Difference between revisions of "Guilds"
m |
m (→Effects) |
||
Line 6: | Line 6: | ||
** [[God Favour|Science God Favour]] increases chances of item generation | ** [[God Favour|Science God Favour]] increases chances of item generation | ||
** Guilds only generate lesser items (including [[Minor Indulgence]] and [[Magical Compass]]). | ** Guilds only generate lesser items (including [[Minor Indulgence]] and [[Magical Compass]]). | ||
+ | ** Even with zero guilds you can still store items (unlike [[mana|nodes-and-mana]]) | ||
* Guilds provide a bonus to [[Skills|skill]] acquisition time (tested across all servers). | * Guilds provide a bonus to [[Skills|skill]] acquisition time (tested across all servers). | ||
** This is capped at 5% of your land. Building more guilds does not influence skill generation. | ** This is capped at 5% of your land. Building more guilds does not influence skill generation. |
Revision as of 12:59, 27 March 2008
Guilds are buildings that are essential to create items and skillpoints and even more when conducting your spell research early in the game.
Effects
- Guilds provide the same population space as wilderness, namely 10.
- Guilds also generate magical items at random intervals.
- Science God Favour increases chances of item generation
- Guilds only generate lesser items (including Minor Indulgence and Magical Compass).
- Even with zero guilds you can still store items (unlike nodes-and-mana)
- Guilds provide a bonus to skill acquisition time (tested across all servers).
- This is capped at 5% of your land. Building more guilds does not influence skill generation.
Usage
- Early in game: try to maintain more than 1000 guilds to speed up research
- Thereafter: try to maintain 5% of your land guilds, to generate skill points efficiently
(non)Related
The word guild is also used for groups of mages playing together in a coordinated way, e.g. Supporting Guild Status