
| description = ''"Beneath the thunders of the upper deep, Far, far beneath in the abysmal sea, His ancient, dreamless, uninvaded sleep The Kraken sleepeth!"- Alfred Lord Tennyson, The Kraken''<br><br />
These gargantuan sea creatures are summoned from the depths of the largest oceans of Terra. Their incredible mass is matched only by the range of their poisonous stinger attacks.<br />
<br />
<br />
| labelcolor = {{Color Phantasm}}<br />
| textcolor = #000000<br />
| color = [[PHANTASM]]<br />
| race = [[GIANT]]<br />
| attrib = [[SUMMON]] [[NOMARKET]]<br />
| power = 49,500<br />
| ap = 200,000<br />
| type = [[MELEE]]<br />
| init = 2<br />
| counter = 50,000<br />
| xap = 300,000<br />
| xtype = [[POISON]] [[RANGED]]<br />
| xinit = 3<br />
| hp = 100,000<br />
| recruit = -<br />
| upkeep = 6,400 Gold, 60 M.P.<br />
| ability = [[ADDITIONAL STRIKE]], [[ENDURANCE]], [[SCALES]]<br />
| spell = [[Summon Leviathan]]<br />
| item = -<br />
| white = 50<br />
| green = 75<br />
| red = 75<br />
| black = 90<br />
| blue = 80<br />
| missile = 95<br />
| fire = 50<br />
| poison = 100<br />
| breath = 80<br />
| magic = 90<br />
| melee = 95<br />
| ranged = 95<br />
| lightning = 70<br />
| cold = 80<br />
| paralyze = 90<br />
| psychic = 70<br />
| holy = 80<br />
| image = [[image:waterelementals.jpg]] Four leviathans, pictured during guild armageddon last reset<br />
}}<br />
<br />
__NOEDITSECTION__<br />
<br />
<br />
[[Category:Units]]<br />
[[Category:Phantasm Units]]<br />
[[Category:Melee Units]]<br />
[[Category:Poison Units]]<br />
[[Category:Ranged Secondary Units]]<br />
[[Category:Ultimates]]<br />
[[Category:Giants]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=File:Waterelementals.jpg&diff=19256File:Waterelementals.jpg2010-03-21T10:32:37Z<p>Groentje: </p>
<hr />
<div></div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=TheReincarnation:Administrators&diff=19083TheReincarnation:Administrators2010-02-21T21:26:38Z<p>Groentje: </p>
<hr />
<div>List of bureaucrats: [http://wiki.the-reincarnation.org/index.php?title=Special%3AListusers&username=&group=bureaucrat&limit=50 here]<br />
<br />
List of sysops: [http://wiki.the-reincarnation.org/index.php?title=Special%3AListusers&username=&group=sysop&limit=50 here]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=TheReincarnation:Sysop&diff=19082TheReincarnation:Sysop2010-02-21T21:25:07Z<p>Groentje: </p>
<hr />
<div>List of sysops: [http://wiki.the-reincarnation.org/index.php?title=Special%3AListusers&username=&group=sysop&limit=50 here]<br />
<br />
List of bureaucrats: [http://wiki.the-reincarnation.org/index.php?title=Special%3AListusers&username=&group=bureaucrat&limit=50 here]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19081Groentje Players Manual Ch22010-02-21T14:06:34Z<p>Groentje: /* Magename and Magenumber */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''TIP:''' ''You may want to bookmark our main page as one of your favourites.''<br><br />
''You will need to login at this page each time you decide to play your mage in the future.''<br><br><br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
'''Important''': ''Players are supposed to play only one mage on a server (see the [[Decalogue]])''. <br />
<br />
Players are allowed to play mages on each server, but one per server only. Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Thus:<br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
<br />
<br />
Admins monitor for players with multiple UBB accounts and multiple mages on a server. Such is considered cheating and associated accounts are deactivated and removed. Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage. The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot choose your number, they are handed out in order of reincarnation since the beginning of the game round.<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://archwar.the-reincarnation.com/main/multireg.html ArchWar] |[http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19080Groentje Players Manual Ch22010-02-21T14:03:44Z<p>Groentje: /* Pick your server(s) */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''TIP:''' ''You may want to bookmark our main page as one of your favourites.''<br><br />
''You will need to login at this page each time you decide to play your mage in the future.''<br><br><br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
'''Important''': ''Players are supposed to play only one mage on a server (see the [[Decalogue]])''. <br />
<br />
Players are allowed to play mages on each server, but one per server only. Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Thus:<br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
<br />
<br />
Admins monitor for players with multiple UBB accounts and multiple mages on a server. Such is considered cheating and associated accounts are deactivated and removed. Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage. The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://archwar.the-reincarnation.com/main/multireg.html ArchWar] |[http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19079Groentje Players Manual Ch22010-02-21T14:03:23Z<p>Groentje: /* Fair play restriction: Only one mage per player per server allowed */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''TIP'''<br><br />
''You may want to bookmark our main page as one of your favourites.''<br><br />
''You will need to login at this page each time you decide to play your mage in the future.''<br><br><br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
'''Important''': ''Players are supposed to play only one mage on a server (see the [[Decalogue]])''. <br />
<br />
Players are allowed to play mages on each server, but one per server only. Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Thus:<br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
<br />
<br />
Admins monitor for players with multiple UBB accounts and multiple mages on a server. Such is considered cheating and associated accounts are deactivated and removed. Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage. The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://archwar.the-reincarnation.com/main/multireg.html ArchWar] |[http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19078Groentje Players Manual Ch22010-02-21T14:03:08Z<p>Groentje: /* Fair play restriction: Only one mage per player per server allowed */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''TIP'''<br><br />
''You may want to bookmark our main page as one of your favourites.''<br><br />
''You will need to login at this page each time you decide to play your mage in the future.''<br><br><br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
'''Important''': Players are supposed to play only one mage on a server (see the [[Decalogue]]). <br />
<br />
Players are allowed to play mages on each server, but one per server only. Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Thus:<br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
<br />
<br />
Admins monitor for players with multiple UBB accounts and multiple mages on a server. Such is considered cheating and associated accounts are deactivated and removed. Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage. The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://archwar.the-reincarnation.com/main/multireg.html ArchWar] |[http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19077Groentje Players Manual Ch22010-02-21T14:02:54Z<p>Groentje: /* Fair play restriction: Only one mage per player per server allowed */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''TIP'''<br><br />
''You may want to bookmark our main page as one of your favourites.''<br><br />
''You will need to login at this page each time you decide to play your mage in the future.''<br><br><br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
'''Important''': Players are supposed to play only one mage on a server (see the [[Decalogue]]). Players are allowed to play mages on each server, but one per server only. Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Thus:<br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
<br />
<br />
Admins monitor for players with multiple UBB accounts and multiple mages on a server. Such is considered cheating and associated accounts are deactivated and removed. Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage. The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://archwar.the-reincarnation.com/main/multireg.html ArchWar] |[http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19076Groentje Players Manual Ch22010-02-21T14:01:57Z<p>Groentje: /* Fair play restriction: Only one mage per player per server allowed */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''TIP'''<br><br />
''You may want to bookmark our main page as one of your favourites.''<br><br />
''You will need to login at this page each time you decide to play your mage in the future.''<br><br><br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
'''Important''': Players are supposed to play only one mage on a server (see the [[Decalogue]]). Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). <br />
<br />
* Players are allowed to play mages on each server, but one per server only.<br />
** You can only have one mage on each server. <br />
** You can play one mage on each servers. <br />
** All your mages are tied to your single TR-account (UBB-account). <br />
<br />
<br />
Admins monitor for players with multiple UBB accounts and multiple mages on a server. Such is considered cheating and associated accounts are deactivated and removed. Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage. The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://archwar.the-reincarnation.com/main/multireg.html ArchWar] |[http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19075Groentje Players Manual Ch22010-02-21T14:00:37Z<p>Groentje: /* Only One Mage per Player per Server! */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''TIP'''<br><br />
''You may want to bookmark our main page as one of your favourites.''<br><br />
''You will need to login at this page each time you decide to play your mage in the future.''<br><br><br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
** Admins monitor for players with multiple UBB accounts and multiple mages on a server. <br />
** Such is considered cheating and associated accounts are deactivated and removed. <br />
* Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage.<br />
** The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://archwar.the-reincarnation.com/main/multireg.html ArchWar] |[http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19074Groentje Players Manual Ch22010-02-21T13:59:42Z<p>Groentje: /* Sharing a computer */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''TIP'''<br><br />
''You may want to bookmark our main page as one of your favourites.''<br><br />
''You will need to login at this page each time you decide to play your mage in the future.''<br><br><br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
** Admins monitor for players with multiple UBB accounts and multiple mages on a server. <br />
** Such is considered cheating and associated accounts are deactivated and removed. <br />
* Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage.<br />
** The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
=== Only One Mage per Player per Server! ===<br />
<br />
'''Important''': Players are supposed to play only one mage on a server (see the [[Decalogue]]). Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Players are allowed to play mages on each server, but one per server only.'''<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://blitz.the-reincarnation.com/main/multireg.html Blitz] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://archwar.the-reincarnation.com/main/multireg.html ArchWar] |[http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19073Groentje Players Manual Ch22010-02-21T13:58:42Z<p>Groentje: /* Pick your server(s) */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''TIP'''<br><br />
''You may want to bookmark our main page as one of your favourites.''<br><br />
''You will need to login at this page each time you decide to play your mage in the future.''<br><br><br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
** Admins monitor for players with multiple UBB accounts and multiple mages on a server. <br />
** Such is considered cheating and associated accounts are deactivated and removed. <br />
* Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage.<br />
** The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
=== Only One Mage per Player per Server! ===<br />
<br />
'''Important''': Players are supposed to play only one mage on a server (see the [[Decalogue]]). Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Players are allowed to play mages on each server, but one per server only.'''<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19072Groentje Players Manual Ch22010-02-21T13:57:56Z<p>Groentje: /* Pick your server(s) */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''TIP'''<br />
''You may want to bookmark our main page as one of your favourites.''<br />
''You will need to login at this page each time you decide to play your mage in the future.''<br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
** Admins monitor for players with multiple UBB accounts and multiple mages on a server. <br />
** Such is considered cheating and associated accounts are deactivated and removed. <br />
* Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage.<br />
** The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
=== Only One Mage per Player per Server! ===<br />
<br />
'''Important''': Players are supposed to play only one mage on a server (see the [[Decalogue]]). Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Players are allowed to play mages on each server, but one per server only.'''<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19071Groentje Players Manual Ch22010-02-21T13:57:27Z<p>Groentje: /* Pick your server(s) */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.A new mage is created by giving it a name and selecting a color. What server to pick?<br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
'''You may want to bookmark our main page as one of your favourites. <br />
You will need to login at this page each time you decide to play your mage in the future.'''<br />
<br />
=== Fair play restriction: Only one mage per player per server allowed ===<br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
** Admins monitor for players with multiple UBB accounts and multiple mages on a server. <br />
** Such is considered cheating and associated accounts are deactivated and removed. <br />
* Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage.<br />
** The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
=== Only One Mage per Player per Server! ===<br />
<br />
'''Important''': Players are supposed to play only one mage on a server (see the [[Decalogue]]). Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Players are allowed to play mages on each server, but one per server only.'''<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19070Groentje Players Manual Ch22010-02-21T13:53:35Z<p>Groentje: /* Pick your server(s) */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.<br />
* You may want to bookmark our main page as one of your favourites, because you’ll need to login at this page each time you decide to play your mage in the future. <br />
* The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
* The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
* The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
* The BLITZ and ARCH WAR server have faster turn rates. <br />
* TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
A new mage is created by giving it a name and selecting a color. <br />
* You can only have one mage on each server. <br />
* You can play one mage on each servers. <br />
* All your mages are tied to your single TR-account (UBB-account). <br />
** Admins monitor for players with multiple UBB accounts and multiple mages on a server. <br />
** Such is considered cheating and associated accounts are deactivated and removed. <br />
* Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage.<br />
** The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
=== Only One Mage per Player per Server! ===<br />
<br />
'''Important''': Players are supposed to play only one mage on a server (see the [[Decalogue]]). Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Players are allowed to play mages on each server, but one per server only.'''<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19069Groentje Players Manual Ch22010-02-21T13:52:49Z<p>Groentje: /* Pick your server(s) */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
* After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.<br />
** You may want to bookmark our main page as one of your favourites, because you’ll need to login at this page each time you decide to play your mage in the future. <br />
** The GUILD server is the best environment for new players nowadays. It hosts the [[Guild Academy]] training guild.<br />
** The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
** The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server. It hosts the [[Arch Academy]] training guild.<br />
** The BLITZ and ARCH WAR server have faster turn rates. <br />
** TR-addicts play all servers. If you play multiple servers, playing the same colour on every server helps new players learn that colour faster. Playing different colours on every server is challenging, even for veterans.<br />
<br />
<br />
* A new mage is created by giving it a name and selecting a color. <br />
** You can only have one mage on each server. <br />
** You can play one mage on each servers. <br />
** All your mages are tied to your single TR-account (UBB-account). <br />
*** Admins monitor for players with multiple UBB accounts and multiple mages on a server. <br />
*** Such is considered cheating and associated accounts are deactivated and removed. <br />
** Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage.<br />
*** The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
=== Only One Mage per Player per Server! ===<br />
<br />
'''Important''': Players are supposed to play only one mage on a server (see the [[Decalogue]]). Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Players are allowed to play mages on each server, but one per server only.'''<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch2&diff=19068Groentje Players Manual Ch22010-02-21T13:48:25Z<p>Groentje: /* Account Creation Trouble */</p>
<hr />
<div><center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch1]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= HOW TO START =<br />
To play ‘The Reincarnation’, you need to be connected to the internet and have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari, Firefox).<br />
<br />
== Creating a The Reincarnation account == <br />
* First surf to http://www.the-reincarnation.com<br />
* Then click the 'Register an account' link, to get access to our forum and our game servers<br />
** You will need a working email-address and click a link in an email to activate your account<br />
** The account gives you access to your mages, but also our forum 'the UBB'. The account name is also known as the '''UBB account'''. <br />
** Choose a name that is not insulting, sexist, racist or otherwise offensive.<br />
** If you are the only person using your computer, why not set it to remember your TR password.<br />
** [[Groentje_Players_Manual_Ch10#The Reincarnation's Bulletin Boards|Chapter 10]] has a section explaining on our forum.<br />
<br />
=== Account Creation Trouble ===<br />
<br />
* Carefully check your email inbox. In the text of the email that TR send you, there is a link. You have to click that link to activate your account and log in for the very first time. Thereafter you can use your login and password combination, to log in at any time. <br />
<br />
* If you remain unable to activate your account: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** Use the same email that you used for your Account creation. <br />
** Admins only answer to known email-adresses. <br />
** Do not forget to mention the approximate time that you created your account.<br />
<br />
* If your account worked, but suddenly doesn't anymore: contact the admins [http://www.the-reincarnation.com/contact.php by email].<br />
** It is possible that admins disabled your access because you broke rules of conduct on the forum or cheated in the game, or because you are mistaken to have done so.<br />
<br />
== Creating a New Mage == <br />
=== Pick your server(s) ===<br />
* After you gain access to the forum, go to the main page and create a mage on the server(s) of your choice.<br />
** You may want to bookmark our main page as one of your favourites, because you’ll need to login at this page each time you decide to play your mage in the future. <br />
** The GUILD server is the best environment for new players nowadays.<br />
** The SOLO server is particularly suited for returning veterans who want to brush up their skills and test out how TR evolved since they retired.<br />
** The ARCH server is great for players who like a slower game, focusing more on stacking and strategy as the strongest spells and units are not present on this server.<br />
** TR-addicts play all servers. You may play the same colour (wise for newbies) or different colours (challenging) on each server.<br />
* A new mage is created by giving it a name and selecting a color. <br />
** You can only have one mage on each server. <br />
** You can play one mage on each servers. <br />
** All your mages are tied to your single TR-account (UBB-account). <br />
*** Admins monitor for players with multiple UBB accounts and multiple mages on a server. <br />
*** Such is considered cheating and associated accounts are deactivated and removed. <br />
** Note that the rules of TR, the so-called [[Decalogue]] are flashed when you reincarnate your mage.<br />
*** The game rules are on display on each game server (in the Great Council section), in this [[Decalogue|wiki]] and [http://www.the-reincarnation.com/viewtopic.php?t=14200 on the UBB forum]<br />
<br />
=== Magename and Magenumber ===<br />
* Because your mage is connected to your general account, you only need to choose a mage name and a mage speciality.<br />
** You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language).<br />
** You can decide to have mage name the same as your UBB account (very proud) or a different mage name (more anonymous).<br />
<br />
* You’ll also receive your mage number, unique to you, that is an additional identifier in the game. <br />
** You cannot change that number.<br />
<br />
=== Only One Mage per Player per Server! ===<br />
<br />
'''Important''': Players are supposed to play only one mage on a server (see the [[Decalogue]]). Creating a second account to reincarnate extra mages while you still have an old one is considered cheating (‘multi-maging’) and will result in deletion of both mages and all but one accounts (if not all accounts). Players are allowed to play mages on each server, but one per server only.'''<br />
<br />
=== Sharing a computer ===<br />
<br />
'''Important:''' If you share a computer with another player or other players - in most circumstances each of you can play the game, BUT you will have to inform the developers/admin team about your shared connection situation. Hereto, there is a 'Multi-account registration' link for each server, e.g. found in the Council of the Emperor screen in the game. <br />
This information can be found on each of the servers: [http://guild.the-reincarnation.com/main/multireg.html Guild] | [http://arch.the-reincarnation.com/main/multireg.html Arch] | [http://solo.the-reincarnation.com/main/multireg.html Solo] | [http://beta.the-reincarnation.com/main/multireg.html Beta]<br />
<br />
* If you do not inform the developers, your accounts will be considered to violate gaming rules ('multi-maging'). <br />
* You can read [http://www.the-reincarnation.com/viewtopic.php?p=230372 this 'FAQ on when to register']. It deals with most situations regarding sharing computers.<br />
<br />
== Playing your Mage ==<br />
Every time you decide it is time to play your mage - whether once every few days, once a day, a couple of times per day - you'll find yourself surfing to our website and entering Terra through the gates of the server.<br />
<br />
'''Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.'''<br />
<br />
=== Log In ===<br />
'''The quickest login''' is through [http://www.the-reincarnation.com The Reincarnation's portal page]. That way you can even glance at some information on your mage and decide if you have to log in or not.<br />
* If you have saved the password on your computer, you just surf to http://www.the-reincarnation.com and click and play.<br />
* If you are playing from a new computer or a public computer, you have to login to [http://www.the-reincarnation.com www.the-reincarnation.com] to be able to play your mage:<br />
** Enter your mage name and password exactly as you originally specified <br />
** Check CapsLock if login fails; passwords and account names are case sensitive.<br />
<br />
=== Alternative Log In ===<br />
When the server of '''www.the-reincarnation.com''' is down for some unfortunate reason, you can use alternative log in links. <br>There is one for each server. See the [[Groentje Players Manual Ch2#Troubleshooting|the troubleshooting section]] below.<br />
<br />
=== Log Out ===<br />
* On shared computers, you should log out from the portal page after you are done playing. <br />
** You can bring up [http://www.the-reincarnation.com www.the-reincarnation.com] and see if you are logged out correctly at the top of your screen.<br />
* If it is just you using your computer for The Reincarnation: don't bother about logging out:<br />
** just close your browser window when you have had enough of it.<br />
<br />
== Web navigation in ‘The Reincarnation’ ==<br />
The Reincarnation is a web-based game, that you play using your web browser. '''Take notice that once retrieved, game pages do not update themselves.''' Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like ‘back’ and ‘forward’. You can use the ‘Refresh’/‘Reload’ button to retrieve an updated game page (e.g. your ‘main menu’ or your ‘status report’). Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the ‘shift’-key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browser's features.<br />
<br />
=== The First 120 Turns ===<br />
A new mage is protected from hostility for the first 120 [[turns]]. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.<br />
<br />
To set new players on the right track when starting to play the game, The Reincarnation provides [[Beginner%27s_guides|dedicated WIKI pages]]. They give suggestions on how to spend the first 120 turns, and help you familiarise with the game controls, while preparing you somewhat for the unprotected game play after turn 120.<br />
<br />
== Troubleshooting ==<br />
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, it is possible that The Reincarnation's servers are very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.<br />
<br />
===Alternative ways to Log In===<br />
In the rare case that www.the-reincarnation.com is down, you can try to login through <br />
* [http://guild.the-reincarnation.com Guild Server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://app.the-reincarnation.com App server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://solo.the-reincarnation.com Solo server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://blitz.the-reincarnation.com Blitz server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
* [http://beta.the-reincarnation.com Beta server directly] - ''use your TR portal name (=UBB name), not your mage name''<br />
<br />
===Account deactivated===<br />
Our administrators can decide to reject access to our servers - usually when you are suspected from breaking game rules, such as 'only play one mage on each server'. Email is the only remaining way of contacting the admins.<br />
<br />
===Your entry has expired===<br />
You may receive a message reading ‘Your entry has expired’ every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.<br />
<br />
<br />
<center>[[Encyclopedia]] | [[Units]] | [[Spells]] | [[Items]] | [[Heroes]] | [[Buildings]]</center><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch1&diff=19067Groentje Players Manual Ch12010-02-21T13:46:45Z<p>Groentje: /* Mage specialities (colours) */</p>
<hr />
<div>{{Navigation}}<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= WHAT IS THE REINCARNATION =<br />
The Reincarnation is a massive multi-player turn-based game, played using your web browser and internet connection, on a The Reincarnation server. The game is ‘massive multi-player’ because 1000’s of players play their mages on a server simultaneously, constantly interacting (allying, warring) in month-long battles for land and power. The game is ‘turn-based’ as each action in the game costs turns.<br />
<br />
The game is designed for players who have day to day internet access: at home, during breaks at school or at work, or on mobile devices. Players generally log in once or twice a day to spend their accumulated turns. They may check much more often, just to verify their kingdom's status. Some players are online for long periods of the day, just monitoring their kingdoms and hoping for the ideal opportunity to enlarge their power.<br />
<br />
Playing the game is entirely free. Players voluntary donate money to communally pay for server hosting only. The game is free of advertizement. The game runs on multiple servers with slightly different rules (group and solo play, old school and new school magic, faster and slower play).<br />
<br />
<br />
== Turns and Time ==<br />
[[Turns]] accumulate automatically as time passes by, whether you are online or not. Turns generate fast on 'GUILD' and 'SOLO' servers: 1 turn / 7. On the 'ARCH' server, the pace is slower. A player can only stock up a maximum amount of turns though (200 on GUILD and SOLO, 150 on ARCH). Players log in regularly (semi-daily) to play as much as possible of their ever accumulating turns.<br />
<br />
<center>''A game you play 15 minutes a day...<br />
but want to play 15 times every day <br />
and is in your mind all day!''</center><br />
<br />
<br />
The game is turn-based, but it has a strong real-time element too. You never know when another player decides to spend turns and what will happen to your kingdom. Also, you never know how many turns another player may have stocked up at a specific time. Therefore, the game records when battles took place. It lets you browse the record (‘[[Chronicle of Terra|chronicle]]’), so you can make educated guesses about the activities of other players. Timing your actions by login in and spending turns at the right time, is an essential part of the game and can be a real thrill. The game runs for a couple of months (real time), after which the server resets and The Reincarnation starts over again with a fresh competition. Scheduled server resets are announced by the developers. It is also possible that players themselves trigger an early reset of a server, when seven of them successfully cast the awesome [[Armageddon]] spell.<br />
<br />
== Competition ==<br />
Each player plays his/her own mage and manages its kingdom. Ultimately, only one mage will turn out the dominant mage on a server. However, players are encouraged to coordinate their actions (within some regulations) to group their kingdoms (so-called ‘guilds’) and support each other with battle power and strategy. The names of the 10 most powerful mages of the old world may be immortalised (in the Hall of Immortals), but all that rests the players is to hatch a new mage for The Reincarnation. <br />
<br />
<br />
<center>''Some of them may become supporting allies, others may become competing opponents. The ultimate goal is to be the most powerful mage in the game.''</center><br />
<br />
<br />
Note that The Reincarnation gives no real time information on enemy mages. Updating information on the status and whereabouts of your enemies comes in with delay (e.g. ranklists) or takes turns (e.g. status of your enchantments). On the SOLO server anonymous play is enforced by hiding mage names and adding a random component on the ranking statistics.<br />
<br />
== Mage specialities (colours) ==<br />
The mages that rule the kingdoms in ‘The Reincarnation’ belong to one of five orders, each with its own speciality and colour. The strengths of the specialities are well balanced: there is no colour that dominates all other colours; it is possible to maintain high ranks with any colour. Any colour can win any battle against any colour, although in some cases this requires a lot of skill. Each speciality has its own qualities and associated strategies. For example, their magic differs (see: [[Groentje Players Manual Ch5|Chapter on MAGIC]]) and the [[:Category:Recruits|units they can recruit]] differ (see: [[Groentje Players Manual Ch4|Chapter on INTERIOR]]). It is easy to learn the basics of each speciality, but it is very hard to master a speciality, and it is very-very-very hard to master all specialities. <br />
{{pentegram}}<br />
Players choose their speciality the moment they reincarnate their mage on a server. Players that can't decide on a mage colour let the server pick it at random. Once the mage has come alive, its speciality cannot be changed. A player has to delete its character and reincarnate a new mage to change colour. Mages can attack other mages of the same speciality just like they can attack mages of other specialities. Mages can ally and team up with any other mage, regardless of their specialities. Note that if your mage is in a guild, you can only ally with other mages that are also in guilds.<br />
<br />
<br />
<br />
{{navigation}}<br />
<br />
= [[Groentje Players Manual Ch2]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch1&diff=19066Groentje Players Manual Ch12010-02-21T13:43:24Z<p>Groentje: /* Turns and Time */</p>
<hr />
<div>{{Navigation}}<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= WHAT IS THE REINCARNATION =<br />
The Reincarnation is a massive multi-player turn-based game, played using your web browser and internet connection, on a The Reincarnation server. The game is ‘massive multi-player’ because 1000’s of players play their mages on a server simultaneously, constantly interacting (allying, warring) in month-long battles for land and power. The game is ‘turn-based’ as each action in the game costs turns.<br />
<br />
The game is designed for players who have day to day internet access: at home, during breaks at school or at work, or on mobile devices. Players generally log in once or twice a day to spend their accumulated turns. They may check much more often, just to verify their kingdom's status. Some players are online for long periods of the day, just monitoring their kingdoms and hoping for the ideal opportunity to enlarge their power.<br />
<br />
Playing the game is entirely free. Players voluntary donate money to communally pay for server hosting only. The game is free of advertizement. The game runs on multiple servers with slightly different rules (group and solo play, old school and new school magic, faster and slower play).<br />
<br />
<br />
== Turns and Time ==<br />
[[Turns]] accumulate automatically as time passes by, whether you are online or not. Turns generate fast on 'GUILD' and 'SOLO' servers: 1 turn / 7. On the 'ARCH' server, the pace is slower. A player can only stock up a maximum amount of turns though (200 on GUILD and SOLO, 150 on ARCH). Players log in regularly (semi-daily) to play as much as possible of their ever accumulating turns.<br />
<br />
<center>''A game you play 15 minutes a day...<br />
but want to play 15 times every day <br />
and is in your mind all day!''</center><br />
<br />
<br />
The game is turn-based, but it has a strong real-time element too. You never know when another player decides to spend turns and what will happen to your kingdom. Also, you never know how many turns another player may have stocked up at a specific time. Therefore, the game records when battles took place. It lets you browse the record (‘[[Chronicle of Terra|chronicle]]’), so you can make educated guesses about the activities of other players. Timing your actions by login in and spending turns at the right time, is an essential part of the game and can be a real thrill. The game runs for a couple of months (real time), after which the server resets and The Reincarnation starts over again with a fresh competition. Scheduled server resets are announced by the developers. It is also possible that players themselves trigger an early reset of a server, when seven of them successfully cast the awesome [[Armageddon]] spell.<br />
<br />
== Competition ==<br />
Each player plays his/her own mage and manages its kingdom. Ultimately, only one mage will turn out the dominant mage on a server. However, players are encouraged to coordinate their actions (within some regulations) to group their kingdoms (so-called ‘guilds’) and support each other with battle power and strategy. The names of the 10 most powerful mages of the old world may be immortalised (in the Hall of Immortals), but all that rests the players is to hatch a new mage for The Reincarnation. <br />
<br />
<br />
<center>''Some of them may become supporting allies, others may become competing opponents. The ultimate goal is to be the most powerful mage in the game.''</center><br />
<br />
<br />
Note that The Reincarnation gives no real time information on enemy mages. Updating information on the status and whereabouts of your enemies comes in with delay (e.g. ranklists) or takes turns (e.g. status of your enchantments). On the SOLO server anonymous play is enforced by hiding mage names and adding a random component on the ranking statistics.<br />
<br />
== Mage specialities (colours) ==<br />
The mages that rule the kingdoms in ‘The Reincarnation’ belong to one of five orders, each with its own speciality and colour. The strengths of the specialities are well balanced: there is no colour that dominates all other colours; it is possible to maintain high ranks with any colour. Any colour can win any battle against any colour, although in some cases this requires a lot of skill. Each speciality has its own qualities and associated strategies. For example, their magic differs (see: [[Groentje Players Manual Ch5|Chapter on MAGIC]]) and the [[:Category:Recruits|units they can recruit]] differ (see: [[Groentje Players Manual Ch4|Chapter on INTERIOR]]). It is easy to learn the basics of each speciality, but it is very hard to master a speciality, and it is very-very-very hard to master all specialities. <br />
{{pentegram}}<br />
Players choose their speciality when reincarnating, i.e. when starting the life of their mage on a server, or let the server pick a color at random. Afterwards, the speciality cannot be changed, unless the character is deleted and a new one is reincarnated. Mages can attack other mages of the same speciality just like they can attack mages of other specialities. Mages can ally and team up with any other mage, regardless of their specialities. Note that if your mage is in a guild, you can only ally with other mages that are also in guilds.<br />
<br />
<br />
<br />
{{navigation}}<br />
<br />
= [[Groentje Players Manual Ch2]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch1&diff=19065Groentje Players Manual Ch12010-02-21T13:39:20Z<p>Groentje: /* WHAT IS THE REINCARNATION */</p>
<hr />
<div>{{Navigation}}<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= WHAT IS THE REINCARNATION =<br />
The Reincarnation is a massive multi-player turn-based game, played using your web browser and internet connection, on a The Reincarnation server. The game is ‘massive multi-player’ because 1000’s of players play their mages on a server simultaneously, constantly interacting (allying, warring) in month-long battles for land and power. The game is ‘turn-based’ as each action in the game costs turns.<br />
<br />
The game is designed for players who have day to day internet access: at home, during breaks at school or at work, or on mobile devices. Players generally log in once or twice a day to spend their accumulated turns. They may check much more often, just to verify their kingdom's status. Some players are online for long periods of the day, just monitoring their kingdoms and hoping for the ideal opportunity to enlarge their power.<br />
<br />
Playing the game is entirely free. Players voluntary donate money to communally pay for server hosting only. The game is free of advertizement. The game runs on multiple servers with slightly different rules (group and solo play, old school and new school magic, faster and slower play).<br />
<br />
<br />
== Turns and Time ==<br />
[[Turns]] accumulate automatically as time passes by, whether you are online or not. Turns generate fast on 'GUILD' and 'SOLO' servers: 1 turn / 7. On the 'ARCH' server, the pace is slower. A player can only stock up a maximum amount of turns though (200 on GUILD and SOLO, 150 on ARCH). Players log in regularly (semi-daily) to play as much as possible of their ever accumulating turns.<br />
<br />
<center>''A game you play 15 minutes every day...<br />
but want to play 3 times a day <br />
and gets into your mind all day!''</center><br />
<br />
<br />
The game is turn-based, but it has a strong real-time element too. You never know when another player decides to spend turns and what will happen to your kingdom. Also, you never know how many turns another player may have stocked up at a specific time. Therefore, the game records when battles took place. It lets you browse the record (‘[[Chronicle of Terra|chronicle]]’), so you can make educated guesses about the activities of other players. Timing your actions by login in and spending turns at the right time, is an essential part of the game and can be a real thrill. The game runs for a couple of months (real time), after which the server resets and The Reincarnation starts over again with a fresh competition. Scheduled server resets are announced by the developers. It is also possible that players themselves trigger an early reset of a server, when seven of them successfully cast the awesome [[Armageddon]] spell.<br />
<br />
== Competition ==<br />
Each player plays his/her own mage and manages its kingdom. Ultimately, only one mage will turn out the dominant mage on a server. However, players are encouraged to coordinate their actions (within some regulations) to group their kingdoms (so-called ‘guilds’) and support each other with battle power and strategy. The names of the 10 most powerful mages of the old world may be immortalised (in the Hall of Immortals), but all that rests the players is to hatch a new mage for The Reincarnation. <br />
<br />
<br />
<center>''Some of them may become supporting allies, others may become competing opponents. The ultimate goal is to be the most powerful mage in the game.''</center><br />
<br />
<br />
Note that The Reincarnation gives no real time information on enemy mages. Updating information on the status and whereabouts of your enemies comes in with delay (e.g. ranklists) or takes turns (e.g. status of your enchantments). On the SOLO server anonymous play is enforced by hiding mage names and adding a random component on the ranking statistics.<br />
<br />
== Mage specialities (colours) ==<br />
The mages that rule the kingdoms in ‘The Reincarnation’ belong to one of five orders, each with its own speciality and colour. The strengths of the specialities are well balanced: there is no colour that dominates all other colours; it is possible to maintain high ranks with any colour. Any colour can win any battle against any colour, although in some cases this requires a lot of skill. Each speciality has its own qualities and associated strategies. For example, their magic differs (see: [[Groentje Players Manual Ch5|Chapter on MAGIC]]) and the [[:Category:Recruits|units they can recruit]] differ (see: [[Groentje Players Manual Ch4|Chapter on INTERIOR]]). It is easy to learn the basics of each speciality, but it is very hard to master a speciality, and it is very-very-very hard to master all specialities. <br />
{{pentegram}}<br />
Players choose their speciality when reincarnating, i.e. when starting the life of their mage on a server, or let the server pick a color at random. Afterwards, the speciality cannot be changed, unless the character is deleted and a new one is reincarnated. Mages can attack other mages of the same speciality just like they can attack mages of other specialities. Mages can ally and team up with any other mage, regardless of their specialities. Note that if your mage is in a guild, you can only ally with other mages that are also in guilds.<br />
<br />
<br />
<br />
{{navigation}}<br />
<br />
= [[Groentje Players Manual Ch2]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch1&diff=19064Groentje Players Manual Ch12010-02-21T13:38:56Z<p>Groentje: /* WHAT IS THE REINCARNATION */</p>
<hr />
<div>{{Navigation}}<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= WHAT IS THE REINCARNATION =<br />
The Reincarnation is a massive multi-player turn-based game, played using your web browser and internet connection, on a The Reincarnation server. The game is ‘massive multi-player’ because 1000’s of players play their mages on a server simultaneously, constantly interacting (allying, warring) in month-long battles for land and power. The game is ‘turn-based’ as each action in the game costs turns.<br />
The game is designed for players who have day to day internet access: at home, during breaks at school or at work, or on mobile devices. Players generally log in once or twice a day to spend their accumulated turns. They may check much more often, just to verify their kingdom's status. Some players are online for long periods of the day, just monitoring their kingdoms and hoping for the ideal opportunity to enlarge their power.<br />
Playing the game is entirely free. Players voluntary donate money to communally pay for server hosting only. The game is free of advertizement. The game runs on multiple servers with slightly different rules (group and solo play, old school and new school magic, faster and slower play).<br />
<br />
<br />
== Turns and Time ==<br />
[[Turns]] accumulate automatically as time passes by, whether you are online or not. Turns generate fast on 'GUILD' and 'SOLO' servers: 1 turn / 7. On the 'ARCH' server, the pace is slower. A player can only stock up a maximum amount of turns though (200 on GUILD and SOLO, 150 on ARCH). Players log in regularly (semi-daily) to play as much as possible of their ever accumulating turns.<br />
<br />
<center>''A game you play 15 minutes every day...<br />
but want to play 3 times a day <br />
and gets into your mind all day!''</center><br />
<br />
<br />
The game is turn-based, but it has a strong real-time element too. You never know when another player decides to spend turns and what will happen to your kingdom. Also, you never know how many turns another player may have stocked up at a specific time. Therefore, the game records when battles took place. It lets you browse the record (‘[[Chronicle of Terra|chronicle]]’), so you can make educated guesses about the activities of other players. Timing your actions by login in and spending turns at the right time, is an essential part of the game and can be a real thrill. The game runs for a couple of months (real time), after which the server resets and The Reincarnation starts over again with a fresh competition. Scheduled server resets are announced by the developers. It is also possible that players themselves trigger an early reset of a server, when seven of them successfully cast the awesome [[Armageddon]] spell.<br />
<br />
== Competition ==<br />
Each player plays his/her own mage and manages its kingdom. Ultimately, only one mage will turn out the dominant mage on a server. However, players are encouraged to coordinate their actions (within some regulations) to group their kingdoms (so-called ‘guilds’) and support each other with battle power and strategy. The names of the 10 most powerful mages of the old world may be immortalised (in the Hall of Immortals), but all that rests the players is to hatch a new mage for The Reincarnation. <br />
<br />
<br />
<center>''Some of them may become supporting allies, others may become competing opponents. The ultimate goal is to be the most powerful mage in the game.''</center><br />
<br />
<br />
Note that The Reincarnation gives no real time information on enemy mages. Updating information on the status and whereabouts of your enemies comes in with delay (e.g. ranklists) or takes turns (e.g. status of your enchantments). On the SOLO server anonymous play is enforced by hiding mage names and adding a random component on the ranking statistics.<br />
<br />
== Mage specialities (colours) ==<br />
The mages that rule the kingdoms in ‘The Reincarnation’ belong to one of five orders, each with its own speciality and colour. The strengths of the specialities are well balanced: there is no colour that dominates all other colours; it is possible to maintain high ranks with any colour. Any colour can win any battle against any colour, although in some cases this requires a lot of skill. Each speciality has its own qualities and associated strategies. For example, their magic differs (see: [[Groentje Players Manual Ch5|Chapter on MAGIC]]) and the [[:Category:Recruits|units they can recruit]] differ (see: [[Groentje Players Manual Ch4|Chapter on INTERIOR]]). It is easy to learn the basics of each speciality, but it is very hard to master a speciality, and it is very-very-very hard to master all specialities. <br />
{{pentegram}}<br />
Players choose their speciality when reincarnating, i.e. when starting the life of their mage on a server, or let the server pick a color at random. Afterwards, the speciality cannot be changed, unless the character is deleted and a new one is reincarnated. Mages can attack other mages of the same speciality just like they can attack mages of other specialities. Mages can ally and team up with any other mage, regardless of their specialities. Note that if your mage is in a guild, you can only ally with other mages that are also in guilds.<br />
<br />
<br />
<br />
{{navigation}}<br />
<br />
= [[Groentje Players Manual Ch2]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch3]] =<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch8&diff=18885Groentje Players Manual Ch82009-12-29T10:49:51Z<p>Groentje: /* Managing a new guild */</p>
<hr />
<div>= [[Groentje Players Manual Ch1]] =<br />
= [[Groentje Players Manual Ch2]] =<br />
= [[Groentje Players Manual Ch3]] =<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= DIPLOMACY AND SOCIETY =<br />
Most of the other mages will compete with you for land and power, but you may find some players who would rather cooperate with you, support or protect you as you are allies or members of the same ‘guild’ (group of players, clan of players). This chapter deals with the options and rules for cooperative play. Note that there are different types of servers running rounds of The Reincarnation. On ‘solo’ servers cooperative play is not meant to happen (the Decalogue applies, illegal guilding may result in punishment), hence the ally and guild features are deactivated. Most servers allow you to choose allies and pick a guild. <br />
<br />
== Allies ==<br />
Depending on server regulations, you can choose 1 (non-guild, non-solo servers) or 2 (guilded server) fellow mages to team up with you as allies (on solo servers, no alliances exist, as cooperation is forbidden). Alliances can be proposed and managed in the Diplomacy screen. <br />
<br />
=== Selecting an Ally === <br />
Who you select to propose an alliance is entirely up to you, and so is whose alliance you accept. Mages may ally any other mage regardless of each of their specialities.<br />
If you have trouble finding a mage you perceive to be worthy of an alliance you may post a message in the Union of Honour section of the Bulletin Boards. Otherwise you may simply wish to scan the mages that appear in your ranking list and request an alliance with one of them. You may under no condition send a mass email to request alliances (or for any other reason). On guilded servers, if you are a member of a guild, your ally has to be a member of the same guild. <br />
<br />
=== Registering an Alliance === <br />
Once you have found a mage with whom to ally, you can propose an alliance offer by choosing Diplomacy, entering a mage number, and clicking ‘Execute’. You can offer an alliance at any time, provided you have an empty alliance slot. You can withdraw or change an (unaccepted) offer at any time. Your proposed ally has to accept the offer, to confirm and start the alliance. The alliance lasts until one of you withdraws or one of you dies.<br />
If wanted, you can change allies during the game (but you cannot break an alliance in the first 24 hours after it was formed). On guilded servers, if you join a guild, your alliances are broken. In that case you can re-ally soon as your ally has also become guild-member. <br />
<br />
=== Why allies are useful === <br />
Having allies helps for several reasons. Allied mages automatically send each other [[reinforcements]] when they are involved in battles. This can tip the balance in your attacks and in the defence of your country. The two most powerful stacks will not be send as reinforcements. To be able to send your ally reinforcements, you need to maintain at least three different units in your army. The size of your army affects the reinforcements you can receive. Lastly, allies can use spells and items and cast enchantments upon each other, regardless of blocking effects of barriers.<br />
<br />
=== Coordinated actions within game rules === <br />
You are allowed to share sensitive information with your ally using in-game messaging. On guilded servers, you may also exchange sensitive information with members of your guild that are not your ally. This can be a strong benefit as knowing the whereabouts of a third parties army, greatly increases the chances of beating it. Obviously, you may ask your ally for assistance in battling other mages.<br />
Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using the in game messaging and the Reincarnation bulletin board (see the Decalogue). On non-guilded servers this means effectively that you may ONLY coordinate actions with your ally. If you play a non-guild server and are found to be coordinating with others, you will be punished for ‘illegal guild activity’. <br />
<br />
== Guilds ==<br />
Playing your mage you will frequently encounter other mages, played by other players. The Reincarnation encourages players to coordinate their action together as groups of mages known as ‘Guilds’. Guilds add another level of cooperation, competition, strategy and diplomacy to the game. Joining a guild can be very helpful. Guild settings are handled in the SOCIETY part of the main menu.<br />
<br />
There are many differences between individual players (inexperienced newbies, experienced veterans), between mages (different magic specialities, different knowledge of their spell books) and in strategies (offensive/defensive, battling duels/trying to rank as high as possible). Equally, there are many differences between guilds: some are newly formed, some have been around for many earlier rounds of the game; some aim to rank and only battle for rank; some aim to duel other guilds, rather than ranking as high as possible. Many guilds are open to new players and try to make experienced players out of them, some guilds are closed communities that only invite new members. <br />
<br />
=== General ===<br />
In the Reincarnation, each guild has to be officially registered to be considered a legal guild, and each member has to officially register as a member of the guild. Guild affiliations of individual mages appear in the rank lists and in the mage description. <br />
<br />
All registered guilds have their descriptive pages within the game. You may read descriptions of registered guilds by browsing the ‘Guilds of terra’ screen. Apart from that, established guilds usually maintain their own web-pages, bulletin boards etc. Hereto The Reincarnation offers special facilities for guilds that donate funds to upkeep our servers. The motivations of guilds differ widely. Some strive for power, some for camaraderie, some are dedicated to helping new players, and some simply for the thrill of bashing other mages group wise. Most guilds will announce in their descriptions if they are interested in new members. <br />
<br />
You may read descriptions of registered guilds by clicking on ‘Guilds of Terra’. The motivations of guilds differ widely. Some strive for power, some for camaraderie, some are dedicated to helping new players, and some simply for the thrill of bashing other mages group wise. Most guilds will announce in their descriptions if they are interested in new members. If you wish to join a guild, you may apply for membership. The guild leader will have to decide if you are accepted. Your best bet to find a guild that is good for you is to enquire on The Reincarnations Bulletin Boards, in the Union of Honour folder for your server. <br />
<br />
A list of registered guilds, with descriptions is found by clicking ‘Guilds of Terra’ in the Main screen or in ‘Diplomacy’. A guild member list is also provided, but access to this is limited to mages that have spent a basic amount of turns since reincarnation. Your best bet to find a guild that is good for you is to enquire on The Reincarnation’s Bulletin Boards, in the Union of Honour folder for your server.<br />
<br />
=== Joining a guild === <br />
Guild matters are handled in the SOCIETY part of the main menu. If you wish to join a guild, you may apply for membership menu, by clicking on [Apply] in the Guild of Terra list. Note that not all guilds are open to applications – some only invite new members. You can only apply to one guild at one time, and only if you are not already a member of a guild since a mage can only be a registered member of one guild. The guild leader will have to decide if you are accepted. While waiting for acceptance, you may recall an application in the Diplomacy screen.<br />
<br />
Another way to join a guild is on invitation. You will be notified of an invitation in your main screen. <br />
You can Accept or Decline an invitation in the Diplomacy screen. <br />
<br />
The in-game guild registration is the ONLY thing that determines whether you are member of a guild or not. In other words, just saying that you are a member of guild in your mage description, does not make you a member. Probably official members of the guild will not tolerate this. Similarly, not registering as a guild member, but coordinating with guild members, is an illegal action (see the Decalogue) and may get you punished for ‘non-description’ coordination. <br />
<br />
=== Benefits for guild members === <br />
Once you have joined a guild, you have access to the Member list, Enemy lists, Guild Battle Log, Battles History and Guild history of your guild. These are found by clicking ‘Your Guild’ in the ‘Guilds of Terra’ screen. These resources can help you find allies and help you decide to attack which war target.<br />
<br />
* After you have joined a guild, you are protected from attacks by guild mates (i.e. it is no longer possible to attack a fellow guild member). <br />
<br />
* Guild members other than your allies are not able to send you reinforcements in battles – only your allies can. Of course guild members can be requested to attack a target before or after you plan to attack. This is within game rules in any situation, but many guilds have their own rules to do so only in special situations. <br />
** You can activate battle report sharing in the options screen.<br />
<br />
* On the black market, you are informed which bids are yours (in bold), which are from other members of your guild (in italics) and which are from others (normal). You can overbid a bid from a guild mate.<br />
<br />
You are allowed to share sensitive information with guild members using in-game messaging. This can be a strong benefit as knowing the whereabouts of a third parties army, greatly increases the chances of beating it. Obviously, you may ask your guildmates for assistance in battling other mages. Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using the in game messaging and the Reincarnation bulletin board (see the Decalogue). <br />
<br />
=== Extra Benefits for Supporting Guilds ===<br />
[[Supporting Guild Status|Supporting guild status]] is received when players donate money to keep the game in the air (to cover server hosting and traffic costs). To stimulate [http://www.the-reincarnation.com/donatetr.php donations], these players and their guilds have the following benefits (facilitating easier/quicker gaming by players, but not giving their mage characters any extras)<br />
* A red star in the guild list<br />
* Signalling listed enemies and allies in the ranklists<br />
* A tool to [[Groentje Players Manual Ch7#Rank lists|filter ranklists]] by protection status or mage speciality colour (in the ranklist page).<br />
* A tool to [[Groentje Players Manual Ch5#Tracking Enchantments (supporting guild feature)|keep track of enchantments]] on enemies by guild mates (found under SOCIETY in the main page)<br />
* A tool to help you set your preferred [[Groentje Players Manual Ch4#Building Settings (supporting player feature)|building]] routines (found in the building page)<br />
* A tool to keep in-game [[Groentje Players Manual Ch3#In-game messaging and keeping notes|notes]] rather than to have to message yourself (found in the THRONE ROOM in the main page)<br />
* Player can see [[Groentje Players Manual Ch7#Statistics (supporting players feature)|statistics]] on mage performance (found under SOOTHSAYER in the main page)<br />
* web space to host a forum/guildsite on the the-reincarnation.org domain (link in the guild list).<br />
<br />
Supporting Players (have donated, not playing in a supporting guild) have access to most of the above tools too.<br />
<br />
=== Guild specific Rules of Engagement === <br />
Many guilds (and individual players likely) have their own specific codes of conduct, by which their mages act. It tells you about the style and politics of the guild. Common examples are ‘our members only do single random attacks, unless in war time’; ‘1 attack – 1 counter’; ‘We are evil – we hit when and as often we choose to’. Following or not following such rules is up to individual mages, enforcing such codes of conducts is up to guilds. The Reincarnation tolerates any code of conduct, as long as it doesn’t violate the basic rules from the Decalogue. <br />
<br />
=== Allied guilds, guild-coordinated actions within game rules ===<br />
On guilded servers, guilds may ally to another guild. Their members are allowed to share sensitive information amongst each other, using in-game messaging (between members of allied guilds in the same way between members within one guild). Obviously, guilds may ask their ally for assistance in battling other mages (usually it is a leader or an officer that decides to do so). Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using in-game messaging or the Reincarnation bulletin board (see the Decalogue). If you play on a guilded server, and are found to be coordinating with other mages than the members of your guild / its allied guild, you will be punished for ‘illegal guild activity’ and possibly, so will your whole guild. Note: in the future, the number of alliances per guild may be restricted. <br />
<br />
=== Differences between allies and guild mates === <br />
There are few differences between allies and guild mates apart from the obvious one that guild-mates cannot send you reinforcements. If you are member of a guild, your alles will have to be members of the same guild. <br />
<br />
== Non aggression pacts (NAP's) ==<br />
NAP is an acronym that stands for Non-Aggression Pact. It is an agreement between two parties (two individual mages, two guilds) not to attack each other. An NAP-ed guild, is a guild that your guild has publicly promised not to attack. An NAP-ed mage is a mage that you have publicly promised not to attack. Just a promise, nothing more, nothing less.<br />
<br />
Stating you have a NAP with specific other mages or guilds in your description is allowed on all servers, but is to be considered solely a reminder to yourself, the NAP-ed mages and the public of your promise. An NAP is not an alliance, which implies that sharing sensitive in-game information is not allowed. It further implies that coordinating attacks together with an NAP-ed mages is ‘illegal guild activity’ (which will be punished, see the Decalogue), but that breaking your NAP by attacking an NAP-ed mage is not. <br />
<br />
<i>NAP's on solo servers</i><br />
<br />
For the solo servers, it is strongly discouraged to start NAP’s. The solo server is not anonymised for nothing! Developers may act if there appears to be block-NAP’s on this server (Decalogue violation: illegal guilding).<br />
<br />
== Managing Guilds (features for leaders and co-leaders) ==<br />
<br />
=== Registering a new guild ===<br />
To register a guild you will need to have four fellow founding members making the minimum amount of players needed to start a guild a total of five. The mage that registers a new guild is the leader of that guild. [[Apprentice]] mages cannot use guild recruit tools, with exception of the first week after a server reset.<br />
<br />
To start registering a new guild, click ‘Register a New guild’ in the ‘Guilds of Terra’ screen, and a form will appear. An appropriate name for the guild should be chosen, i.e. a readable fantasy name, not containing offensive text (in any language). The short name should be an abbreviation of the full name (this abbreviation appears in rank lists). Mimicking existing guild names or abbreviations by using similar ones is not allowed. The game requires confirmation by all four fellow founding members, before your guild can be created. <br />
<br />
Once the guild leader and all four supporters have confirmed their wish to start the guild, game administrators will review the application and either accept or decline the guild (within 24 hours since receiving the confirmation from the 4th founder). The guild will not be registered, when the guild names do not meet their requirements and when founding members are suspected of past Decalogue violations (founders are thoroughly checked).<br />
<br />
While waiting for the review result, the guild leader can already start managing the guild, but the guild will not yet appear in the 'Guilds of Terra' list. Amongst others, you can fill in a website-location and/or a public [[IRC|irc #channel]] for your members and for enemy diplomats.<br />
<br />
=== Managing a new guild ===<br />
Once the guild is created, the guild leader can start managing the guild. This is done by clicking ‘Administation’ in the ‘Your Guild’ section (accessible from ‘Guilds of Terra’). <br />
<br />
Here, the guild leader and those selected to be assisting members (Guild-admins) can:<br />
<br />
* Manage administrative access-levels;<br />
* Manage guild membership (accept/reject mages that apply for membership, dismiss members);<br />
* Send out messages to all the members, or to all the administrative members;<br />
* Manage your guild description and the way your guild interacts with other guilds (Open to NAP and/or Alliance offers or not) and membership applicants (Open recruit or Invite only).<br />
* [[Supporting Guild Status|Supporting guilds]] have additional features<br />
<br />
=== Member Access levels ===<br />
In the ‘Member Access’ section, the guild leader can manage the access levels of their guild members. Access levels can be anything between 100 (Leader) and 1 (newly joined members). The title related to each rank can be editted up to your imagination ('Leader' is only a default). The guild leader can appoint guild admins to help him/her with various parts of the guild management. <br />
<br />
The guild leader and his/her guild admins can manage access to the following in-game guild features, for any member that has a lower access level then the admin has:<br />
----<br />
<center><table><tr><td align=left><br />
* Is Admin (Guild-administrator, can be set by guild leader only);</td></tr><tr><td align=left><br />
* Can Accept New Members, Can Invite New Members;<br />
* Can Dismiss Members;<br />
* Can Send Guild Messages;</td><td width=5%> </td><td align=left><br />
* Can Offer and Accept NAPs, Can Offer and Accept Alliances;<br />
* Can Declare Hostility, Can Declare War;<br />
* Can View Guild Battles, Can View Member list;<br />
* Can View Enemy list, Can Edit Enemy list. </td></tr></table></center><br />
-----<br />
<br />
How to deal with guild-admin status and access levels is up to individual guild. For the leader, the admin tag does not apply: he can change access regardless of setting. Generally it is wise not to have too many admins, and not to have to many different access-levels. Note that e.g. an officer updating the enemy list or an officer doing the recruiting do not have to be admins to carry out their job. A simple example:<br />
-----<br />
<center><table width=70%><tr><td align=left><br />
100</td><td align=left>Leader</td><td align=left>[Leader] ''full access''</td><td align=left>( can only be 1 person )</td><br />
</tr><tr><td align=left><br />
99</td><td align=left>Co-leader(s)</td><td align=left>[Admin] ''full access''</td><td align=left>( advice: 1 or 2 persons )</td><br />
</tr><tr><td align=left><br />
50</td><td align=left>Full member,</td><td align=left>manually given access to most functions</td><td align=left>(whatever leader/admin decides)</td><br />
</tr><tr><td align=left><br />
1</td><td align=left>Newly joined member</td><td align=left>Trainee, given basic access only</td><td align=left>(e.g. view member list)</td><br />
</tr></table></center><br />
-----<br />
<br />
=== Guild Messaging ===<br />
The ‘Messenger’ section allows you to send out messages to all guild members or to all guild-administrators. When you send a message to all guild members, you receive that message yourself too. When you send a message to all guild-admins, you only receive that message when you are a guild-admin yourself.<br />
<br />
=== Leader Guild Settings ===<br />
The ‘Guild Settings’ section is for the guild leader only. Here the leader can edit the description of the guild. Furthermore, general settings for recruiting and guild diplomacy can be altered here. This page also allows to transfer leadership to another member (the transfer swaps level 100 and level 99 access between two members). Note that if the leader wants to remain an admin, he/she has to tag 'Is Admin' before transfering leadership (otherwise the new leader can make the old leader admin). The leader can also disband an entire guild (individual members can be dismissed from the recruitment office).<br />
<br />
== Recruiting guild members == <br />
In the Recruitment office, guild members with the proper access level can invite mages to join the guild, accept or deny applicants, and dismiss members. Note that general policies for recruiting can be set in the guild settings screen by the guild leader only. Guilds can announce that they are looking for new members on The Reincarnations Bulletin boards, in the Union of Honour folder for there server.<br />
<br />
The guild leader remains ultimately responsible for all guild members. This includes responsibility for acceptance of mages that turn out to be played by cheating players. <br />
Guild leaders may ask assistance from [[Game Admins|admins]] ([http://www.the-reincarnation.com/contact.php Email-adress differs per server]) when they are not sure whether to accept a mage because of this reason. This is to avoid cheating mages to join established guilds deliberately to get them punished for cheating.<br />
<br />
== Achieving supporting status ==<br />
To do so, make contact with the TR team through the [http://www.the-reincarnation.com/donatetr.php TR-portal site] and the forum. See also [[Supporting Guild Status]].<br />
On receival of your donation, a designated TR-team member will tag your guild as soon as possible.<br />
<br />
= [[Groentje Players Manual Ch9]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch8&diff=18884Groentje Players Manual Ch82009-12-29T10:48:52Z<p>Groentje: /* Managing a new guild */</p>
<hr />
<div>= [[Groentje Players Manual Ch1]] =<br />
= [[Groentje Players Manual Ch2]] =<br />
= [[Groentje Players Manual Ch3]] =<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= DIPLOMACY AND SOCIETY =<br />
Most of the other mages will compete with you for land and power, but you may find some players who would rather cooperate with you, support or protect you as you are allies or members of the same ‘guild’ (group of players, clan of players). This chapter deals with the options and rules for cooperative play. Note that there are different types of servers running rounds of The Reincarnation. On ‘solo’ servers cooperative play is not meant to happen (the Decalogue applies, illegal guilding may result in punishment), hence the ally and guild features are deactivated. Most servers allow you to choose allies and pick a guild. <br />
<br />
== Allies ==<br />
Depending on server regulations, you can choose 1 (non-guild, non-solo servers) or 2 (guilded server) fellow mages to team up with you as allies (on solo servers, no alliances exist, as cooperation is forbidden). Alliances can be proposed and managed in the Diplomacy screen. <br />
<br />
=== Selecting an Ally === <br />
Who you select to propose an alliance is entirely up to you, and so is whose alliance you accept. Mages may ally any other mage regardless of each of their specialities.<br />
If you have trouble finding a mage you perceive to be worthy of an alliance you may post a message in the Union of Honour section of the Bulletin Boards. Otherwise you may simply wish to scan the mages that appear in your ranking list and request an alliance with one of them. You may under no condition send a mass email to request alliances (or for any other reason). On guilded servers, if you are a member of a guild, your ally has to be a member of the same guild. <br />
<br />
=== Registering an Alliance === <br />
Once you have found a mage with whom to ally, you can propose an alliance offer by choosing Diplomacy, entering a mage number, and clicking ‘Execute’. You can offer an alliance at any time, provided you have an empty alliance slot. You can withdraw or change an (unaccepted) offer at any time. Your proposed ally has to accept the offer, to confirm and start the alliance. The alliance lasts until one of you withdraws or one of you dies.<br />
If wanted, you can change allies during the game (but you cannot break an alliance in the first 24 hours after it was formed). On guilded servers, if you join a guild, your alliances are broken. In that case you can re-ally soon as your ally has also become guild-member. <br />
<br />
=== Why allies are useful === <br />
Having allies helps for several reasons. Allied mages automatically send each other [[reinforcements]] when they are involved in battles. This can tip the balance in your attacks and in the defence of your country. The two most powerful stacks will not be send as reinforcements. To be able to send your ally reinforcements, you need to maintain at least three different units in your army. The size of your army affects the reinforcements you can receive. Lastly, allies can use spells and items and cast enchantments upon each other, regardless of blocking effects of barriers.<br />
<br />
=== Coordinated actions within game rules === <br />
You are allowed to share sensitive information with your ally using in-game messaging. On guilded servers, you may also exchange sensitive information with members of your guild that are not your ally. This can be a strong benefit as knowing the whereabouts of a third parties army, greatly increases the chances of beating it. Obviously, you may ask your ally for assistance in battling other mages.<br />
Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using the in game messaging and the Reincarnation bulletin board (see the Decalogue). On non-guilded servers this means effectively that you may ONLY coordinate actions with your ally. If you play a non-guild server and are found to be coordinating with others, you will be punished for ‘illegal guild activity’. <br />
<br />
== Guilds ==<br />
Playing your mage you will frequently encounter other mages, played by other players. The Reincarnation encourages players to coordinate their action together as groups of mages known as ‘Guilds’. Guilds add another level of cooperation, competition, strategy and diplomacy to the game. Joining a guild can be very helpful. Guild settings are handled in the SOCIETY part of the main menu.<br />
<br />
There are many differences between individual players (inexperienced newbies, experienced veterans), between mages (different magic specialities, different knowledge of their spell books) and in strategies (offensive/defensive, battling duels/trying to rank as high as possible). Equally, there are many differences between guilds: some are newly formed, some have been around for many earlier rounds of the game; some aim to rank and only battle for rank; some aim to duel other guilds, rather than ranking as high as possible. Many guilds are open to new players and try to make experienced players out of them, some guilds are closed communities that only invite new members. <br />
<br />
=== General ===<br />
In the Reincarnation, each guild has to be officially registered to be considered a legal guild, and each member has to officially register as a member of the guild. Guild affiliations of individual mages appear in the rank lists and in the mage description. <br />
<br />
All registered guilds have their descriptive pages within the game. You may read descriptions of registered guilds by browsing the ‘Guilds of terra’ screen. Apart from that, established guilds usually maintain their own web-pages, bulletin boards etc. Hereto The Reincarnation offers special facilities for guilds that donate funds to upkeep our servers. The motivations of guilds differ widely. Some strive for power, some for camaraderie, some are dedicated to helping new players, and some simply for the thrill of bashing other mages group wise. Most guilds will announce in their descriptions if they are interested in new members. <br />
<br />
You may read descriptions of registered guilds by clicking on ‘Guilds of Terra’. The motivations of guilds differ widely. Some strive for power, some for camaraderie, some are dedicated to helping new players, and some simply for the thrill of bashing other mages group wise. Most guilds will announce in their descriptions if they are interested in new members. If you wish to join a guild, you may apply for membership. The guild leader will have to decide if you are accepted. Your best bet to find a guild that is good for you is to enquire on The Reincarnations Bulletin Boards, in the Union of Honour folder for your server. <br />
<br />
A list of registered guilds, with descriptions is found by clicking ‘Guilds of Terra’ in the Main screen or in ‘Diplomacy’. A guild member list is also provided, but access to this is limited to mages that have spent a basic amount of turns since reincarnation. Your best bet to find a guild that is good for you is to enquire on The Reincarnation’s Bulletin Boards, in the Union of Honour folder for your server.<br />
<br />
=== Joining a guild === <br />
Guild matters are handled in the SOCIETY part of the main menu. If you wish to join a guild, you may apply for membership menu, by clicking on [Apply] in the Guild of Terra list. Note that not all guilds are open to applications – some only invite new members. You can only apply to one guild at one time, and only if you are not already a member of a guild since a mage can only be a registered member of one guild. The guild leader will have to decide if you are accepted. While waiting for acceptance, you may recall an application in the Diplomacy screen.<br />
<br />
Another way to join a guild is on invitation. You will be notified of an invitation in your main screen. <br />
You can Accept or Decline an invitation in the Diplomacy screen. <br />
<br />
The in-game guild registration is the ONLY thing that determines whether you are member of a guild or not. In other words, just saying that you are a member of guild in your mage description, does not make you a member. Probably official members of the guild will not tolerate this. Similarly, not registering as a guild member, but coordinating with guild members, is an illegal action (see the Decalogue) and may get you punished for ‘non-description’ coordination. <br />
<br />
=== Benefits for guild members === <br />
Once you have joined a guild, you have access to the Member list, Enemy lists, Guild Battle Log, Battles History and Guild history of your guild. These are found by clicking ‘Your Guild’ in the ‘Guilds of Terra’ screen. These resources can help you find allies and help you decide to attack which war target.<br />
<br />
* After you have joined a guild, you are protected from attacks by guild mates (i.e. it is no longer possible to attack a fellow guild member). <br />
<br />
* Guild members other than your allies are not able to send you reinforcements in battles – only your allies can. Of course guild members can be requested to attack a target before or after you plan to attack. This is within game rules in any situation, but many guilds have their own rules to do so only in special situations. <br />
** You can activate battle report sharing in the options screen.<br />
<br />
* On the black market, you are informed which bids are yours (in bold), which are from other members of your guild (in italics) and which are from others (normal). You can overbid a bid from a guild mate.<br />
<br />
You are allowed to share sensitive information with guild members using in-game messaging. This can be a strong benefit as knowing the whereabouts of a third parties army, greatly increases the chances of beating it. Obviously, you may ask your guildmates for assistance in battling other mages. Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using the in game messaging and the Reincarnation bulletin board (see the Decalogue). <br />
<br />
=== Extra Benefits for Supporting Guilds ===<br />
[[Supporting Guild Status|Supporting guild status]] is received when players donate money to keep the game in the air (to cover server hosting and traffic costs). To stimulate [http://www.the-reincarnation.com/donatetr.php donations], these players and their guilds have the following benefits (facilitating easier/quicker gaming by players, but not giving their mage characters any extras)<br />
* A red star in the guild list<br />
* Signalling listed enemies and allies in the ranklists<br />
* A tool to [[Groentje Players Manual Ch7#Rank lists|filter ranklists]] by protection status or mage speciality colour (in the ranklist page).<br />
* A tool to [[Groentje Players Manual Ch5#Tracking Enchantments (supporting guild feature)|keep track of enchantments]] on enemies by guild mates (found under SOCIETY in the main page)<br />
* A tool to help you set your preferred [[Groentje Players Manual Ch4#Building Settings (supporting player feature)|building]] routines (found in the building page)<br />
* A tool to keep in-game [[Groentje Players Manual Ch3#In-game messaging and keeping notes|notes]] rather than to have to message yourself (found in the THRONE ROOM in the main page)<br />
* Player can see [[Groentje Players Manual Ch7#Statistics (supporting players feature)|statistics]] on mage performance (found under SOOTHSAYER in the main page)<br />
* web space to host a forum/guildsite on the the-reincarnation.org domain (link in the guild list).<br />
<br />
Supporting Players (have donated, not playing in a supporting guild) have access to most of the above tools too.<br />
<br />
=== Guild specific Rules of Engagement === <br />
Many guilds (and individual players likely) have their own specific codes of conduct, by which their mages act. It tells you about the style and politics of the guild. Common examples are ‘our members only do single random attacks, unless in war time’; ‘1 attack – 1 counter’; ‘We are evil – we hit when and as often we choose to’. Following or not following such rules is up to individual mages, enforcing such codes of conducts is up to guilds. The Reincarnation tolerates any code of conduct, as long as it doesn’t violate the basic rules from the Decalogue. <br />
<br />
=== Allied guilds, guild-coordinated actions within game rules ===<br />
On guilded servers, guilds may ally to another guild. Their members are allowed to share sensitive information amongst each other, using in-game messaging (between members of allied guilds in the same way between members within one guild). Obviously, guilds may ask their ally for assistance in battling other mages (usually it is a leader or an officer that decides to do so). Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using in-game messaging or the Reincarnation bulletin board (see the Decalogue). If you play on a guilded server, and are found to be coordinating with other mages than the members of your guild / its allied guild, you will be punished for ‘illegal guild activity’ and possibly, so will your whole guild. Note: in the future, the number of alliances per guild may be restricted. <br />
<br />
=== Differences between allies and guild mates === <br />
There are few differences between allies and guild mates apart from the obvious one that guild-mates cannot send you reinforcements. If you are member of a guild, your alles will have to be members of the same guild. <br />
<br />
== Non aggression pacts (NAP's) ==<br />
NAP is an acronym that stands for Non-Aggression Pact. It is an agreement between two parties (two individual mages, two guilds) not to attack each other. An NAP-ed guild, is a guild that your guild has publicly promised not to attack. An NAP-ed mage is a mage that you have publicly promised not to attack. Just a promise, nothing more, nothing less.<br />
<br />
Stating you have a NAP with specific other mages or guilds in your description is allowed on all servers, but is to be considered solely a reminder to yourself, the NAP-ed mages and the public of your promise. An NAP is not an alliance, which implies that sharing sensitive in-game information is not allowed. It further implies that coordinating attacks together with an NAP-ed mages is ‘illegal guild activity’ (which will be punished, see the Decalogue), but that breaking your NAP by attacking an NAP-ed mage is not. <br />
<br />
<i>NAP's on solo servers</i><br />
<br />
For the solo servers, it is strongly discouraged to start NAP’s. The solo server is not anonymised for nothing! Developers may act if there appears to be block-NAP’s on this server (Decalogue violation: illegal guilding).<br />
<br />
== Managing Guilds (features for leaders and co-leaders) ==<br />
<br />
=== Registering a new guild ===<br />
To register a guild you will need to have four fellow founding members making the minimum amount of players needed to start a guild a total of five. The mage that registers a new guild is the leader of that guild. [[Apprentice]] mages cannot use guild recruit tools, with exception of the first week after a server reset.<br />
<br />
To start registering a new guild, click ‘Register a New guild’ in the ‘Guilds of Terra’ screen, and a form will appear. An appropriate name for the guild should be chosen, i.e. a readable fantasy name, not containing offensive text (in any language). The short name should be an abbreviation of the full name (this abbreviation appears in rank lists). Mimicking existing guild names or abbreviations by using similar ones is not allowed. The game requires confirmation by all four fellow founding members, before your guild can be created. <br />
<br />
Once the guild leader and all four supporters have confirmed their wish to start the guild, game administrators will review the application and either accept or decline the guild (within 24 hours since receiving the confirmation from the 4th founder). The guild will not be registered, when the guild names do not meet their requirements and when founding members are suspected of past Decalogue violations (founders are thoroughly checked).<br />
<br />
While waiting for the review result, the guild leader can already start managing the guild, but the guild will not yet appear in the 'Guilds of Terra' list. Amongst others, you can fill in a website-location and/or a public [[IRC|irc #channel]] for your members and for enemy diplomats.<br />
<br />
=== Managing a new guild ===<br />
Once the guild is created, the guild leader can start managing the guild. This is done by clicking ‘Administation’ in the ‘Your Guild’ section (accessible from ‘Guilds of Terra’). <br />
<br />
Here, the guild leader and those selected to be assisting members (Guild-admins) can:<br />
<br />
* Manage administrative access-levels;<br />
* Manage guild membership (accept/reject mages that apply for membership, dismiss members);<br />
* Send out messages to all the members, or to all the administrative members;<br />
* Manage your guild description and the way your guild interacts with other guilds (Open to NAP and/or Alliance offers or not) and membership applicants (Open recruit or Invite only).<br />
* 'Supporting' guilds have additional features<br />
<br />
=== Member Access levels ===<br />
In the ‘Member Access’ section, the guild leader can manage the access levels of their guild members. Access levels can be anything between 100 (Leader) and 1 (newly joined members). The title related to each rank can be editted up to your imagination ('Leader' is only a default). The guild leader can appoint guild admins to help him/her with various parts of the guild management. <br />
<br />
The guild leader and his/her guild admins can manage access to the following in-game guild features, for any member that has a lower access level then the admin has:<br />
----<br />
<center><table><tr><td align=left><br />
* Is Admin (Guild-administrator, can be set by guild leader only);</td></tr><tr><td align=left><br />
* Can Accept New Members, Can Invite New Members;<br />
* Can Dismiss Members;<br />
* Can Send Guild Messages;</td><td width=5%> </td><td align=left><br />
* Can Offer and Accept NAPs, Can Offer and Accept Alliances;<br />
* Can Declare Hostility, Can Declare War;<br />
* Can View Guild Battles, Can View Member list;<br />
* Can View Enemy list, Can Edit Enemy list. </td></tr></table></center><br />
-----<br />
<br />
How to deal with guild-admin status and access levels is up to individual guild. For the leader, the admin tag does not apply: he can change access regardless of setting. Generally it is wise not to have too many admins, and not to have to many different access-levels. Note that e.g. an officer updating the enemy list or an officer doing the recruiting do not have to be admins to carry out their job. A simple example:<br />
-----<br />
<center><table width=70%><tr><td align=left><br />
100</td><td align=left>Leader</td><td align=left>[Leader] ''full access''</td><td align=left>( can only be 1 person )</td><br />
</tr><tr><td align=left><br />
99</td><td align=left>Co-leader(s)</td><td align=left>[Admin] ''full access''</td><td align=left>( advice: 1 or 2 persons )</td><br />
</tr><tr><td align=left><br />
50</td><td align=left>Full member,</td><td align=left>manually given access to most functions</td><td align=left>(whatever leader/admin decides)</td><br />
</tr><tr><td align=left><br />
1</td><td align=left>Newly joined member</td><td align=left>Trainee, given basic access only</td><td align=left>(e.g. view member list)</td><br />
</tr></table></center><br />
-----<br />
<br />
=== Guild Messaging ===<br />
The ‘Messenger’ section allows you to send out messages to all guild members or to all guild-administrators. When you send a message to all guild members, you receive that message yourself too. When you send a message to all guild-admins, you only receive that message when you are a guild-admin yourself.<br />
<br />
=== Leader Guild Settings ===<br />
The ‘Guild Settings’ section is for the guild leader only. Here the leader can edit the description of the guild. Furthermore, general settings for recruiting and guild diplomacy can be altered here. This page also allows to transfer leadership to another member (the transfer swaps level 100 and level 99 access between two members). Note that if the leader wants to remain an admin, he/she has to tag 'Is Admin' before transfering leadership (otherwise the new leader can make the old leader admin). The leader can also disband an entire guild (individual members can be dismissed from the recruitment office).<br />
<br />
== Recruiting guild members == <br />
In the Recruitment office, guild members with the proper access level can invite mages to join the guild, accept or deny applicants, and dismiss members. Note that general policies for recruiting can be set in the guild settings screen by the guild leader only. Guilds can announce that they are looking for new members on The Reincarnations Bulletin boards, in the Union of Honour folder for there server.<br />
<br />
The guild leader remains ultimately responsible for all guild members. This includes responsibility for acceptance of mages that turn out to be played by cheating players. <br />
Guild leaders may ask assistance from [[Game Admins|admins]] ([http://www.the-reincarnation.com/contact.php Email-adress differs per server]) when they are not sure whether to accept a mage because of this reason. This is to avoid cheating mages to join established guilds deliberately to get them punished for cheating.<br />
<br />
== Achieving supporting status ==<br />
To do so, make contact with the TR team through the [http://www.the-reincarnation.com/donatetr.php TR-portal site] and the forum. See also [[Supporting Guild Status]].<br />
On receival of your donation, a designated TR-team member will tag your guild as soon as possible.<br />
<br />
= [[Groentje Players Manual Ch9]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch8&diff=18883Groentje Players Manual Ch82009-12-29T10:37:28Z<p>Groentje: /* Registering a new guild */</p>
<hr />
<div>= [[Groentje Players Manual Ch1]] =<br />
= [[Groentje Players Manual Ch2]] =<br />
= [[Groentje Players Manual Ch3]] =<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
= [[Groentje Players Manual Ch6]] =<br />
= [[Groentje Players Manual Ch7]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= DIPLOMACY AND SOCIETY =<br />
Most of the other mages will compete with you for land and power, but you may find some players who would rather cooperate with you, support or protect you as you are allies or members of the same ‘guild’ (group of players, clan of players). This chapter deals with the options and rules for cooperative play. Note that there are different types of servers running rounds of The Reincarnation. On ‘solo’ servers cooperative play is not meant to happen (the Decalogue applies, illegal guilding may result in punishment), hence the ally and guild features are deactivated. Most servers allow you to choose allies and pick a guild. <br />
<br />
== Allies ==<br />
Depending on server regulations, you can choose 1 (non-guild, non-solo servers) or 2 (guilded server) fellow mages to team up with you as allies (on solo servers, no alliances exist, as cooperation is forbidden). Alliances can be proposed and managed in the Diplomacy screen. <br />
<br />
=== Selecting an Ally === <br />
Who you select to propose an alliance is entirely up to you, and so is whose alliance you accept. Mages may ally any other mage regardless of each of their specialities.<br />
If you have trouble finding a mage you perceive to be worthy of an alliance you may post a message in the Union of Honour section of the Bulletin Boards. Otherwise you may simply wish to scan the mages that appear in your ranking list and request an alliance with one of them. You may under no condition send a mass email to request alliances (or for any other reason). On guilded servers, if you are a member of a guild, your ally has to be a member of the same guild. <br />
<br />
=== Registering an Alliance === <br />
Once you have found a mage with whom to ally, you can propose an alliance offer by choosing Diplomacy, entering a mage number, and clicking ‘Execute’. You can offer an alliance at any time, provided you have an empty alliance slot. You can withdraw or change an (unaccepted) offer at any time. Your proposed ally has to accept the offer, to confirm and start the alliance. The alliance lasts until one of you withdraws or one of you dies.<br />
If wanted, you can change allies during the game (but you cannot break an alliance in the first 24 hours after it was formed). On guilded servers, if you join a guild, your alliances are broken. In that case you can re-ally soon as your ally has also become guild-member. <br />
<br />
=== Why allies are useful === <br />
Having allies helps for several reasons. Allied mages automatically send each other [[reinforcements]] when they are involved in battles. This can tip the balance in your attacks and in the defence of your country. The two most powerful stacks will not be send as reinforcements. To be able to send your ally reinforcements, you need to maintain at least three different units in your army. The size of your army affects the reinforcements you can receive. Lastly, allies can use spells and items and cast enchantments upon each other, regardless of blocking effects of barriers.<br />
<br />
=== Coordinated actions within game rules === <br />
You are allowed to share sensitive information with your ally using in-game messaging. On guilded servers, you may also exchange sensitive information with members of your guild that are not your ally. This can be a strong benefit as knowing the whereabouts of a third parties army, greatly increases the chances of beating it. Obviously, you may ask your ally for assistance in battling other mages.<br />
Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using the in game messaging and the Reincarnation bulletin board (see the Decalogue). On non-guilded servers this means effectively that you may ONLY coordinate actions with your ally. If you play a non-guild server and are found to be coordinating with others, you will be punished for ‘illegal guild activity’. <br />
<br />
== Guilds ==<br />
Playing your mage you will frequently encounter other mages, played by other players. The Reincarnation encourages players to coordinate their action together as groups of mages known as ‘Guilds’. Guilds add another level of cooperation, competition, strategy and diplomacy to the game. Joining a guild can be very helpful. Guild settings are handled in the SOCIETY part of the main menu.<br />
<br />
There are many differences between individual players (inexperienced newbies, experienced veterans), between mages (different magic specialities, different knowledge of their spell books) and in strategies (offensive/defensive, battling duels/trying to rank as high as possible). Equally, there are many differences between guilds: some are newly formed, some have been around for many earlier rounds of the game; some aim to rank and only battle for rank; some aim to duel other guilds, rather than ranking as high as possible. Many guilds are open to new players and try to make experienced players out of them, some guilds are closed communities that only invite new members. <br />
<br />
=== General ===<br />
In the Reincarnation, each guild has to be officially registered to be considered a legal guild, and each member has to officially register as a member of the guild. Guild affiliations of individual mages appear in the rank lists and in the mage description. <br />
<br />
All registered guilds have their descriptive pages within the game. You may read descriptions of registered guilds by browsing the ‘Guilds of terra’ screen. Apart from that, established guilds usually maintain their own web-pages, bulletin boards etc. Hereto The Reincarnation offers special facilities for guilds that donate funds to upkeep our servers. The motivations of guilds differ widely. Some strive for power, some for camaraderie, some are dedicated to helping new players, and some simply for the thrill of bashing other mages group wise. Most guilds will announce in their descriptions if they are interested in new members. <br />
<br />
You may read descriptions of registered guilds by clicking on ‘Guilds of Terra’. The motivations of guilds differ widely. Some strive for power, some for camaraderie, some are dedicated to helping new players, and some simply for the thrill of bashing other mages group wise. Most guilds will announce in their descriptions if they are interested in new members. If you wish to join a guild, you may apply for membership. The guild leader will have to decide if you are accepted. Your best bet to find a guild that is good for you is to enquire on The Reincarnations Bulletin Boards, in the Union of Honour folder for your server. <br />
<br />
A list of registered guilds, with descriptions is found by clicking ‘Guilds of Terra’ in the Main screen or in ‘Diplomacy’. A guild member list is also provided, but access to this is limited to mages that have spent a basic amount of turns since reincarnation. Your best bet to find a guild that is good for you is to enquire on The Reincarnation’s Bulletin Boards, in the Union of Honour folder for your server.<br />
<br />
=== Joining a guild === <br />
Guild matters are handled in the SOCIETY part of the main menu. If you wish to join a guild, you may apply for membership menu, by clicking on [Apply] in the Guild of Terra list. Note that not all guilds are open to applications – some only invite new members. You can only apply to one guild at one time, and only if you are not already a member of a guild since a mage can only be a registered member of one guild. The guild leader will have to decide if you are accepted. While waiting for acceptance, you may recall an application in the Diplomacy screen.<br />
<br />
Another way to join a guild is on invitation. You will be notified of an invitation in your main screen. <br />
You can Accept or Decline an invitation in the Diplomacy screen. <br />
<br />
The in-game guild registration is the ONLY thing that determines whether you are member of a guild or not. In other words, just saying that you are a member of guild in your mage description, does not make you a member. Probably official members of the guild will not tolerate this. Similarly, not registering as a guild member, but coordinating with guild members, is an illegal action (see the Decalogue) and may get you punished for ‘non-description’ coordination. <br />
<br />
=== Benefits for guild members === <br />
Once you have joined a guild, you have access to the Member list, Enemy lists, Guild Battle Log, Battles History and Guild history of your guild. These are found by clicking ‘Your Guild’ in the ‘Guilds of Terra’ screen. These resources can help you find allies and help you decide to attack which war target.<br />
<br />
* After you have joined a guild, you are protected from attacks by guild mates (i.e. it is no longer possible to attack a fellow guild member). <br />
<br />
* Guild members other than your allies are not able to send you reinforcements in battles – only your allies can. Of course guild members can be requested to attack a target before or after you plan to attack. This is within game rules in any situation, but many guilds have their own rules to do so only in special situations. <br />
** You can activate battle report sharing in the options screen.<br />
<br />
* On the black market, you are informed which bids are yours (in bold), which are from other members of your guild (in italics) and which are from others (normal). You can overbid a bid from a guild mate.<br />
<br />
You are allowed to share sensitive information with guild members using in-game messaging. This can be a strong benefit as knowing the whereabouts of a third parties army, greatly increases the chances of beating it. Obviously, you may ask your guildmates for assistance in battling other mages. Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using the in game messaging and the Reincarnation bulletin board (see the Decalogue). <br />
<br />
=== Extra Benefits for Supporting Guilds ===<br />
[[Supporting Guild Status|Supporting guild status]] is received when players donate money to keep the game in the air (to cover server hosting and traffic costs). To stimulate [http://www.the-reincarnation.com/donatetr.php donations], these players and their guilds have the following benefits (facilitating easier/quicker gaming by players, but not giving their mage characters any extras)<br />
* A red star in the guild list<br />
* Signalling listed enemies and allies in the ranklists<br />
* A tool to [[Groentje Players Manual Ch7#Rank lists|filter ranklists]] by protection status or mage speciality colour (in the ranklist page).<br />
* A tool to [[Groentje Players Manual Ch5#Tracking Enchantments (supporting guild feature)|keep track of enchantments]] on enemies by guild mates (found under SOCIETY in the main page)<br />
* A tool to help you set your preferred [[Groentje Players Manual Ch4#Building Settings (supporting player feature)|building]] routines (found in the building page)<br />
* A tool to keep in-game [[Groentje Players Manual Ch3#In-game messaging and keeping notes|notes]] rather than to have to message yourself (found in the THRONE ROOM in the main page)<br />
* Player can see [[Groentje Players Manual Ch7#Statistics (supporting players feature)|statistics]] on mage performance (found under SOOTHSAYER in the main page)<br />
* web space to host a forum/guildsite on the the-reincarnation.org domain (link in the guild list).<br />
<br />
Supporting Players (have donated, not playing in a supporting guild) have access to most of the above tools too.<br />
<br />
=== Guild specific Rules of Engagement === <br />
Many guilds (and individual players likely) have their own specific codes of conduct, by which their mages act. It tells you about the style and politics of the guild. Common examples are ‘our members only do single random attacks, unless in war time’; ‘1 attack – 1 counter’; ‘We are evil – we hit when and as often we choose to’. Following or not following such rules is up to individual mages, enforcing such codes of conducts is up to guilds. The Reincarnation tolerates any code of conduct, as long as it doesn’t violate the basic rules from the Decalogue. <br />
<br />
=== Allied guilds, guild-coordinated actions within game rules ===<br />
On guilded servers, guilds may ally to another guild. Their members are allowed to share sensitive information amongst each other, using in-game messaging (between members of allied guilds in the same way between members within one guild). Obviously, guilds may ask their ally for assistance in battling other mages (usually it is a leader or an officer that decides to do so). Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using in-game messaging or the Reincarnation bulletin board (see the Decalogue). If you play on a guilded server, and are found to be coordinating with other mages than the members of your guild / its allied guild, you will be punished for ‘illegal guild activity’ and possibly, so will your whole guild. Note: in the future, the number of alliances per guild may be restricted. <br />
<br />
=== Differences between allies and guild mates === <br />
There are few differences between allies and guild mates apart from the obvious one that guild-mates cannot send you reinforcements. If you are member of a guild, your alles will have to be members of the same guild. <br />
<br />
== Non aggression pacts (NAP's) ==<br />
NAP is an acronym that stands for Non-Aggression Pact. It is an agreement between two parties (two individual mages, two guilds) not to attack each other. An NAP-ed guild, is a guild that your guild has publicly promised not to attack. An NAP-ed mage is a mage that you have publicly promised not to attack. Just a promise, nothing more, nothing less.<br />
<br />
Stating you have a NAP with specific other mages or guilds in your description is allowed on all servers, but is to be considered solely a reminder to yourself, the NAP-ed mages and the public of your promise. An NAP is not an alliance, which implies that sharing sensitive in-game information is not allowed. It further implies that coordinating attacks together with an NAP-ed mages is ‘illegal guild activity’ (which will be punished, see the Decalogue), but that breaking your NAP by attacking an NAP-ed mage is not. <br />
<br />
<i>NAP's on solo servers</i><br />
<br />
For the solo servers, it is strongly discouraged to start NAP’s. The solo server is not anonymised for nothing! Developers may act if there appears to be block-NAP’s on this server (Decalogue violation: illegal guilding).<br />
<br />
== Managing Guilds (features for leaders and co-leaders) ==<br />
<br />
=== Registering a new guild ===<br />
To register a guild you will need to have four fellow founding members making the minimum amount of players needed to start a guild a total of five. The mage that registers a new guild is the leader of that guild. [[Apprentice]] mages cannot use guild recruit tools, with exception of the first week after a server reset.<br />
<br />
To start registering a new guild, click ‘Register a New guild’ in the ‘Guilds of Terra’ screen, and a form will appear. An appropriate name for the guild should be chosen, i.e. a readable fantasy name, not containing offensive text (in any language). The short name should be an abbreviation of the full name (this abbreviation appears in rank lists). Mimicking existing guild names or abbreviations by using similar ones is not allowed. The game requires confirmation by all four fellow founding members, before your guild can be created. <br />
<br />
Once the guild leader and all four supporters have confirmed their wish to start the guild, game administrators will review the application and either accept or decline the guild (within 24 hours since receiving the confirmation from the 4th founder). The guild will not be registered, when the guild names do not meet their requirements and when founding members are suspected of past Decalogue violations (founders are thoroughly checked).<br />
<br />
While waiting for the review result, the guild leader can already start managing the guild, but the guild will not yet appear in the 'Guilds of Terra' list. Amongst others, you can fill in a website-location and/or a public [[IRC|irc #channel]] for your members and for enemy diplomats.<br />
<br />
=== Managing a new guild ===<br />
Once the guild is created, the guild leader can start managing the guild. This is done by clicking ‘Administation’ in the ‘Your Guild’ section (accessible from ‘Guilds of Terra’). <br />
<br />
Here, the guild leader and those selected to be assisting members (Guild-admins) can:<br />
<br />
* Manage administrative access-levels;<br />
* Manage guild membership (accept/reject mages that apply for membership, dismiss members);<br />
* Send out messages to all the members, or to all the administrative members;<br />
* Manage your guild description and the way your guild interacts with other guilds (Open to NAP and/or Alliance offers or not) and membership applicants (Open recruit or Invite only). <br />
<br />
=== Member Access levels ===<br />
In the ‘Member Access’ section, the guild leader can manage the access levels of their guild members. Access levels can be anything between 100 (Leader) and 1 (newly joined members). The title related to each rank can be editted up to your imagination ('Leader' is only a default). The guild leader can appoint guild admins to help him/her with various parts of the guild management. <br />
<br />
The guild leader and his/her guild admins can manage access to the following in-game guild features, for any member that has a lower access level then the admin has:<br />
----<br />
<center><table><tr><td align=left><br />
* Is Admin (Guild-administrator, can be set by guild leader only);</td></tr><tr><td align=left><br />
* Can Accept New Members, Can Invite New Members;<br />
* Can Dismiss Members;<br />
* Can Send Guild Messages;</td><td width=5%> </td><td align=left><br />
* Can Offer and Accept NAPs, Can Offer and Accept Alliances;<br />
* Can Declare Hostility, Can Declare War;<br />
* Can View Guild Battles, Can View Member list;<br />
* Can View Enemy list, Can Edit Enemy list. </td></tr></table></center><br />
-----<br />
<br />
How to deal with guild-admin status and access levels is up to individual guild. For the leader, the admin tag does not apply: he can change access regardless of setting. Generally it is wise not to have too many admins, and not to have to many different access-levels. Note that e.g. an officer updating the enemy list or an officer doing the recruiting do not have to be admins to carry out their job. A simple example:<br />
-----<br />
<center><table width=70%><tr><td align=left><br />
100</td><td align=left>Leader</td><td align=left>[Leader] ''full access''</td><td align=left>( can only be 1 person )</td><br />
</tr><tr><td align=left><br />
99</td><td align=left>Co-leader(s)</td><td align=left>[Admin] ''full access''</td><td align=left>( advice: 1 or 2 persons )</td><br />
</tr><tr><td align=left><br />
50</td><td align=left>Full member,</td><td align=left>manually given access to most functions</td><td align=left>(whatever leader/admin decides)</td><br />
</tr><tr><td align=left><br />
1</td><td align=left>Newly joined member</td><td align=left>Trainee, given basic access only</td><td align=left>(e.g. view member list)</td><br />
</tr></table></center><br />
-----<br />
<br />
=== Guild Messaging ===<br />
The ‘Messenger’ section allows you to send out messages to all guild members or to all guild-administrators. When you send a message to all guild members, you receive that message yourself too. When you send a message to all guild-admins, you only receive that message when you are a guild-admin yourself.<br />
<br />
=== Leader Guild Settings ===<br />
The ‘Guild Settings’ section is for the guild leader only. Here the leader can edit the description of the guild. Furthermore, general settings for recruiting and guild diplomacy can be altered here. This page also allows to transfer leadership to another member (the transfer swaps level 100 and level 99 access between two members). Note that if the leader wants to remain an admin, he/she has to tag 'Is Admin' before transfering leadership (otherwise the new leader can make the old leader admin). The leader can also disband an entire guild (individual members can be dismissed from the recruitment office).<br />
<br />
== Recruiting guild members == <br />
In the Recruitment office, guild members with the proper access level can invite mages to join the guild, accept or deny applicants, and dismiss members. Note that general policies for recruiting can be set in the guild settings screen by the guild leader only. Guilds can announce that they are looking for new members on The Reincarnations Bulletin boards, in the Union of Honour folder for there server.<br />
<br />
The guild leader remains ultimately responsible for all guild members. This includes responsibility for acceptance of mages that turn out to be played by cheating players. <br />
Guild leaders may ask assistance from [[Game Admins|admins]] ([http://www.the-reincarnation.com/contact.php Email-adress differs per server]) when they are not sure whether to accept a mage because of this reason. This is to avoid cheating mages to join established guilds deliberately to get them punished for cheating.<br />
<br />
== Achieving supporting status ==<br />
To do so, make contact with the TR team through the [http://www.the-reincarnation.com/donatetr.php TR-portal site] and the forum. See also [[Supporting Guild Status]].<br />
On receival of your donation, a designated TR-team member will tag your guild as soon as possible.<br />
<br />
= [[Groentje Players Manual Ch9]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Counters&diff=18878Counters2009-12-27T15:34:48Z<p>Groentje: /* Countering mechanics */</p>
<hr />
<div>=General=<br />
The game has a 72 hour memory of attack history. Particularly attacks of the last 24 hours are important when you want to counter an attack. Within that timeframe, the game helps mages take revenge for an attack by countering: such attacks on self-proclaimed enemies are less limited than attacks on innocent new targets. The battles related to your kingdom that appear in the Chronicle of Terra may give you some reminders of which counters still are to be expected, and which still to take. Note that a counter attack is an attack on its own, just like any other attack, and therefore returns similar counter benefits to the attacked mage (in other words, countering may lead to counter-counter and counter-counter-counter attacks).<br />
<br />
''Benefits for countering mages are:'' <br />
* Mages can attack regardless of net power differences (i.e. the attack limitation, 125%-50% of target, does not apply);<br />
** Remember that you have to be within 200% power of your victim, to take home land and booties. Otherwise your army loses it on the way, and your attack just lead to destruction.<br />
* Mages can attack regardless of 'Damaged' protection status ("D" in the ranklist).<br />
* Some (partial) knowledge on the stacks to expect<br />
<br />
=Countering mechanics=<br />
Counters are based on calculating net power loss over the last 24 hours (moving time window). You have a counter on all mages that dealt more damage to you in the last 24 hours, than you did to them.<br />
For each defended attack (land loss or not), a mage is granted the opportunity to take at least one retaliating attack with the counter-benefits. Counter benefits apply until an even amount of damage (the same % power loss) has been dealt as was suffered originally. <br />
* Counters inevitably time out in exactly 24 hours. After that, attacking a mage in retaliation of an earlier attack is technically not a counter: It becomes an attack with normal attack limitations.<br />
* If your first counter attack deals little damage, you can counter again. <br />
* Soon as you dealt more damage than you suffered in the original attack, your enemy gets a counter on you.<br />
* On servers with 'land counters', the attacker can deal new damage with Regular and Siege attacks, as long as the defendent took more land from the attacker than was reclaimed in the last 24 hours. On these servers it is possible that Mage A has a land counter on Mage B while Mage B has a pillage-power counter on mage A.<br />
<br />
Most counter attacks result from earlier attacks [[Regular]], [[Siege]], [[Pillage]], but there are other circumstances that can grant counters. These are related to offensive use of [[:category:Offensive Items|items]] and [[:category:Offensive Spells|spells]](i.e. ‘You receive a wink from the Goddess of Revenge’ message). A [[Hallucination|hallucinated]] attack does not give a counter.<br />
<br />
[[Category:Terminology]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Counters&diff=18877Counters2009-12-27T15:34:37Z<p>Groentje: /* Countering mechanics */</p>
<hr />
<div>=General=<br />
The game has a 72 hour memory of attack history. Particularly attacks of the last 24 hours are important when you want to counter an attack. Within that timeframe, the game helps mages take revenge for an attack by countering: such attacks on self-proclaimed enemies are less limited than attacks on innocent new targets. The battles related to your kingdom that appear in the Chronicle of Terra may give you some reminders of which counters still are to be expected, and which still to take. Note that a counter attack is an attack on its own, just like any other attack, and therefore returns similar counter benefits to the attacked mage (in other words, countering may lead to counter-counter and counter-counter-counter attacks).<br />
<br />
''Benefits for countering mages are:'' <br />
* Mages can attack regardless of net power differences (i.e. the attack limitation, 125%-50% of target, does not apply);<br />
** Remember that you have to be within 200% power of your victim, to take home land and booties. Otherwise your army loses it on the way, and your attack just lead to destruction.<br />
* Mages can attack regardless of 'Damaged' protection status ("D" in the ranklist).<br />
* Some (partial) knowledge on the stacks to expect<br />
<br />
=Countering mechanics=<br />
Counters are based on calculating net power loss over the last 24 hours (moving time window). You have a counter on all mages that dealt more damage to you in the last 24 hours, than you did to them.<br />
For each defended attack (land loss or not), a mage is granted the opportunity to take at least one retaliating attack with the counter-benefits. Counter benefits apply until an even amount of damage (the same % power loss) has been dealt as was suffered originally. <br />
* Counters inevitably time out in exactly 24 hours. After that, attacking a mage in retaliation of an earlier attack is technically not a counter: It becomes an attack with normal attack limitations.<br />
* If your first counter attack deals little damage, you can counter again. <br />
* Soon as you dealt more damage than you suffered in the original attack, your enemy gets a counter on you.<br />
* On servers with 'land counters', the attacker can deal new damage with Regular and Siege attacks, as long as the defendent took more land from the attacker than was reclaimed in the last 24 hours. <br />
** On these servers it is possible that Mage A has a land counter on Mage B while Mage B has a pillage-power counter on mage A.<br />
<br />
Most counter attacks result from earlier attacks [[Regular]], [[Siege]], [[Pillage]], but there are other circumstances that can grant counters. These are related to offensive use of [[:category:Offensive Items|items]] and [[:category:Offensive Spells|spells]](i.e. ‘You receive a wink from the Goddess of Revenge’ message). A [[Hallucination|hallucinated]] attack does not give a counter.<br />
<br />
[[Category:Terminology]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Counters&diff=18876Counters2009-12-27T15:33:37Z<p>Groentje: /* Countering mechanics */</p>
<hr />
<div>=General=<br />
The game has a 72 hour memory of attack history. Particularly attacks of the last 24 hours are important when you want to counter an attack. Within that timeframe, the game helps mages take revenge for an attack by countering: such attacks on self-proclaimed enemies are less limited than attacks on innocent new targets. The battles related to your kingdom that appear in the Chronicle of Terra may give you some reminders of which counters still are to be expected, and which still to take. Note that a counter attack is an attack on its own, just like any other attack, and therefore returns similar counter benefits to the attacked mage (in other words, countering may lead to counter-counter and counter-counter-counter attacks).<br />
<br />
''Benefits for countering mages are:'' <br />
* Mages can attack regardless of net power differences (i.e. the attack limitation, 125%-50% of target, does not apply);<br />
** Remember that you have to be within 200% power of your victim, to take home land and booties. Otherwise your army loses it on the way, and your attack just lead to destruction.<br />
* Mages can attack regardless of 'Damaged' protection status ("D" in the ranklist).<br />
* Some (partial) knowledge on the stacks to expect<br />
<br />
=Countering mechanics=<br />
Counters are based on calculating net power loss over the last 24 hours (moving time window). You have a counter on all mages that dealt more damage to you in the last 24 hours, than you did to them.<br />
For each defended attack (land loss or not), a mage is granted the opportunity to take at least one retaliating attack with the counter-benefits. Counter benefits apply until an even amount of damage (the same % power loss) has been dealt as was suffered originally. <br />
* Counters inevitably time out in exactly 24 hours. After that, attacking a mage in retaliation of an earlier attack is technically not a counter: It becomes an attack with normal attack limitations.<br />
* If your first counter attack deals little damage, you can counter again. <br />
* Soon as you dealt more damage than you suffered in the original attack, your enemy gets a counter on you.<br />
* On servers with 'land counters', the attacker can deal new damage with Regular and Siege attacks, as long as the defendent took more land from the attacker than was reclaimed in the last 24 hours. <br />
<br />
Most counter attacks result from earlier attacks [[Regular]], [[Siege]], [[Pillage]], but there are other circumstances that can grant counters. These are related to offensive use of [[:category:Offensive Items|items]] and [[:category:Offensive Spells|spells]](i.e. ‘You receive a wink from the Goddess of Revenge’ message). A [[Hallucination|hallucinated]] attack does not give a counter.<br />
<br />
[[Category:Terminology]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Groentje_Players_Manual_Ch6&diff=18875Groentje Players Manual Ch62009-12-27T15:32:19Z<p>Groentje: /* Counter attacks */</p>
<hr />
<div>= [[Groentje Players Manual Ch1]] =<br />
= [[Groentje Players Manual Ch2]] =<br />
= [[Groentje Players Manual Ch3]] =<br />
= [[Groentje Players Manual Ch4]] =<br />
= [[Groentje Players Manual Ch5]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= WAR =<br />
Fighting battles to enlarge your kingdom and defend it from land loss is inevitable and central in this game. To fight you need an army, to be created from [[units]] that you may have recruited using your [[barracks]] and/or may have summoned using [[spells]] and/or [[items]] (previous chapters); and/or may have obtained in the [[Black Market]] (next chapters). This chapter takes you through the basics of The Reincarnation combat. <br />
<br />
Note that for mages casting [[Armageddon]] and their fellow guild members, the protection rules DO apply in The Reincarnation (in constrast to Armageddon in Archmage times). Attack limitations do not apply.<br />
<br />
== [[Attack Limitation]] ==<br />
The game is balanced by an attack limitation scheme to avoid bullying of low powered tiny kingdoms (such as of those mages that have just reincarnated) by massive kingdoms of more powerful mages (such as those dominating the upper ranks). The limitation is based on [[net power]] (as is the rank list). <br />
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In principle, mages may attack any mage that is within 80% to 200% of his own [[net power]]. This implies that you may be attacked by any mage that is within 50% to 125% of your power. Mages that have counters (see below) are not power limited when they decide to attack in revenge and neither are mages that are enchanted. The offensive use of spells and items is not limited by this limitation: a mage can item and spell any other mage. <br />
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== [[Protection]] ==<br />
To restrict amounts of attacks on particular kingdoms and to avoid having players find their mages totally annihilated when they login to their characters, the game has a protection system built in. There are different kinds of protection related to battles, power, land and troop loss:<br />
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=== Damage protection ===<br />
A mage that lost over 30% of his net power add-up over 24 hours is protected against ‘new’ attacks. However, in this period mages are not protected against counter attacks (see below) resulting from the mage's last 24 hours of battle history (so-called ‘open counters’). This protection status will last, regardless of activities by the mage during protection.<br />
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=== Council protection ===<br />
In his first 2000 [[turns]], a mage that has lost all of its units and has dropped below 1500 acres of land, will enter Council Protection status. This means the mage cannot be newly attacked, nor can be countered (see below). Entering Council Protection also dispels all [[enchantments]] maintained by the mage. Council Protection lasts for a maximum of 48 hours. Council protection is removed as soon as a mage spends a single turn.<br />
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=== Pillage protection ===<br />
Some other protection schemes exist, for example against damage by '[[Pillage]]s' and ‘[[Volcano Eruption]]s’ of which a maximum number may hit you over 24 hours. Additional incoming attacks are prevented.<br />
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=== Meditation protection ===<br />
[[Meditation|Meditating mages]] cannot be attacked. <br />
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== [[Counters|Counter attacks]] ==<br />
The game has a 72 hour memory of attack history. Particularly attacks of the last 24 hours are important when you want to counter an attack. Within that timeframe, the game helps mages take revenge for an attack by countering: such attacks on self-proclaimed enemies are less limited than attacks on innocent new targets. Benefits for countering mages are: (1) mages can attack regardless of net power differences (i.e. the [[Attack_Limitation|attack limitation]] does not apply); and (2) mages can attack regardless of [[protection]] status.<br />
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For each defended attack (land loss or not), a mage is granted the opportunity to take at least one retaliating attack with the [[Counters|counter-benefits]]. Counter benefits apply until an even amount of damage has been dealt as was suffered originally. On servers with 'land counters', the attacker can deal new damage with Regular and Siege attacks, as long as the defendent took more land from the attacker than was reclaimed in the last 24 hours. On most servers, however, damage due to 'land loss' and other forms of power loss, such as pillages and spells, is not accounted for seperately. <br />
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[[Counters]] inevitably time out in exactly 24 hours. After that, attacking a mage in retaliation of an earlier attack is technically not a counter: it becomes an attack with normal [[Attack_Limitation|attack limitations]].<br />
Most counter attacks result from earlier attacks, but there are other circumstances that can grant [[Counters|counters]]. These are related to offensive use of [[:category:Offensive_Items|items]] and [[:category:Offensive_Spells|spells]] (i.e. ‘you receive a wink from the Goddess of Revenge’ message). A [[hallucination|hallucinated]] attack does not give a counter.<br />
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The battles related to your kingdom that appear in the [[Chronicle of Terra]] may give you some reminders of which counters still are to be expected, and which still to take. Note that a counter attack is an attack on its own, just like any other attack, and therefore returns similar counter benefits to the attacked mage (in other words, countering may lead to counter-counter and counter-counter-counter attacks).<br />
<br />
== Selecting your enemy ==<br />
Who to attack depends on the players strategy, and the power rank and history of his mage. It is possible to attack a new target or to attack an old enemy. The various options are listed below. Some ways of selection do not work on [[Solo Server|SOLO]] servers, because of the anonymized gameplay there. The mage kingdom to war can be selected:<br />
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1. Through links in the Arena page of the target<br />
:: e.g. brought up after clicking on a mage name on a ranklist -- ''best for random target selection, also on SOLO servers''<br />
::: or from clicking on a guild enemy list -- ''supporting guilds only''<br />
:: e.g. brought up after clicking on a mage name in a battle report -- ''best for countering, also on SOLO servers''<br />
::: you look up battle reports from up to 72 hrs ago in your Chronicle.<br />
::: you look up battle reports from guild mates through the Guild pages.<br />
:: e.g. brought up from a direct Arena name look up -- ''not on SOLO servers''<br />
2. On the War page, when a mage ID is known before hand, ''not the case on SOLO servers''.<br />
:: e.g. from memory, a guild forum, a ranklist, a message from your ally<br />
<br />
== Types of Combat ==<br />
Three types of battle combat exist in The Reincarnation, supplemented by spell and item attacks that do not involve your army. In the war menu, you first select the type of battle and the targeted kingdom. [[Pillage]] attacks can gain you [[geld]], [[population]] and [[items]], but not [[land]]; [[regular]] attacks can gain you an amount of [[land]]; [[siege]] attacks can potentially gain you a larger amount of [[land]], including possibly a [[forts|fort]]. In the next screen, you select which [[units|troops]] will fight your battle (if not your full army) and which [[:category:Battle_Spells|spell]] and [[:category:Battle_Items|item]] to use (if not none). If you have [[:category:Heroes|battle active]] [[heroes]], they'll join your army automatically in a [[regular]] or [[siege]] attack and team up with a stack of their like (you cannot select [[heroes]] to stay home, they do stay home when your army is very very small). <br />
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=== [[Pillage|Pillaging]] ===<br />
In a [[pillage]] attack, you send one stack of your [[units]] into another kingdom and attempt to raid its [[geld]], [[population]] and [[items]] by raging of its [[land]]. If successful, this gives you some [[geld]], [[population]] (in variable amounts depending on the interior of the targeted kingdom and the size of the raiding party) and possibly one [[items|item]] while turning some of the [[buildings]] into [[wilderness]]. If unsuccessful, you are likely to be warded off and loose a significant number (if not all) of the [[units]] you sent, while they flee like thieves in the night. The amount of goods that pillaging units can carry depends on their number, not on their power. The odds to ward off pillagers, besides protection by forts (if you maintain enough, your warding army will pay maximum attention), depend on the number of units within your army, not on their power. Unless it is [[Armageddon]], you can only bring home pillaged resources of mages within 50% of your [[net power]] before the [[pillage]] (otherwise the distance is too large and your troops lose their stuff on the way).<br />
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=== [[Regular]] attack ===<br />
This is the most basic form of attack, in which you send (a selection of) your troops to engage in the field of battle, in the outskirts of your opponents kingdom. When you win a regular attack, you will get a small portion of the defeated mage's land (including [[buildings]]), burning several acres to ash in the process. Being unable to defend a kingdom in a regular attack, at max reduces your land with 5%. To win the battle of a [[regular]] attack, you have to defeat at least 10% of your opponent’s army, while not losing more of your army than your opponent did. To conquer the maximum amount of [[land]], a sufficient number of [[units]] needs to have survived the battle to occupy each newly gained acre. Unless it is [[Armageddon]], you can only occupy land of mages that are within 50% of your net power before the battle (otherwise all conquered land is destroyed).<br />
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=== [[Siege]] attack ===<br />
This is the most devastating form of attack in the game, involving a larger part of a kingdom, including its [[forts]]. You will both gain and destroy more acres of your opponent's lands when victorious, but a [[siege]] is significantly more difficult to win than a [[regular]]. Since [[forts]] are involved, the targeted mage is granted defensive bonuses when defending (compare battle reports to find out how much). If a [[siege]] attack is successful, you will gain land, including at least one [[forts|fortress]] from the defeated mage. Being unable to defend a kingdom in a [[siege]] attack, at max reduces your [[land]] with 10%. <br />
To win a [[siege]] battle, you have to defeat at least 10% of your opponent's army, while not losing more of your army than your opponent did. To conquer the maximum amount of [[land]], a sufficient number of [[units]] needs to have survived the battle to occupy each newly gained acre. The same goes to win [[forts]]. Unless it is [[Armageddon]], you can only occupy land of mages that are within 50% of your [[net power]] before the battle (otherwise all conquered land is destroyed).<br />
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=== [[Spells|Spell]] attack ===<br />
Selecting this attack type brings you to the spell casting pages from the [[Groentje Players Manual Ch5|MAGIC section earlier in the manual]]. Casting an [[:category:Offensive Spells|offensive spell]] is an attack and can grant your enemy counters.<br />
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=== [[Items|Item]] attack ===<br />
Selecting this attack type brings you to the spell casting pages from the MAGIC section earlier in the Manual.<br />
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Throwing an [[:category:Offensive Items|offensive item]] is an attack and can grant your enemy counters.<br />
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== Defensive assignments ==<br />
When someone decides to attack your country, your army will automatically line up for defence. You can be attacked at any time, whether you are online or not, and spending turns your self or not. Hence, it is necessary to choose spell and item assignments beforehand, so that your army knows what to use when they line up. You can assign one item and one spell to be used in your defensive battles. You may also set whether or not the item and spell will be used, given the size of the invading army relative to yours. These battles take place in your own kingdom, so you’ll find that your enchantments are also effective during defence. <br />
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The assigned battle-[[items|item]] is used provided it was in stock, and the assigned battle-[[spells|spell]] is cast provided that sufficient magic power was available (given that the attack satisfies the conditions you have set). If you get attacked multiple times, you’ll need sufficient storages of the assigned [[items]] and [[mana|m.p.]]. To select your spell and [[items]], choose [[Defense assignment|Assignment]] in the main menu. Each time you enter the [[Defense assignment|Assignment]] page, be sure to select a [[spells|spell]] and [[items|item]] and their conditions for use so you are not left defenceless (the [[Defense assignment|assignment]] resets to nothing if you do not set it each time you enter the [[Defense assignment|assignment]] page). You can check your current [[spells|spell]] and [[items|item]] [[Defense assignment|assignments]] in your [[Status Report]].<br />
Picking the right [[spells|spell]] and [[items|item]] for defence is a complicated matter: partly a gamble, partly related to the composition of your army and the state of your economy. You will master it slowly while becoming an experienced player. Analysing the effects of items in battle reports from offensive battles helps!<br />
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== Strange combat results ==<br />
''1. Your opponent appears to have disappeared'': Sometimes you will attempt to attack a mage and receive a message that the mage no longer exists. There are several possibilities as to why a mage will turn up as not existing when you are looking for him/her. The mage may have died in battle, chosen to delete his/her account. Most commonly however, you have mistyped your targets mage number. <br />
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''2. Not winning a battle, despite not losing troops'': It is possible not to win a battle an attack without losing any troops. If you attack and kill a few hundred or thousands of units, lose nothing yourself and still not win it is because you did not inflict the required minimum amount of damage on your opponent’s army. You may wish you had chosen regular attack, instead of siege. <br />
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''3. Winning, but gaining little land'': The amount of land you gain in an attack is dependant upon the size of the force you send into battle. If you send only a few units, those few units will not be able to occupy a large amount of land. However, if you send several thousand units, you will gain many acres when you are victorious.<br />
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''4. Reflected spells'': When your spell level is much higher then that of your opponent you have a chance to reflect enemy battle spells and enchantments back at them.<br />
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== Clues to understand your [[battle report]] ==<br />
Many different factors influence the events during a battle. The [[Encyclopedia]]'s [[Units|Book of Units]], describes the basic qualities of each army unit: a set of properties that together determine their actions in battles. Each unit has a certain amount of [[Attack power]], some [[Attack Types]], and [[initiative|Attack Initiative]] and [[Health points|Health/resilience]]. Many [[units]] also have [[Extra Attack]]s and [[counter Attack]]s, [[Unit Abilities|special abilities]] and [[Resistance|resistance]]s against certain magic specialities and attack types. <br />
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=== Lining up for the battle ===<br />
To understand your battles, you should realise that The Reincarnation sorts your stacks and your opponent’s stacks before a battle begins. You can check the line up in the upper part of your Battle report. The sorting order is based on [[Attack Power]], the amount of [[Units]], the [[Unit Abilities|ability]][[FLYING]] (this promotes them higher up in stack order) and the [[Attack Types]] [[RANGED]] (this puts them relative protected lower in stack order). [[Units]] send in by allies (yours or your opponents) are placed at the bottom of the stack order. <br />
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You will find that you can predetermine stack order in battles, by: <br />
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1. calculating ‘Number of units’ times ‘attack power of unit’ for all stacks;<br />
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2. multiplying all flyers with 3/2 (promote them) and all ranged with 2/3 (shelter them)<br />
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3. sort the resulting series of modified power-ranked stacks.<br />
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Notice that in your Status report, in your Disband screen, and in your War screen your units are shown as sorted in battle order. Each unit’s relative contribution to the total army power is also indicated. <br />
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The top of your battle report further displays the specifications of each [[units|unit]] as they enter the battle. Battle [[spells]] and battle [[items]] (of both parties) as well as [[heroes]], [[enchantments]] and [[forts|fort]]-percentages may modify the basic qualities of your [[units]]. Hence specifications may differ from the [[Encyclopedia]]'s [[Units|Book of Units]]. The amount of battle damage that a [[units|unit]] does, ultimately is based on the [[Attack Power|power of their attacks]], albeit strongly modified by other parameters, most notably [[accuracy]] (which is 30% by default, but may be altered, e.g. by battle [[spells]] and [[items]]).<br />
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=== Fighting the battle ===<br />
In the battle, one by one each stack of units does its attack(s) on one other stack. Each stack is paired to an enemy stack at the begin of the battle, based on net power but also accounting for abilities of both stacks. [[FLYING]] units can only be attacked by other flyers and by [[RANGED]] units. Flyers can attack non-flying [[units]]. Very small defending stacks will not be paired to large stacks, but flee. The resulting series of events can be read in the middle part of the battle report. <br />
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* Those units with the highest initiative, strike first.<br />
* [[Units]] with [[counter attack]]s, counter-attack immediately after, provided that this is possible given abilities ([[RANGED]] units, for example, attack from a distance and do not trigger a counter attack). <br />
* Damage is carried over: For example, an {{white}} [[Astral Magician]] stack does some damage to opposing {{Red}} [[Red Dragon]]s, and thereafter an {{Green}} [[Elven Magician]] stack follows up and soon as the total amount of damage dealt to the Red Dragons is sufficient to kill a single specimen this occurs.<br />
* Damage dealt by a stack follows from the number of units and their power (Encyclopedia - [[Units|Book of Units]]) - but is heavily modified by spells, unit resistances against spells and attack types, repeated action in a battle and a random factor to keep some element of chance. The damage that a unit can take to survive a battle follows from its hitpoints (Encyclopedia - [[Units|Book of Units]]) and is also affected by spells etc.<br />
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The lowest part of the battle report summarises the outcome of the battle. This is used to determine who won and who lost the battle.<br />
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=== [[Initiative|Unit attack initiative]] ===<br />
A [[units|unit]]'s [[initiative]] is the speed with which it attacks. Some units have more than one attack, each with its own initiative value. Units with a high attack [[initiative]] (7 is the maximum) will attack first in battle, while units with lower [[initiative]] will attack later in the battle. When multiple stacks have the same [[initiative]], which one attacks first is randomly decided. Note that certain magic spells and items can raise and decrease [[initiative]]. A [[units|unit]] with a (altered) [[initiative]] of 0 will not attack at all (they will use their [[counter attack]]).<br />
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Having units with a high initiative is benefitial in two ways. <br />
(1) if you strike first you kill of troops, so there are less troops to stike you;<br />
(2) When a stack does attack, is attacked or counter attacks, that stack loses a % of its efficiency because it gets tired ([[Fatigue]]). So when it is the enemies troops turn to strike, they are less efficient if you stroke them first, and the higher your unit's initiative was, the better the odds that you managed to do so.<br />
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== [[Units]] that do not attack ==<br />
In principle each stack in the battle does its attacks to the enemy stacks that it was paired to at the very begin of the battle. In certain cases you will find that not all of your different stacks of troops attack. This can be because of magic [[spells]]/[[items]] ('[[initiative]] is zero' or unit is '[[Paralyze|paralysed]]'), or because all your opponents attackable units were annihilated. You may have wished you brought in [[FLYING]] or [[RANGED]] [[units]], since your opponents flyers are out of reach of your ground-dwelling troops. Obviously, if a stack has been completely wiped out before it can make its attack, there is no attack. Less obviously, if an opponents stack is completely wiped out in the early phase of the battle, low [[initiative]] stacks also paired to them may not attack at all.<br />
<br />
== Frequently used terms for attacks ==<br />
Attacks come with letters on an arrow, some of which use terms that may need explanation when first encountered. It is up to you if you want to write a letter on an arrow. Most mages do so. Writing/receiving a witty letter on arrow can spice up your playing and may bring you into contact with other players. Max 255 chars though!. <br />
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''‘Random landgrab’'' – The mage attacking you just wants your land, no offence. Most mages accept this as common practice and start checking if a counter is possible, specifically when land is lost.<br />
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''‘Scout’'' – A mage sends in a small army, just to see what would face him if he decides to attack full scale (in contrast to ‘random’ attacks). Usually this is followed by a ‘real’ attack. When they find that they are scouted and then attacked, many mages retaliate either with or without help of allies and guild-friends.<br />
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''‘Counter’'' – The mage claims you attacked first and therefore probably expects no retaliation. Your memory or the [[Chronicle of Terra|chronicle]] should confirm this really was a counter.<br />
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''‘Proxy-Counter’'' – The mage claims you attacked one of his/her guildmates, and he is countering for that in the guildmates name. You could decide that you agree with that group-play-policy and treat it as a normal counter, or may not accept this attack as a counter, treat it as an ordinary attack or guild-coordinated attack.<br />
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''‘Land-counters’'' – A mage decides to keep attacking until once-lost land is regained.<br />
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''‘Multi-attack’'' – A mage attacks the same target twice or more within short time (usually within 24 hours). Many mages retaliate when they find that they are multi-attacked, either with or without help of allies and guild-friends. <br />
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''‘Disband’'' – A mage claims to attack you, not so much to win land but more to get rid of his troops he cannot disband ‘[[Groentje Players Manual Ch4|interiorly]]’. The Decalogue states that it is illegal to disband troops on members of the own guild and on members of associated guilds.<br />
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''‘Need [[Population]]’'' - A mage claims to have to pillage you, because his/her kingdom is in desperate need of [[population]] (rather common for Nether economies).<br />
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''‘Online’'' - A mage claims to have seen your mage move, and deliberately attacked you while you were briefly with a weak army - just after your landgrabs and just before you had summoned your army backup.<br />
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== Social Norms ==<br />
Some interesting social norms have developed amongst the players over the history of The Reincarnation. <br />
<br />
=== Checking Mage Descriptions ===<br />
It is always wise to check a mage's description before attacking. By doing this you can avoid attacking mages who are warring with other mages or guilds. It is common practice to avoid attacking mages who are involved in guild wars (mainly because their guild will take it badly and target you). <br />
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=== Multi Attacking ===<br />
Multi attacking is engaging in more than one offensive action against one mage within a 24 hour period. Of course you can choose to do this, but many players consider it not done. If you multi attack a player, he or she will often receive it as an act of war and retaliate like wise. Scouting (see above) is mostly seen as multi-attacking too. <br />
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=== Counter-countering ===<br />
Countering a counter (most commonly between 24 and 48 hours after an initial attack, within 24 hours after the counter) like multi-attacking is within the rules, but will in many cases trigger nasty retaliations. <br />
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=== Bullying newbies ===<br />
When it is clear that a particular newbie-opponent is no match to a more experienced mage, after an initial exchange of attacks with rather one-sided outcomes, newbies are commonly granted a pardon. This also goes for minor misunderstanding on social norms described above. <br />
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=== Guild diplomacy ===<br />
Many guilds advocate strict codes of conduct and enforcement policies, such as how the group will deal with e.g. multi-attacks. Most interesting guild wars have evolved out of mutual irritations on eachother's guild-specific codes. A little bit of diplomacy when dealing with an angry guild in most first-offence cases can get you out of trouble, since usually you are not the only mage on their enemy list, and many players in the end are easily flattered by showing them appropriate dignity.<br />
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= [[Groentje Players Manual Ch7]] =<br />
<br />
<i>back to [[Groentje Players Manual]] content page</i><br />
<br />
= [[Groentje Players Manual Ch8]] =<br />
= [[Groentje Players Manual Ch9]] =<br />
= [[Groentje Players Manual Ch10]] =<br />
[[Category:Chapters]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=Alchemy&diff=18865Alchemy2009-12-18T19:24:16Z<p>Groentje: </p>
<hr />
<div>{{navigation}}<br />
* Increases geld income by 6% + 3% / lvl. <br />
* Reduces [[mana|MP income]] by 1%/lvl.<br />
* lvl = (level of hero) - (start level of ability = 9) + 1 <br />
* e.g. level 11 [[Alchemist]] has 6% + 3x3% = +15% geld increase, and 3% reduced [[mana]] production. <br />
<br />
[[category:hero abilities]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18815HalfDoneWikiStartupGuide2009-12-01T18:02:29Z<p>Groentje: /* Creating a Portal Account */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
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<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
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''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
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* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
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''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
===Creating a Portal Account===<br />
<br />
To play on any server of The Reincarnation, you need to create your Portal Account.<br />
* You will use this link to login to the game and post on the forum,<br />
* The name of the MAGE that you create can be different from your portal-nick.<br />
<br />
Follow the link on the top row of the portal page http://www.the-reincarnation.com<br />
* Choose a nice name that is not already in use (use your imagination, not your swear words)<br />
* Follow the verification procedures<br />
** An email is send, with a link that you have to click to activate your account.<br />
<br />
{{pentegram}}<br />
<br />
===Creating a mage===<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
<br />
====Choosing a server====<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
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====Choosing a name====<br />
This is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
====Choosing a mage speciality (colour)====<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
<Table><br />
<TR valign="top"><TD width=25%>'''The Ascendant Order {{white}}'''</TD><TD><br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).</TD></TR><br />
<TR valign="top"><TD>'''The Verdancy Tribe {{green}}'''</TD><TD><br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Eradication League {{red}}'''</TD><TD><br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Nether Convent {{black}}'''</TD><TD><br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.</TD></TR><br />
<TR valign="top"><TD>'''The Phantasm School {{blue}}'''</TD><TD><br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).</TD></TR></TABLE><br />
<br />
{{pentegram}}<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
(back to top) <br />
<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
<br />
(back to top) <br />
<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
<br />
(back to top) <br />
<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18814HalfDoneWikiStartupGuide2009-12-01T18:02:16Z<p>Groentje: /* Your mage is created! */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
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''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
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----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
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--------------------<br />
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<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
===Creating a Portal Account===<br />
<br />
To play on any server of The Reincarnation, you need to create your Portal Account.<br />
* You will use this link to login to the game and post on the forum,<br />
* The name of the MAGE that you create can be different from your portal-nick.<br />
<br />
<br />
Follow the link on the top row of the portal page http://www.the-reincarnation.com<br />
* Choose a nice name that is not already in use (use your imagination, not your swear words)<br />
* Follow the verification procedures<br />
** An email is send, with a link that you have to click to activate your account.<br />
<br />
===Creating a mage===<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
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<br />
====Choosing a server====<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
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====Choosing a name====<br />
This is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
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====Choosing a mage speciality (colour)====<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
<Table><br />
<TR valign="top"><TD width=25%>'''The Ascendant Order {{white}}'''</TD><TD><br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).</TD></TR><br />
<TR valign="top"><TD>'''The Verdancy Tribe {{green}}'''</TD><TD><br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Eradication League {{red}}'''</TD><TD><br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Nether Convent {{black}}'''</TD><TD><br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.</TD></TR><br />
<TR valign="top"><TD>'''The Phantasm School {{blue}}'''</TD><TD><br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).</TD></TR></TABLE><br />
<br />
{{pentegram}}<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
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<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
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* Ranking<br />
Your ranking is based on your net power. <br />
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* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
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* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
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Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
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===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
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Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
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* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
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Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
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<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
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>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
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<br />
NEVER FINISHED<br />
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----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
(back to top) <br />
<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
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(back to top) <br />
<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
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(back to top) <br />
<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18813HalfDoneWikiStartupGuide2009-12-01T18:02:03Z<p>Groentje: /* Choosing a name */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
===Creating a Portal Account===<br />
<br />
To play on any server of The Reincarnation, you need to create your Portal Account.<br />
* You will use this link to login to the game and post on the forum,<br />
* The name of the MAGE that you create can be different from your portal-nick.<br />
<br />
<br />
Follow the link on the top row of the portal page http://www.the-reincarnation.com<br />
* Choose a nice name that is not already in use (use your imagination, not your swear words)<br />
* Follow the verification procedures<br />
** An email is send, with a link that you have to click to activate your account.<br />
<br />
===Creating a mage===<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
<br />
====Choosing a server====<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
====Choosing a name====<br />
This is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
====Choosing a mage speciality (colour)====<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
<Table><br />
<TR valign="top"><TD width=25%>'''The Ascendant Order {{white}}'''</TD><TD><br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).</TD></TR><br />
<TR valign="top"><TD>'''The Verdancy Tribe {{green}}'''</TD><TD><br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Eradication League {{red}}'''</TD><TD><br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Nether Convent {{black}}'''</TD><TD><br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.</TD></TR><br />
<TR valign="top"><TD>'''The Phantasm School {{blue}}'''</TD><TD><br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).</TD></TR></TABLE><br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
(back to top) <br />
<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
<br />
(back to top) <br />
<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
<br />
(back to top) <br />
<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18812HalfDoneWikiStartupGuide2009-12-01T18:01:43Z<p>Groentje: /* CHAPTER 1 Reincarnating your mage */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
===Creating a Portal Account===<br />
<br />
To play on any server of The Reincarnation, you need to create your Portal Account.<br />
* You will use this link to login to the game and post on the forum,<br />
* The name of the MAGE that you create can be different from your portal-nick.<br />
<br />
<br />
Follow the link on the top row of the portal page http://www.the-reincarnation.com<br />
* Choose a nice name that is not already in use (use your imagination, not your swear words)<br />
* Follow the verification procedures<br />
** An email is send, with a link that you have to click to activate your account.<br />
<br />
===Creating a mage===<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
<br />
====Choosing a server====<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
====Choosing a name====<br />
That is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
{{pentegram}}<br />
====Choosing a mage speciality (colour)====<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
<Table><br />
<TR valign="top"><TD width=25%>'''The Ascendant Order {{white}}'''</TD><TD><br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).</TD></TR><br />
<TR valign="top"><TD>'''The Verdancy Tribe {{green}}'''</TD><TD><br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Eradication League {{red}}'''</TD><TD><br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Nether Convent {{black}}'''</TD><TD><br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.</TD></TR><br />
<TR valign="top"><TD>'''The Phantasm School {{blue}}'''</TD><TD><br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).</TD></TR></TABLE><br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
(back to top) <br />
<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
<br />
(back to top) <br />
<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
<br />
(back to top) <br />
<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18811HalfDoneWikiStartupGuide2009-12-01T18:00:45Z<p>Groentje: /* Creating a Portal Account */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
Creating a mage<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
===Creating a Portal Account===<br />
<br />
To play on any server of The Reincarnation, you need to create your Portal Account.<br />
* You will use this link to login to the game and post on the forum,<br />
* The name of the MAGE that you create can be different from your portal-nick.<br />
<br />
<br />
Follow the link on the top row of the portal page http://www.the-reincarnation.com<br />
* Choose a nice name that is not already in use (use your imagination, not your swear words)<br />
* Follow the verification procedures<br />
** An email is send, with a link that you have to click to activate your account.<br />
<br />
===Choosing a server===<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
===Choosing a name===<br />
That is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
{{pentegram}}<br />
===Choosing a mage speciality (colour)===<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
<Table><br />
<TR valign="top"><TD width=25%>'''The Ascendant Order {{white}}'''</TD><TD><br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).</TD></TR><br />
<TR valign="top"><TD>'''The Verdancy Tribe {{green}}'''</TD><TD><br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Eradication League {{red}}'''</TD><TD><br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Nether Convent {{black}}'''</TD><TD><br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.</TD></TR><br />
<TR valign="top"><TD>'''The Phantasm School {{blue}}'''</TD><TD><br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).</TD></TR></TABLE><br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
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<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
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<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
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<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18810HalfDoneWikiStartupGuide2009-12-01T18:00:32Z<p>Groentje: /* Creating a Portal Account */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
Creating a mage<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
===Creating a Portal Account===<br />
<br />
To play on any server of The Reincarnation, you need to create your Portal Account.<br />
* You will use this link to login to the game and post on the forum,<br />
* The name of the MAGE that you create can be different from your portal-nick.<br />
<br />
<br />
* Follow the link on the top row of the portal page http://www.the-reincarnation.com<br />
* Choose a nice name that is not already in use (use your imagination, not your swear words)<br />
* Follow the verification procedures<br />
** An email is send, with a link that you have to click to activate your account.<br />
<br />
===Choosing a server===<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
===Choosing a name===<br />
That is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
{{pentegram}}<br />
===Choosing a mage speciality (colour)===<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
<Table><br />
<TR valign="top"><TD width=25%>'''The Ascendant Order {{white}}'''</TD><TD><br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).</TD></TR><br />
<TR valign="top"><TD>'''The Verdancy Tribe {{green}}'''</TD><TD><br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Eradication League {{red}}'''</TD><TD><br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Nether Convent {{black}}'''</TD><TD><br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.</TD></TR><br />
<TR valign="top"><TD>'''The Phantasm School {{blue}}'''</TD><TD><br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).</TD></TR></TABLE><br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
(back to top) <br />
<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
<br />
(back to top) <br />
<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
<br />
(back to top) <br />
<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18809HalfDoneWikiStartupGuide2009-12-01T17:55:24Z<p>Groentje: /* Choosing a mage speciality (colour) */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
Creating a mage<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
===Creating a Portal Account===<br />
<br />
<br />
===Choosing a server===<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
===Choosing a name===<br />
That is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
{{pentegram}}<br />
===Choosing a mage speciality (colour)===<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
<Table><br />
<TR valign="top"><TD width=25%>'''The Ascendant Order {{white}}'''</TD><TD><br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).</TD></TR><br />
<TR valign="top"><TD>'''The Verdancy Tribe {{green}}'''</TD><TD><br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Eradication League {{red}}'''</TD><TD><br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Nether Convent {{black}}'''</TD><TD><br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.</TD></TR><br />
<TR valign="top"><TD>'''The Phantasm School {{blue}}'''</TD><TD><br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).</TD></TR></TABLE><br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
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<br />
NEVER FINISHED<br />
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<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
(back to top) <br />
<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
<br />
(back to top) <br />
<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
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(back to top) <br />
<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18808HalfDoneWikiStartupGuide2009-12-01T17:55:10Z<p>Groentje: /* Choosing a mage speciality (colour) */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
Creating a mage<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
===Creating a Portal Account===<br />
<br />
<br />
===Choosing a server===<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
===Choosing a name===<br />
That is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
{{pentegram}}<br />
===Choosing a mage speciality (colour)===<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
<Table><br />
<TR valign="top"><TD width=25%>'''The Ascendant Order {{white}}'''</TD><TD><br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).</TD></TR><br />
<TR valign="top"><TD>'''The Verdancy Tribe {{green}}'''</TD><TD><br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Eradication League {{red}}'''</TD><TD><br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).</TD></TR><br />
<TR valign="top"><TD>'''The Nether Convent {{black}}'''</TD><TD><br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.</TD></TR><br />
<TR valign="top"><TD>'''The Phantasm School {{blue}}'''</TD><TD><br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).</TD></TR><br />
</TBODY></TABLE><br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
(back to top) <br />
<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
<br />
(back to top) <br />
<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
<br />
(back to top) <br />
<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18807HalfDoneWikiStartupGuide2009-12-01T17:50:12Z<p>Groentje: /* Choosing a mage speciality (colour) */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
Creating a mage<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
===Creating a Portal Account===<br />
<br />
<br />
===Choosing a server===<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
===Choosing a name===<br />
That is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
{{pentegram}}<br />
===Choosing a mage speciality (colour)===<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
<br />
'''The Ascendant Order {{white}}'''<br />
<br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).<br />
<br />
<br />
'''The Verdancy Tribe {{green}}'''<br />
<br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).<br />
<br />
<br />
'''The Eradication League {{red}}'''<br />
<br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).<br />
<br />
<br />
'''The Nether Convent {{black}}'''<br />
<br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.<br />
<br />
<br />
'''The Phantasm School {{blue}}'''<br />
<br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).<br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
(back to top) <br />
<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
<br />
(back to top) <br />
<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
<br />
(back to top) <br />
<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18806HalfDoneWikiStartupGuide2009-12-01T17:48:45Z<p>Groentje: /* The Phantasm School {{blue}} */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
Creating a mage<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
===Creating a Portal Account===<br />
<br />
<br />
===Choosing a server===<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
===Choosing a name===<br />
That is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
{{pentegram}}<br />
===Choosing a mage speciality (colour)===<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
====The Ascendant Order {{white}}====<br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).<br />
<br />
====The Verdancy Tribe {{green}}====<br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).<br />
<br />
====The Eradication League {{red}}====<br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).<br />
<br />
====The Nether Convent {{black}}====<br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.<br />
<br />
====The Phantasm School {{blue}}====<br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).<br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
(back to top) <br />
<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
<br />
(back to top) <br />
<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
<br />
(back to top) <br />
<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18805HalfDoneWikiStartupGuide2009-12-01T17:48:33Z<p>Groentje: /* The Nether Convent {{black}} */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
Creating a mage<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
===Creating a Portal Account===<br />
<br />
<br />
===Choosing a server===<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
===Choosing a name===<br />
That is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
{{pentegram}}<br />
===Choosing a mage speciality (colour)===<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
====The Ascendant Order {{white}}====<br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).<br />
<br />
====The Verdancy Tribe {{green}}====<br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).<br />
<br />
====The Eradication League {{red}}====<br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).<br />
<br />
====The Nether Convent {{black}}====<br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.<br />
<br />
===The Phantasm School {{blue}}===<br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).<br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
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<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
<br />
(back to top) <br />
<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
<br />
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<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18804HalfDoneWikiStartupGuide2009-12-01T17:48:21Z<p>Groentje: /* The Eradication League {{red}} */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
Creating a mage<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
===Creating a Portal Account===<br />
<br />
<br />
===Choosing a server===<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
===Choosing a name===<br />
That is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
{{pentegram}}<br />
===Choosing a mage speciality (colour)===<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
====The Ascendant Order {{white}}====<br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).<br />
<br />
====The Verdancy Tribe {{green}}====<br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).<br />
<br />
====The Eradication League {{red}}====<br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).<br />
<br />
===The Nether Convent {{black}}===<br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.<br />
<br />
===The Phantasm School {{blue}}===<br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).<br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
----------------------------------------------<br />
<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
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<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
<br />
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<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
<br />
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<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
<br />
Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
<br />
The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
<br />
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<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentjehttps://wiki.the-reincarnation.org/index.php?title=HalfDoneWikiStartupGuide&diff=18803HalfDoneWikiStartupGuide2009-12-01T17:48:11Z<p>Groentje: /* The Verdancy Tribe {{green}} */</p>
<hr />
<div>=GUIDE FOR NEW MAGES=<br />
A hands-on introduction to The Reincarnation <br />
(edited May-June 2004, starting from an version by Darren, dd. 26 March 2004)<br />
<br />
This guide introduces new players to the game The Reincarnation. It helps you navigating through The Reincarnation and answers the many questions new players may have. <br />
<br />
You can use this guide as a turn-by-turn crash course (especially the parts in blue) and as reference. Please note that there are other resources to help you play the game too. The Game Manual documents the game’s various features, and the game’s Encyclopedia documents all the creatures, magic and buildings that occur in the game. This guide refers to the Game Manual and the Encyclopedia where applicable.<br />
<br />
<br />
=Guide Outline and Reading times=<br />
_______ Reading time Game turns Topics<br />
<br />
'''PART I: QUICK INTRODUCTION'''<br />
* Chapter 1 Day 1 – 0’05 <br />
** Turn 0 Making a new mage, Different servers, Different mage specialities (colours)<br />
* Chapter 2 Day 1 – 0’15 <br />
** Turn 1 Introducing the game concept: Turns, land, geld, population, magic power, items, troops <br />
<br />
'''PART II: QUICK START'''<br />
* Chapter 3 Day 1 – 0’40 Turn 2-60 <br />
** Exploring, building farms, towns, workshops,<br />
** Reading your Status Report<br />
** Turn 61-119 Explore more, build nodes, barracks, guilds<br />
<br />
''Total reading time Day 1: about 1 hour = Take a break here and continue the next day!''<br />
----------------------------<br />
<br />
* Chapter 4 Day 2 – 0’30 next 150 200 <br />
** Importance of Forts, <br />
** Researching, basic defence<br />
<br />
''Total reading time Day 2: about ½ hour = After that only general advice follows!''<br />
<br />
----------------------------<br />
<br />
PART III: QUICK REFERENCE<br />
* Chapter 6 Day 3 and after <br />
** War: offence and defence<br />
** War: composing your army<br />
* Chapter 7 Up to you! <br />
** General tips for each speciality<br />
<br />
--------------------<br />
<br />
<br />
=PART I – QUICK INTRODUCTION=<br />
==CHAPTER 1 Reincarnating your mage==<br />
<br />
Creating a mage<br />
<br />
Good! You have decided to start playing The Reincarnation, by reincarnating a mage. <br />
To create a mage you have to make the following choices:<br />
* 1. Decide what server you want to play<br />
* 2. Decide what name you want to use for you character (your ‘Mage name’)<br />
* 3. Decide what speciality (colour) you want your mage to be<br />
<br />
===Creating a Portal Account===<br />
<br />
<br />
===Choosing a server===<br />
<br />
You have created a mage on one of the servers on the portal-page ‘http://www.the-reincarnation.com’. <br />
Remember which server you choose! <br />
<br />
Depending on the server, some restrictions and differences exist. <br />
* A main difference is the rate at which turns generate (normal server, 1 turn /7 minutes; ‘Blitz’ server, 1 turn / 5 minutes) and how many you can store. <br />
* ‘Guilds allowed’ means that players are allowed to form groups and play cooperatively. ‘Solo’ obviously means that this is not allowed: you are anonymous on this server and so are your opponents. <br />
* 'ArchWar' is a server with old-school rules regarding counters and army summoning, that make guild-fights very different from the main servers (at least some players think so). <br />
* The ‘Arch’ server runs a version of the game where turns generate slow (1 turn / 12 minutes), and where the most powerful (‘ultimate’) spells are not in use (making guildwars last long and play very different from the normal servers). Many veterans have ended up playing game rounds on this server for years and years.<br />
<br />
===Choosing a name===<br />
That is totally up to your imagination! Don’t use foul or insulting (e.g. racist, sexist) names. Many players use a different name for their mage than they use as their portal-and-forum name and in chats (mIRC, Messengers).<br />
<br />
{{pentegram}}<br />
===Choosing a mage speciality (colour)===<br />
Perhaps the hardest choice – this is a good time to introduce the 5 schools of magic (colours) in the game. Choosing the speciality, determines to what units (specifically more advanced units) and to what spells you will have access to (the [[Groentje Players Manual|Game Manual]] explains this in detail). <br />
Each speciality has its own magic spells and units, mages have access to all units and spells of their own speciality, to most units and spells of adjacent specialities and to the more basic units and spells of their opposite specialities. There are also units in the game, that are of no speciality at all (‘plain’), to which all specialities have equal access. <br />
The game is well balanced, any colour is equally strong. Read the information below, see what you like and if you can’t make up your mind: choose random!<br />
<br />
====The Ascendant Order {{white}}====<br />
Ascendant magic is based on piety and holiness. Ascendant mages prefer magic that heals rather than harms. Nevertheless they are fearsome in battle as they call down a host of divine beings from the heavens to fight together with their more basic human units. They are particularly strong in defence. They despise the destructive nature of their opposing specialities Eradication (red) and Nether (black).<br />
<br />
====The Verdancy Tribe {{green}}====<br />
Verdant mages channel the powers of the wild. They harness the forces of nature to enhance their countries and armies, which include plant folk, forest animals and elves. Some would consider their reliance on woodland creatures a weakness, but those who have experienced the full power of nature have learned otherwise. Verdancy’s opposing specialities are Nether (black) and Phantasm (blue).<br />
<br />
===The Eradication League {{red}}===<br />
Eradication mages believe in creation by destruction, leaving paths of scorched earth everywhere in its wake. Only Eradication mages can control the mighty red dragons, the most feared and destructive single units in the game, whose offence is awesome. Masters of fire and chaos, their brutal nature is opposite to Ascendancy (white) and Phantasm (blue).<br />
<br />
===The Nether Convent {{black}}===<br />
Practicing their dark arcane arts, the Nether school spills hordes of foul demons and undead over the lands of Terra. Nether mages often are despised mages: not only does their magic draw upon their kingdom’s population violently, these mage also sell their souls to unleash the full fury of hell upon their mortal enemies. Their opposites are the Ascendancy (white) and Verdant (green) schools.<br />
<br />
===The Phantasm School {{blue}}===<br />
Phantasm mages are beyond the physical earth: they rely on magic and psychic attacks to gradually beat their enemies down, and rarely use physical assault to defeat their enemies. Some phantasm mages believe that all other specialities are merely corrupted forms of their higher, purer magic. They despise the primitive nature of their opposites Verdancy (green) and Eradication (red).<br />
<br />
===Your mage is created!===<br />
After the above choices are made, your mage will be created immediately. <br />
You can proceed and play your mage for the first time - go to Chapter 2!<br />
<br />
Next time you want to play your mage:<br />
* 1. go to http://www.the-reincarnation.com portal page;<br />
** ''If you selected it to do so, the portal page will remember your account<br />
** ''If not: login to the portal page.''<br />
* 2. Click on your mage on your server of choice<br />
<br />
<br />
* If you like the game, you can create a mage on another server too. You are allowed to have '''only one portal account''', with one mage on each server. Creating multiple portal accounts to play multiple mages on one server is [[Decalogue|cheating]]. Mages of cheating players are [[Frozen Hell|frozen]].<br />
* Note that there are backup links to login to the game, of use when the portal page is offline. You will need to remember your password to use these.<br />
<br />
==Chapter 2: Your Resources, your main menu and the status report ==<br />
===The aim of the game===<br />
You begin The Reincarnation with only a very small kingdom and knowing only a few simple spells. You must explore or engage in war to gain more land. You must research your spell books to be able to control powerful army units and magically enhance your performance. The ultimate goal is to be the most powerful mage on the server (a fully researched mage with thousands of acres of land controlling an incredible army!). Power comes primarily from the land that makes up your kingdom and the army that defends it. You have to manage your land-use in such a way that you can support an army to defend your kingdom against land loss and to attack other kingdoms for more land! <br />
<br />
<br />
However, before you start expanding your kingdom, you must first understand how to manage your kingdom and learn to navigate through the game. You can manage your kingdom using the information of your ‘Main Menu’ and your ‘Status Report’ screens. <br />
<br />
<br />
===Measuring your powers===<br />
Your ‘Main menu’ screen indicates the powers of your mage is measured in several ways:<br />
* [[Net Power]]<br />
This reflects a combination of the size of your kingdom (acres of land), the size of your army (your battle power), the number of forts you maintain and a number of generally less important smaller contributions (e.g. your stocks of geld). Your net power also determines which mages you can attack and which mages can attack you.<br />
<br />
* Ranking<br />
Your ranking is based on your net power. <br />
<br />
* [[Spell level]] <br />
Your spell level is determined by the spells that you have successfully researched. For new mages it is very low (spell level 5), for fully researched mages (they’ve learned all the spell books available to them) it is much higher.<br />
<br />
Generally, the first mission for new mages, is to research all their spell books, and become ‘fully’ researched. This generally takes up ~1500 to 3000 turns (depending on efficiency and a bit of luck) i.e. at least a week of playing. A high spell level comes first – worrying about Net power and rank comes later!<br />
<br />
===Managing your resources===<br />
There are quite a few resources available to you in The Reincarnation: turns, land, population, money (‘geld’), magic power (usually abbreviated as m.p.) and items. Any action in the game draws upon these resources. In addition, you may consider your land and item inventory as additional resources. This includes managing your Interior, practising your Magic and leading your army. Therefore, they are introduced below. <br />
<br />
===[[Turns]]===<br />
This is the only resource that all mages get in equal quantities. A new created mage will have 180 turns available (on the Apprentice server, 200 on a normal server or Blitz server – this amount we call ‘max. turns’). If a new competition has just restarted you may find you have less turns, because at the moment the game restarts, a reincarnating mage still has 0 turns. As time passes by, you will receive new turns (once every 12 minutes on Apprentice Server, once every 7 minutes on a normal server, once every 5 minutes on a Blitz server), but only if you have not already the maximum number of turns available. This means you have to login and play your mage almost every daily to spend all the turns you can possibly get.<br />
<br />
* FAQ: When and how do I spend turns?<br />
You can spend turns when you are logged in to the server. Login in and checking the status of your kingdom by browsing through the games menus do not cost turns. Most actions in the game do take turns (exploring land, constructing buildings, getting army units, researching spells, casting spells, using an item, attacking other mages, buying items, destroying buildings amongst others). Casting more complex magic (powerful spells starting enchantments or summoning strong units) takes multiple turns. Some actions take no turns (disbanding army units, managing your defence assignments) and neither does messaging other mages. <br />
<br />
* FAQ: What happens when I spend a turn?<br />
Supposing, you just reincarnated your mage – just try and spend 1 turn. A good idea is to so by exploring (click Explore, type ‘1’ for the number of turns, and click on the confirm button. The game will tell you, you have found 18-26 acres of new land (without any buildings, i.e. 18-26 acres of wilderness). Proceed to the Main Screen. At the bottom of the screen, the game will notify you what has happened while you spend your first turn.<br />
<br />
> EXAMPLE TO BE PUT HERE <<br />
<br />
Note that the game counts the number of turns that you have spent since creating your mage. During your first 120 turns your mage enjoys a special protected status for new mages. After spending turn 120 you’ll fully take part in competition on the server. It is wise to take notice of this now and not spent turns too ruthlessly! A decent way to use your first 120 turns is provided in the next chapters. Following this will guide you along the basic features in the game.<br />
<br />
===Land===<br />
Your land can also be viewed as a resource. The more land you have, the more powerful your army can be, the more population, geld and m.p. and items you can generate/maintain. You use this resource by building structures. There are different types of structures that you can build on your land. Some of these building you may want to have loads of at one phase of the game, and much less during another phase of the game – i.e. depending on your strategy, you decide what to build. <br />
<br />
* FAQ: How do I get more land?<br />
There are several ways to get more land, most importantly (1) by exploring and (2) by warring other kingdoms, called ‘land grabbing’. In your first 120 turns exploring is the only way to get land, and you can not be attacked yet, so you can’t lose land. After that exploring remains a possibility, but you will find that the more land you get, the less new wilderness a turn of exploration will give you. On some servers, exploration is limited to a maximum amount of land (3500 acres), thereafter common exploring gains 0 acres/turn and is useless. <br />
Land grabbing is a more challenging way to get land. It is less save than exploring, because the mage that you attack to try to grab some land may successfully defend its territory, or if you happen to win land, may decide to try to grab it back in a counter attack!. <br />
<br />
* FAQ: How do I lose land?<br />
The most common way to lose land is when you are unable to defend your country. The maximum amount of land that you can lose in a single battle is proportional to your total amount of land. There are protection mechanisms in the game that stop new mages attacking you for a while, so you are not likely to lose all your land over night. The amount of land lost when you fail to defend is usually more than you can win in a single attack (after a battle the attacker only gets 1/3 of the battle ground, while 2/3 of the returns to unexplored wilderness).<br />
You can first be attacked after you’ve spent your 120est turn. Don’t worry about it yet, and keep reading this guide, in the next chapters we’ll set you up so you have a decent chance in the game!<br />
<br />
* FAQ: What do I do with my land?<br />
You need to find a proper way to use your land (numbers of farms, towns, barracks, etc. etc. etc.) and manage the other resources (population, geld, magic power, items) to maintain your army and defend your kingdom. We will guide you doing that in the next chapter.<br />
Getting more land and spending turns!<br />
Getting land is central in the game. It is generally unwise, to spend your very last saved-up turns to gain a lot of land: you need additional turn spending bringing newly gained land in to use, other wise chances are that you will not be able to defend it! This is why after you’ve read up to chapter 4, we advice you to log off and continue playing the next day, starting with maximum turns again.<br />
<br />
===[[Population]] and [[Geld]]===<br />
These two resources are very closely linked. Generally, the more population you have, the more productive your economy and the greater your geld income. Your population lives in towns, but their food occurs on farms. Hence a significant part of your land should be occupied by farms and towns. Your army units are also part of your population and have to be fed using the same farms. <br />
<br />
* Checking your population and geld status<br />
Your ‘Main menu’ screen tells you how many people your farms and towns can potentially support, and how many people currently inhabit your country. However, you’ll find much more detailed information in the ‘Status Report’ screen, in its ‘Residential Info’ section. So have a look at your status report! The ‘Residential Info’ section gives information on:<br />
<br />
* Max. Residential Space – the total population space available from all buildings. <br />
* Food Production - the number of people your farms can support with their food.<br />
<br />
To manage your land in the best possible way, these two numbers should be in balance (it is a waste of land to produce to much food when it is not used; it is a waste of land to have to much residential space when nobody lives there because there isn’t food enough). In practice this means from time to time, you’ll have to check your status report, and decide if you need more or less towns or farms. It is not needed to get the numbers exactly equal – approximately equal is good enough. Build or destroy towns to change Max Residential Space, and build or destroy farms to change Food Production (we’ll do that in the next chapter). <br />
<br />
The amount of population that you actually can maintain may be lower than the maximum determined by Residential Space and Food Production. This is because the troops in your army rely on the same food production, and some troops occupy residential space too. Once you’ve reached your maximum amount of population, you will notice that your population will no longer grow (i.e. no/very few new population is created each turn).<br />
<br />
* FAQ: What are geld and population used for?<br />
Geld and population are used to maintain buildings, to maintain certain enchantments and to maintain certain army units during every turn that you spend (we’ll do that in the next chapters). You may also use geld to acquire items, spells and heroes on the Black Market and even donate it to the gods at the Altar of Darkness (we’ll do that later in the game).<br />
<br />
* FAQ: Can I lose population?<br />
In the game, it is possible to lose your population, for example, because you summoned population-consuming units, or because you contracted the epidemic [[Black Death]] in one of your wars). It may take quite a couple of turns to recover your population, so if you can avoid losing your population – avoid it! It is also possible to have more population than you can house – in that case you will lose the excess population within a few turns. <br />
<br />
* FAQ: Can I lose geld other than spending it?<br />
A result of losing population is that your geld income drops too. This will make your geld reserves shrink drastically, since the upkeep for buildings and army will draw upon it. If there is not enough geld in reserve to supply your country while your population and economy recover, you will begin losing summoned and recruited units that require geld upkeep and eventually may even lose your buildings. In the worst case, you’ll start to lose fortresses – and when you’ve lost the last one, your kingdom has collapsed and your mage is defeated. That means it is ‘Game Over’ and you can only reincarnate a new mage and start all over.<br />
Another way to lose geld is by attacks (pillages) or by magic (spells, items) released on you by other mages.<br />
<br />
* FAQ: What do I do if I am losing geld?<br />
If you find you are running out of geld, you may sell a few items on the black market (but it takes a while before you get your money) or pillage another country to gain more resources (but you may be countered for that). Gelding only works when there is some geld income left, and when upkeep is demanding less than twice your geld income. If you find you lose geld because you have too many troops, you may disband a number of your troops, but not all units are disbandable!<br />
<br />
<br />
So basically: avoid running bankrupt and maintain a healthy population in your kingdom. When you are learning the basics of the game: take small steps, don’t build too many buildings at once and don’t recruit or summon too many units at once. Leave experiments and living on the edge of population and geld for later times! Learning how to recover from population loss or geld bankruptcy is certainly worth it, but it is stuff for more experienced players and not something new mages should trouble themselves with.<br />
<br />
Further reading: you could check-out the Chapter INTERIOR in the Game Manual and the Book of buildings of the Encyclopedia.<br />
<br />
===[[mana|Magic Power (m.p.)]]===<br />
Magic power (m.p.) is your resource to cast spells, for example to summon units to your army or to unleash a spell over another kingdom. Many actions in the game consume m.p., either instantaneously (casting spells, dispelling enchantments) or turn-by-turn continuously (maintaining enchantments, upkeep of army units, heroes and magic-barriers). Magic power is related to the nodes built on your land: nodes both generate m.p. and store m.p..<br />
<br />
You may run a negative m.p. income (e.g. have to little m.p. generated each turn by your nodes, in comparison with the m.p. your kingdom consumes each turn), permitted that you have saved up enough before. Many mages do this, because it allows them to have an oversized army for a while, which is be beneficial during attack or defence. The M.P. charge action allows you to focus on generating m.p., which causes your nodes to generate significant extra amounts of m.p. (in exchange for turns ofcourse!). Alternatively, there are items that give a quick extra dose of m.p.. If you run out of M.P. you will not be able to sustain enchantments on your kingdom, and summoned or recruited units and building that have a m.p. upkeep will disappear: not just a few but complete divisions (‘stacks’) of your army – so beware!. <br />
<br />
===Items===<br />
A last resource are items that you may generate, buy or steal. Items will generate occasionally when you have build amounts of ‘guilds’ on your land. You buy items by spending ‘geld’ on the ‘Black Market’. Stealing items is possible by attacking (‘pillage’) or by using certain magic (spells, items). There are many different items. Some are very popular and hence their price on the ‘black market’ may be high. Instead of using those items, you can also decide to sell them. When used in this way, you may consider items an extra form of cash. <br />
<br />
* FAQ: What do I use items for?<br />
Items can be very valuable in battles and in-between battles. Knowing about the exact effect of each item is an advanced mage skill. The descriptions in the encyclopedia gives an indication for each item, but does not tell exactly you how each items works, nor is it specific for what unit or against what unit it is most effective! The types of things items can do:<br />
** Battle-use items may modify the performance of troops (yours, your enemies) in battles <br />
** Non-Battle items benefit your kingdom (give resources, give troops), and/or<br />
harm your enemy’s kingdom (reveal tactics, destroy resources)<br />
<br />
<br />
When not yet used, normal items (‘lesser items’) do not have any impact on your own kingdom: you just have them. For ‘Unique items’ this is different. Unique items are so powerful that while in your kingdom, they may have an effect on your kingdom each turn they are in your possession. Dealing with unique items is stuff for advanced mages, so don’t mess about it while learning the basics of the game.<br />
<br />
Further reading: you could check out the Chapter ‘Magic’ in the Game Manual.<br />
<br />
<br />
===Troops===<br />
The last asset discussed here are your troops themselves. They make up your army and contribute a lot to your net power (similar as land does). In someway, all the other resources are used to upkeep and regenerate troops for your army. They determine your offensive and defensive capacities (together with your spell level, enchantments and your forts and barrier buildings).<br />
<br />
* FAQ: How do I get troops<br />
You can get troops for your army in various ways. You can train part of your population to using the barracks that you may have built. These units are called ‘Recruits’. These are troops that come relatively cheap and in large numbers, but in small numbers they are not that strong. When you just reincarnated, you’ll find a basic number of recruits are already in your army, for example at the bottom of your ‘Status Report’. We’ll introduce you to recruiting in the next chapters. Another way to get troops is to use your magic. As you learn more and more spells, you’ll gain access to more and more powerful units that you can ‘Summon’ into your army by casting a spell. In general, the more powerful these units are, the smaller their number is and the higher their price (in amount of m.p. and number of turns needed to cast the summon spell, as well as in their upkeep once you have them). Some items also summon troops. We’ll introduce you to summoning in the next chapters. A third way to get troops is by hiring them on the Black Market. Heroes are a special kind of troops that you hire individually. We’ll introduce you to hiring troops and heroes in the last chapters. <br />
<br />
* FAQ: What troops do I use?<br />
That is totally up to you! Each type of troops in your army we refer to as a ‘stack’. You may choose to use just one type of troops (a mono-stack), or have multiple troops composing your army (a mage can command 10 stacks in his army). All troops have different strengths and weaknesses that can be modified by enchantments, battle spells and items. Battles can be won in different ways: depending on the types of troops involved, a lot of troops may die at both sides, or hardly any unit may die. So there is no single answer to this question, but there are some typical combinations that a lot of people tend to use. We’ll introduce you to composing an army in the last chapters.<br />
<br />
Further reading: you could check out the Chapter ‘War’ and ‘Black Market’ in the Game Manual, and the Book of Units and Book of Heroes of the Encyclopedia.<br />
<br />
<br />
=PART II - QUICK START=<br />
==Chapter 3: Your First Turns ==<br />
===Different phases in the game===<br />
Most mages try to research their spell books reasonably fast, to reach their ‘fully researched’ spell level. This takes about 2000-3000 turns (about two weeks of play, login in every day). Only the first 120 turns you enjoy some protection, so during most of your research time you have to defend your land. The problem is that during research, parts of your resources (land, turns, etc.) are used for your research. Guild-buildings have to be accommodated (they need land) and have to paid for (their upkeep) and researching a complex spell takes many turns. Only when you finish researching, you can drop part of your guilds and can start using your turns and land to maintain a bigger army that can grab more land and defend against more powerful other mages. <br />
<br />
Most mages therefore lay low with less than 2500 land, most of it filled with guilds to research as turn-efficiently as possible, until they have learned all their spell books. Mean while they have to defend, but these are less ‘big’ battles than the mages with more land fight, and the losses are equally less. For your first try, in this guide for new mages we advise at least to learn parts of your spell book before you start attacking other mages, and try to learn all your spells, before you try to really climb the ranks. Of course there are many other strategies (like attacking from the first moment that it is possible, or concentrating on getting a lot of geld first), specifically when the server has just restarted and all mages on the server still have low spells levels, simply because not enough turns have been generated yet. <br />
<br />
===The very first 60 turns (turns 1-60)===<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
More land, building, using workshops<br />
There are several key structures that are important to building and maintaining your country at this time. You will need plenty farms and towns (for geld and population), quite a lot of guilds (for research), some forts (you have to have forts, if your last fort falls it’s game over!), some nodes (for m.p.), some barracks (to recruit army units)….. but most of all: you need to build all these buildings and to do that reasonably efficient you need a nice amount of workshops.<br />
<br />
* The more workshops you have, the more buildings you can build in a turn:<br />
** If you have XX workshops, you can build XX farms per turn<br />
** If you have XXX workshops, you can build XXX farms per turn<br />
<br />
This also goes for building workshops themselves: the more you have, the more you can build the next turn. As you build extra workshops and then go to the build screen again, you may see the amounts of buildings that you can build per turn increase.So build workshops step-by-step (in amounts worth one/two turns at a time), rather than building a few hundred in one huge step (over many turns) – because you will build more workshops in less turns in the first way. We are going to use this in our first 60 turns.<br />
<br />
===Turn 1-10===<br />
Our aim is explore some extra land, and build a nice amount of farms, towns and workshops on it, so we have a basis for the next 60 turns. We will not worry about troops: each mage has received a basic amount on reincarnation that we’ll just keep. Also, we will not worry about researching spells: we’ll set up our kingdom so we can start researching later on.<br />
<br />
Check your ‘Status Report’. You will see you have 200 land (220 land if you already explored 1 turn), with a basic amount of most buildings and some wilderness. <br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Your income of m.p., of geld and of population is all positive, so at this moment there is nothing to worry about. Let’s explore a little bit more land. Go back to your main menu, choose Explore and explore for 9 more turns (10 if you didn’t already explore a first turn).<br />
You will have increased you kingdom with about 200 acres of wilderness.<br />
<br />
===Turn 10-20===<br />
Check your ‘Main Screen’ and your ‘Status Report’. You will see you have about<br />
<br />
>> STATUS REPORT INTERIOR << >> INCOME <<<br />
<br />
Let’s build some farms and towns for more population, and let’s start to build some workshops, in preparation of major building in the next turns. Hereto you go back to the Main Screen, choose Interior and type in the following:<br />
<br />
===Turn 11-60===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
How many workshops you keep at what phase in the game, depends on your strategy. If you (plan to) have a lot of wilderness to build on, you may want to build more workshops (in advance, during or immediately after exploring/warring for land). For a new mage, who will get his first land from exploring this is the case. <br />
<br />
* Are workshops only important at the beginning of the game?<br />
It is wise to always maintain at the very least have some (100) workshops. If you find your kingdom heavily attacked, it may be wise to have workshops to be able to rebuild your country quickly! As a rule of thumb: a reasonable amount to keep is ~300; a fairly good amount to have is >599 (that way you can rebuild 1 fort in 1 turn...)<br />
<br />
<br />
<br />
==Your second 60 turns (turns 60-119)==<br />
During your first 120 turns you cannot attack or be attacked (amongst some other restrictions – see Game Manual). You should use this time to prepare your country for expansion.<br />
<br />
===Guilds===<br />
Your ‘Guild’ buildings generate items and allow you to research spells. The more guilds you have, the faster your research goes. You should try to keep at least 1000 guilds while researching. Many mages try to maintain 1500-1600 guilds or more during the research phase of their country. Some mages also like to keep a few hundred guilds present for item generation after research. This may not always be a very efficient use of land unless items on the market are very expensive. Often it is better to just buy items you need rather than rely on random generation from guilds. <br />
<br />
Note: to confuse you a bit, the same word ‘Guild’ is used for this building and for groups of mages that play cooperatively – our apologies!<br />
<br />
===Barracks===<br />
<br />
>> WRITE THIS OUT AS A STEP BY STEP EXAMPLE <<<br />
<br />
'''See you tomorrow!'''<br />
<br />
During your first 120 turns you could not be attacked, but as soon as you have spend turn 120, you will be exposed to other players. It makes little sense to expose yourself, when you have only 60-80 turns to spend: you can only make limited progress and can hardly set up your defences. So: let’s not spent turn 120 right now, but wait a bit. You can calculate at about what time you will reach max turns on your server. On apprentice server, 120 turns will accumulate in 30 hours (about one day). So you if you have spent 120 turns in the last hour, tomorrow at about this time will be a good time to continue reading this guide.<br />
<br />
<br />
=Chapter 4: The next 150-200 turns following turn 120=<br />
==Login again (select server, and enter mage name and password)==<br />
<br />
If you had not spend more your 120 turns, you’ll find your kingdom exactly as you left it, with the only difference that you have accumulated extra turns (150-200 may be available, depending on server and time since last login). <br />
<br />
Remember, that soon as you spend your 120 turn, you lose your apprentice status and other mages are allowed to attack you. Let’s take a look at the mages around you before we start moving! Click ‘Ranking’ on the Main Screen, to display the mages in your direct vicinity. You’ll probably see that some mages are marked ‘A’ in the Ranklist. These are apprentice mages just like you are/were. Mages without the ‘A’ have spend more than 120 turns and in principle can attack you. Don’t worry: they will not be all online at the same moment as you. Chances are it will take a few hours before someone will notice you and decides to hit you but nevertheless – let’s make the most of our turns before that time and see if we can research some spells and set up some basic defence using our turns! <br />
<br />
If you follow our guide line – don’t stop half way – that would leave you very vulnerable! There is a small chance someone may attack you while you are trying to follow our guide lines – in that case – don’t panic. If it is just one hit, and you lost land: try to restore the damage by exploring a few turns and rebuild farms, towns, workshops and guilds, and proceed (you will just have a few spells less researched). If you find that someone hits you a couple of times: sit it out - eventually you will be ‘in protection’ (check your ranking and see if a ‘P’ appears. After that, no-one can hit you anymore for 24 hours. See it as a blessing… it means you don’t have to worry about defense for 23 hours, can spend all your turns recovering an researching, and just have to log in the day after, at a slightly earlier time, to research some more and set up the basic army. Let’s not think about these doom scenarios.<br />
<br />
Let’s get in to gear and spend a good amount of turns building guilds and researching, and meanwhile let’s work on a bit of an army.<br />
<br />
* FAQ: Why fortresses?<br />
You must have fortresses to defend your country, however they are expensive. If you lose all your fortresses, your country will collapse. Having many fortresses gives your troops a hit point bonus when defending (see Game Manual). Fortresses also add significantly to your net power and thus your ranking. Too many fortresses will boost you high up in the ranking among mages with much more powerful armies that will be difficult to defend against (despite your defence bonuses). Many mages keep about fifteen to twenty fortresses. In war-times (repetitive battles with the same enemies) you may need more, if you have a lot of land, you may want more. <br />
<br />
==Your first 150/200 turns after turn 120==<br />
<br />
-------------------------------------------<br />
<br />
NEVER FINISHED<br />
<br />
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<br />
'''Part III - QUICK REFERENCE'''<br />
=Chapter 5: Raising your defences: your army=<br />
==The dilemma of numbers versus power==<br />
To win a battle, an attacker needs (A) to cause a minimum amount of damage to the enemy army and (B) not suffer more damage with its own army. The damage is calculated based on the power of your army. The minimum amount of damage to win a battle is 5% for a regular attack and 10% for a siege).<br />
To win land (including a fort) after a battle, the winner needs enough surviving troops to claim the acres of won land. The maximum amount that a defender can lose is 5% in a regular battle, and 10% in a siege battle. For a regular attack this happens when the attacker has at least 5,000 surviving units in his army. For a siege attack this happens when the attack has at least 12,500 surviving units. In the latter case, at least 2,500 troops are needed to win the fort.<br />
<br />
* FAQ: what does this mean when I am attacking?<br />
So just having a few tens to 100’s very powerful units is not enough if you want to grab land with them: you need to bring in larger numbers of troops. However, troops of which you can afford large numbers are not that powerful. Mages have to solve this dilemma when they compose their army for attacking. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
* FAQ: what does this mean when I am defending?<br />
For defending armies, it may seem smart to only have small stacks of very powerful, very hard to kill units. However, that will make you vulnerable for pillages: you only ward off pillaging armies if you have a sufficient number of troops in your army. Their power doesn’t matter that much. Another way to deal with it, is to try to kill off large numbers of less powerful enemy troops. As long as that is successful, even if you lose the battle, there is still a good chance you don’t lose that much land, since so little attacking troops survive. The way to do it is by ‘stacking’ (ordering your army) in the right way. Have multiple stacks, some very powerful but few in numbers and some not that powerful but large in numbers.<br />
<br />
==The dilemmas of Flying versus Non-Flying units and Ranged versus Non-Ranged units==<br />
<br />
Stack pairing, unable to counter etc.<br />
<br />
==The dilemmas of [[Initiative]] and [[Accuracy]]==<br />
Base accuracy, [[Marksmanship]]<br />
[[Fatigue]],[[Endurance]]<br />
<br />
=Chapter 6: Raising your defences – non army=<br />
Apart from composing a strong army<br />
<br />
Forts<br />
<br />
===Barriers===<br />
For new mages: don’t worry too much about barriers, while you are not yet researched. Only when you start to grab large amounts of land and start climbing the ranks, you will need the barriers as part of your defence. <br />
<br />
Barriers are magical structures that ward off harmful spells and items that other mages may attempt to use against you. However, it is usually not efficient to build barriers until you have finished researching all your spells. Barriers are magic buildings, that require a significant amount of m.p. for their upkeep. Once you finish researching spells, building barriers on 2.5% of your land will provide maximum barrier protection from spells and items. That percentage will give you the maximum resistance of 75% (i.e. you’ll block 3 out of 4 incoming spells and items). You may be able to further increase your resistance to spells of specific speciality by casting certain enchantments on your country. <br />
<br />
Barriers are the only buildings for which the building rate is not influenced by workshops: it is always 1 turn per barrier. This means that if you work yourself to 4000 land without barriers, you will need 100 turns to build the 100 barriers that would give you maximum resistance against incoming magic… 100 turns is a lot of turns – it may be wise to start slowly build barriers earlier, as a rule of thumb, they are worth it (and you’ll be able to afford decent numbers) as soon as you climb over 2,500 land.<br />
<br />
===Enchantments===<br />
<br />
===Heroes===<br />
<br />
<br />
<br />
<br />
=Chapter 7: Raising your defences – stack tips=<br />
==Nether==<br />
<br />
<br />
==Verdancy==<br />
<br />
==Phantasm==<br />
<br />
==Eradication==<br />
<br />
==Ascendancy==<br />
<br />
==Nether==<br />
<br />
<br />
-------------------------------------<br />
=OLD STUFF FROM ORIGINAL VERSION==<br />
<br />
CHAPTER IV: How to Start Your Initial Build-up and Research <br />
<br />
Since you cannot attack when you first reincarnate, explore a few turns to gain some extra land. Start building your workshops. When you are about half finished with your workshops, build a few towns and farms to keep your population and geld increasing. You may need to explore several times. Continue exploring and building workshops until you have as many as you want. Now many mages will build 100-150 nodes and more towns and farms. You should have taken about 70-80 turns by now. If you wish to continue expanding through warfare, select a unit to recruit and begin building barracks. Popular recruitable units include archers, militia, knight templars, high priests, faerie dragons, elven magicians, elven archers, fire giants, troglodytes, wolf raiders, and dark elf magicians. You may want to experiment with others. Continue exploring and building barracks until you have about 1200-1300 acres. <br />
<br />
Keep watching your geld and mp income. If either become negative, you should probably build more nodes or towns and farms. At the end of 120 turns you should have about 10,000-20,000 troops. You may also wish to include some summoned units. However, your summoning power is very limited at this stage due to your low spell level. Now you can begin attacking other mages in your power range. It is usually best to wait until you have all your turns before you begin attacking. When you have enough land, build guilds and research spells beginning with your own color. Summon a defense. Archangels, unicorns, efreeti, griffins, wraiths, horned demons, djinnis, and mind rippers are popular choices for defense as this stage, but you may want to try other units. Also remember to set a defensive spell and item assignment. <br />
<br />
A. During Research<br />
Expect to be attacked occasionally during research and to lose some land. It is difficult to defend well at this time. You may attempt to explore your land back or attack other mages to gain land. Some mages prefer to keep a small amount of land with no army during research. If you attempt this, be sure you have enough forts that you will not lose them all to attacks. Also, cast Concentration on yourself, and dispel and recast occasionally. It is a phantasm spell that can significantly help speed up research. You should research all spells of each magic specialty that are available to you. When you are finished researching all the different magic specialties' spells, you will have the opportunity to learn Armageddon. However, researching Armageddon will not help your spell level or spell casting abilities. <br />
<br />
B. After Research<br />
After you have completed researching spells, destroy most or all of your guilds and begin converting your kingdom to prepare for warfare. <br />
<br />
3. Nodes<br />
Depending on the kind of magic you play, you will need different amounts of nodes. The following amounts are approximate; you may need more or less:<br />
Nether: 25%-35% nodes<br />
Verdant: 40%-50% nodes<br />
Phantasm: 40%-50% nodes<br />
Ascendant: 35%-50% nodes<br />
Eradication: 25%-35% nodes<br />
<br />
3. Other Buildings<br />
Most of the rest of your land should be farms and towns. You need some barracks if you want to use barracks units and keep about 299 workshops.<br />
<br />
3. Enchantments<br />
Cast enchantments at your full spell level after research. If you already casted them during research, like concentration, you have to dispell them first. Some enchantments worth considering are:<br />
Nether: Shroud of Darkness, Concentration, Black Sabbath<br />
Verdant: Sunray, Plant Growth, Concentration, Nature's Favor, Weather Summoning<br />
Phantasm: Concentration, Mind Bar, Weather Summoning<br />
Ascendant: Protection from Evil, Concentration, Weather Summoning, Resist Elements<br />
Eradication: Concentration, Weather Summoning <br />
<br />
(back to top)<br />
<br />
<br />
CHAPTER V: War <br />
<br />
Eventually you will need to go to war, either to defend your country, retaliate against your enemies, or to conquer new land. When you are attacking, you are most likely to win battles against foes that are at 80% of your net power and who have more land than you. When you are defending, you should be oversummoned to the point that you have a significant negative net MP or geld income. Having a larger army than your resources could normally support will help you defend better if you are attacked. When using your turns for warfare, there is a basic sequence that allows you to use your turns most efficiently. Generally, this is to wait until you have full turns and then use them all at once to: attack / disband / build / MP charge or geld / summon / attack<br />
<br />
The attacks at the beginning and end of the sequence are optional. If you are using recruited units, you should be recruiting them while you are MP charging or gelding. It is often more efficient to disband some of your units before MP charging or gelding and then to summon them back when you are finished than to MP charge or geld with your full army in place. <br />
<br />
A. Conquering Land<br />
<br />
1. Regular Attack<br />
<br />
In a regular attack you can conquer up to 5% of another mage's land. Approximately 2/3 of this land will be destroyed in the fighting, leaving the other 1/3 as structures and wilderness that is added to your country. This is the easiest kind of attack to win.<br />
<br />
2. Siege Attack<br />
<br />
Siege attacks allow you to conquer up to 10% of another mage's land. Again, approximately 2/3 of this will be destroyed in the fighting. In a siege attack, the defender gets several defensive bonuses. This makes siege attacks much more difficult to win than regular attacks.<br />
<br />
3. Occupying Land After War<br />
<br />
In order to keep the land you win, you must have an army large enough to occupy the land. It is not possible to use only your most powerful units and take any significant amount of land. Although powerful units are necessary to win battles, weaker units must be present in large numbers - and survive the battle - in order for you to have enough troops to occupy the land you win. Generally you should have at least 5,000 surviving troops for each 1,000 acres of enemy land you are sieging. <br />
<br />
B. Building an Army<br />
There is no one single correct way to build an army for each magic type. Experience, experiment, and personal playing styles all play significant roles in the types of armies mages create. To create a successful army, you need to become aware of your own units' strengths and weaknesses. You also need to become aware of the strengths and weaknesses of the units often used by mages you most often attack and who most often attack you. <br />
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<br />
CHAPTER VI: Units <br />
<br />
A. Ultimate<br />
Ultimate units are the most powerful units in The Reincarnation. Ultimate units are capable of defeating most other units in the game. However, their upkeep is very high, so most mages cannot afford to keep very many of them in their armies. <br />
<br />
B. Complex<br />
Complex units provide the bulk offensive power in many mages' armies. There is at least one complex unit that can attack each ultimate unit with relatively good success. Liches fare well against eradication ultimate units, for example, but they do not do well against ascendant ultimates. Ascendant ultimates can be beaten by the treants many verdants use, but treants are in turn harmed by the eradication ultimates. Many complex units also do well against certain other complex units as well as the weaker units. <br />
<br />
C. Average<br />
Average units are often used to protect weaker units or sometimes appear in large numbers to challenge complex and even ultimate units. Most average units do well against only a few other units and must be carefully placed in an army to avoid being attacked by more powerful units. There are some exceptions to this. The nether average units (ghouls, wraiths, and horned demons) are sometimes used in very large numbers to fight ascendant mages, for example. <br />
<br />
D. Simple<br />
Ranged simple units such as soul speakers and psychic wisps are often used at the back of an army to make ranged attacks against more powerful units while avoiding being directly attacked. Units such as dryads and zombies are often used to build up the total number of troops attacking so that maximum land is gained. However, almost all simple units will die very badly if attacked by more powerful units. <br />
<br />
E. Barracks<br />
Using barracks units is usually an efficient way to acquire part of your army while using turns for other things such as MP charging and summoning ultimate and complex units. The most popular barracks units to use are probably the ranged units like archers, catapults, high priests, elven magicians, and dark elf magicians. Others such as faerie dragons can be very powerful in large numbers, as can knight templars. In this way barracks units serve the same purpose as simple units: boosting the total number of troops surviving a battle in order to occupy full land. <br />
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<br />
CHAPTER VII: Ordering Your Troops for Battle <br />
<br />
Ordering you troops for battle, or 'stacking,' is one of the more complex aspect of playing The Reincarnation because it affects which of your units attack which enemy units during battle You can send up to 10 different kinds of units into battle. Each group of units is called a stack. The order the units will appear in battle is the same as the order given in your status report. The percentages in your status report give you the percent of a unit's net power in your entire army. If you have more than 10 stacks, only the first 10 will engage in battle. In the simplest terms, if you want a unit higher in your stacking, summon more of it or disband other units that are above it in your stacking. Likewise, if you want a unit lower, disband it or summon more of a lower-stacked unit above it. Be careful when working with units with population upkeep like liches and wraiths. These cannot be disbanded. <br />
<br />
A. Stacking Details<br />
The net power of a stack is determined by multiplying the unit's power rank (listed in the unit's entry in the encyclopedia) by the number of units in the stack. The order of stacking is determined by the stacking modifier applied to each stack. These modifiers are 1.00 for all ranged units, 2.25 for all flying units, and 1.50 for all other units. The modifiers are multiplied by each stack's net power percentage to get the battle power. So if you happen to be an ascendant mage, for example, and the net power of your army consists of<br />
25% knight templar (a melee unit)<br />
20% archangel (a flying unit)<br />
20% unicorn (a melee unit)<br />
15% high priest (a ranged unit)<br />
10% mind ripper (a ranged unit)<br />
10% dominion (a flying unit)<br />
The battle power is<br />
Knight Templar: 25*1.50 = 37.5 battle power<br />
Archangel: 20*2.25 = 45 battle power<br />
Unicorn: 20*1.50 = 30 battle power<br />
High Priest: 15*1.00 = 15 battle power<br />
Mind Ripper: 10*1.00 = 10 battle power<br />
Dominion: 10*2.25 = 22.5 battle power<br />
And your stacks would appear in battle in the following order:<br />
Archangel<br />
Knight Templar<br />
Unicorn<br />
Dominion<br />
High Priest <br />
Mind Ripper <br />
<br />
B. Attack Pairing <br />
<br />
There are three general rules that determines which of your units will attack enemy units. First, melee units do not engage flying units; they engage the first available unpaired unit on the ground. If there is no unit on the ground for them to attack, they will not participate in the battle. Second, flying and ranged units will attack the first unpaired flying unit available to them; if there is no flying unit, they will attack a ground-based unit. Third, unpaired units tend to attack top stacks if ranged or flying, or a lower ranked ground-based unit if melee. <br />
<br />
C. Attack Pairing Details <br />
<br />
If the ascendant above were to attack a nether with the following stack, what would be the pairings?<br />
Horned Demon (melee)<br />
Lich (ranged)<br />
Wraith (flying)<br />
Zombie (melee)<br />
Efreeti (ranged)<br />
Ghoul (melee)<br />
Dark Elf Magician (ranged)<br />
vs<br />
Archangel (flying)<br />
Knight Templar (melee)<br />
Unicorn (melee)<br />
Dominion (flying)<br />
High Priest (ranged)<br />
Mind Ripper (ranged)<br />
<br />
The top stacks are archangels and horned demons. The archangels will attack the horned demons, but the horned demons cannot reach the archangels. They will attack the first available ground unit, the knight templars, instead.<br />
<br />
The next stacks are the knight templars and liches. The liches are on the ground, so the knight templars will attack them. The ranged liches will attack the archangels because no unit has been paired to the archangels yet. <br />
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Next are the unicorns and wraiths. The wraiths will attack the unicorns, but the unicorns cannot reach the wraiths. The unicorns will attack the next available ground stack instead, which is the zombies.<br />
<br />
The flying dominions will attack the wraiths since the wraiths have not been paired yet. The zombies cannot reach the dominions, so they will attack the high priests.<br />
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The efreetis are ranged, so they can attack the dominions. The high priests are also ranged, but there are no flyers that have not been paired, so they will go ahead and attack the efreetis. <br />
<br />
The ghouls and mind rippers will attack each other since both are on the ground and there are no flyers for the mind rippers to attack.<br />
<br />
There is no unit left in the ascendant army to attack the dark elf magicians, so they will not be attacked. The dark elf magicians are an unpaired ranged unit, and unpaired ranged units tend to attack top stacks, so the dark elf magicians will attack the archangels.<br />
<br />
So on the ascendant side,<br />
Archangels attack horned demons<br />
Knight templars attack liches<br />
Unicorns attack zombies<br />
Dominions attack wraiths<br />
High priests attack efreetis<br />
Mind Rippers attack ghouls<br />
no unit attacks Dark Elf Magicians<br />
<br />
and on the nether side,<br />
Horned demons attack knight templars<br />
Liches attack archangels<br />
Wraiths attack unicorns<br />
Zombies attack high priests<br />
Efreetis attack dominions<br />
Ghouls attack mind rippers<br />
Dark Elf Magicians attack archangels<br />
<br />
D. What You Really Need to Know About War<br />
<br />
You do not need to try to go through a complex analysis of the possible pairings before each battle, although in higher ranks the ability to guess an oponent's stacking and to create a stacking specifically to defeat it becomes more important. Both experience and luck play a part in successful attacks. You will soon find that certain units tend to appear in certain places in opponents' stackings. For example, eradication mages almost always have red dragons as their top stack. Nether mages attacking eradication mages often put liches as their top stack to directly attack the dragons. Phantasm mages frequently have unicorns and mind rippers near the top of their stackings, and both are weak to treants. However, a verdant attacking a phantasm mage could end up taking a serious amount of damage if the mind rippers are stacked such that they attack phoenixes or simpler units like nymphs or dryads. There is always such an unknown element involved in any attack. However, after you play The Reincarnation for a little while, you will begin to develop an intuitive idea of where enemy units are most likely to be stacked and can begin to better match your own units against them. Concentrate on attacking the magics you are most likely to win against with a good variety of powerful units, and you will have a decent chance of winning.. <br />
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<br />
CHAPTER VIII: Basic Strategy <br />
<br />
Each of the five magic specialties has its own particular strengths and weaknesses. This makes it easy to conquer land from certain mages and more difficult to gain land from others. <br />
<br />
A. Nether<br />
Nether has wide access to units with cold and magic attacks that eradication units are typically weak to. Nethers may also attack other nether mages, verdants, and sometimes phantasm mages. Nether is generally weak to ascendant. One of the key enchantments for nether is Black Sabbath. This powerful enchantment generates zombies and skeletons and increases MP income at the expense of population growth rate. Shroud of Darkness is an enchantment that adds additional protection from the holy spells of ascendant mages. Nether's most important resource is population. Population is necessary for the many undeads and demons that nethers generally keep in their armies, and it also powers Black Sabbath. If you lose your population, you lose most of your good units and one of your key enchantments, so be careful with your population. Concentration is a phantasm spell that many nethers also use because they often cast phantasm and eradication spells. Having Concentration reduces the chance of failure when casting these spells. Liches are one of the most powerful units in the game. They stand up well to most forms of attack except holy, especially from dominions or treants with Sword of Light. Wraiths are another popular unit because they usually do good damage to angel-type units that ascendants often use. Horned Demons have a very powerful attack that can be modified with the Flame Blade spell to give them an additional fire attack type. They can be very useful against treefolk and most other average, simple, and barracks units. Zombies and Skeletons are generated from Black Sabbath. Zombies are relatively good at absorbing damage from ascendant units, but they lack a good attack and tend to die badly to verdant units. Many nethers also keep efreeti, mind rippers, salamanders, and dark elf magicians in their armies. Hydras and Chimeras can be useful against verdants and sometimes ascendants, but they can be a defensive liability in many situations. Vampires are useful against most complex and weaker units, but they tend to die badly to most common ultimate units. Contract of the Soul will summon many Devil units into your army. They are nearly unstoppable in large numbers, but the price for calling on them is very high.... <br />
<br />
B. Verdant<br />
Verdants have access to many powerful melee units. However, they suffer from low initiative and a general weakness to fire. Verdants often attack other verdants, ascendants, nethers, and sometimes phantasm mages. Eradication mages, with their access to many fire-based units, are sometimes very difficult for verdant mages to defeat. Plant Growth is an important enchantment for many verdant mages because it significantly increases the size of treefolk units. Other enchantments such as weather summoning and nature's favor greatly increase farm production. Verdant is often an MP-intensive magic to play, but their enchantments allow their farms to be incredibly productive. Treants form the heart of many verdant armies. Their only real weakness is to fire. They have a very powerful melee attack that can be enhanced with such spells as Sword of Light or Flame Blade to give them an extra holy or fire attack type. Concentration is a useful enchantment to have if non-verdant spells such as these are cast often. Using the item Vial of Venom will give melee units a poison attack. Verdants can also weaken the melee resistance of enemy units by casting the spell Rust Armor in battle. Mandrakes, werebears, and griffins are commonly used to supplement treants. Another popular verdant unit is the phoenix. Phoenixes are a high-damage magic unit that are immune to fire and have a powerful fire burst when attacked. However, they can be beaten by liches, mind rippers, and large numbers of wraiths. Verdant's barracks units are quite useful, particularly elves and faerie dragons. Some verdants like to use eradication units such as efreeti, salamander, and hydra, or ascendant units from the spell Gate. However, verdants can do very well using just their own units. <br />
<br />
C. Phantasm<br />
Phantasm is perhaps the most versatile and unpredictable magic specialty. Phantasm mages have broad access to many different kinds of units and spells and can build many diverse kinds of armies. However, phantasm is often a turn- and MP-intensive magic to play. Phantasm mages often attack other phantasm mages, eradication mages, and nether mages. Ascendant and sometimes verdant can be difficult for phantasm to defeat. Concentration is an enchantment that every phantasm mage should use because it significantly reduces the time it takes to research spells and also reduces the chances of failure when casting spells from the other magic specialties. Phantasm usually relies on the magic of other specialties more than any of the other magics do. They often use ascendant units from the spell Gate and nether units as well. Some mages like to gather their nether units from the spell Night of the Living Dead, but you should use this only if you want a variety of undisbandable units. If you want a particular nether unit, it is best to summon it directly. Horned Demons and wraiths also frequently appear in phantasm armies. Phantasm's most powerful unit is probably the mind ripper. Mind rippers are excellent used against any unit that does not have strong resistance to magic and psychic attacks. Leviathans are ultimate units that have powerful defensive abilities but rather weak offensive abilities. Phantasm's other ultimate units come from the spell Conjure Elemental. The spell gives air, ice, and water elementals randomly. Water elementals are dangerous to many ascendant units, and ice elementals are harmful to many eradication units. Air elementals can sometimes be used effectively against ascendant units. All phantasm elemental ultimates are difficult to maintain in a small country, and many phantasm mages do not use them at all until they have 5,000 acres or more of land. <br />
<br />
D. Ascendant<br />
Ascendants use many holy, magic, and melee units. They often attack nether, phantasm, and sometimes eradication mages. Other ascendants and especially verdants can be very difficult to defeat. Ascendant mages have many healing spells that enhance the healing abilities of many of their units and have perhaps the broadest selection of useful barracks units of all the magic specialties. Protection from Evil is an enchantment that many ascendant mages use to help ward off harmful nether magic from their countries. Ascendants also have access to two other very powerful enchantments. Love and Peace greatly increases geld income at the expense of battle attack power, and The Holy Light increases attack power and accuracy at the expense of MP income. Archangels are one of the best defensive units in the game, so much so that even many phantasm mages use them as their top stack. Unicorns are another commonly used unit. Unicorns have two major weaknesses: treants and mind rippers. Both archangels and unicorns can be obtained from the spell Gate or summoned directly. Knight templars, high priests, and catapults are very useful barracks units. However, they are rather expensive. Most mages who use them rely on the extra geld income from Love and Peace to pay for them. Dominions are a very powerful angel unit, but they can die easily on defense. However, they resurrect extremely well when the spell Resurrection is cast on them. Some ascendants like to supplement their armies with units from other magic specialties. Mind rippers, nymphs, werebears and sirenes are the most commonly used. Treants are rarely used by ascendants because plant growth cast by an ascendant is not strong enough to be worthwhile. <br />
<br />
E. Eradication<br />
Eradication is the most destructive of the magic specialties. Eradication mages most frequently attack other eradication mages and verdant mages. Sometimes they target ascendant mages. Nether and Phantasm mages can be difficult for an eradication mage to defeat. Battle Chant is an enchantment that some eradication mages like to use. It increases unit attack power at the expense of unit hit points. Eradication mages are the most likely mages to run a geld deficit since many of their units rely heavily on geld for upkeep. Eradications also have access to Red Dragons, one of the most powerful offensive units in the game. Many eradication mages keep almost all their army power in their dragons. Many eradication mages often rely heavily on the spell Stun and the item Oil Flasks. In addition to red dragons, chimeras and efreetis are commonly used in eradication armies. Chimeras have very powerful offensive capabilities when given a melee-fire attack by the spell Flame Blade, but they are weak defensively, especially to mind rippers and phoenixes. Efreetis are strong both offensively and defensively. They have few weaknesses except to fire and psychic attacks. Some eradication mages will supplement their units with nether or verdant units. The most common way of stacking for eradication mages usually involves a very large stack of red dragons and then a moderate stack of chimeras or efreetis. After this average and simple units are placed so that there are ten stacks in the army. Most damage will be caused by the top two stacks, and the rest are meant to simply survive in enough numbers to take a large amount of land. Eradication mages are the most likely mages to run a positive MP income and negative geld income. Red dragons are very geld and population intensive to maintain, but require very little MP compared to other ultimate units. <br />
<br />
F. Other Sources of Information<br />
Joining a guild or searching The Reincarnation's Universal Bulletin Board (UBB) are both good ways of learning how to play better. Many guilds are willing to take in new members and help them learn more advanced war and resource utilization strategies. Many players also enjoy the comradery that comes from being in a guild. Strategic and technical aspects of the game are also discussed in the UBB's Hall of Sages. Search first before asking your question - it may have already been asked and answered before.<br />
[[Category:guides]]</div>Groentje