Difference between revisions of "Quick start guide"
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Choose a server based on your preferred pace and playstyle: | Choose a server based on your preferred pace and playstyle: | ||
| − | {| class="wikitable | + | {| class="wikitable" |
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| − | ! | + | ! Server |
| − | ! | + | ! Features |
|- | |- | ||
| − | + | | Guildwar | |
| No AI mages, 1 turn every 7 minutes, 200-turn storage, Oversummoning allowed | | No AI mages, 1 turn every 7 minutes, 200-turn storage, Oversummoning allowed | ||
|- | |- | ||
| − | + | | Blitz | |
| AI mages, 1 turn every 2.5 minutes, 400-turn storage, Oversummoning not allowed | | AI mages, 1 turn every 2.5 minutes, 400-turn storage, Oversummoning not allowed | ||
|- | |- | ||
| − | + | | Arch | |
| No ultimate spells or units, 1 turn every 8 minutes, 180-turn storage, Oversummoning allowed | | No ultimate spells or units, 1 turn every 8 minutes, 180-turn storage, Oversummoning allowed | ||
|- | |- | ||
| − | + | | Solo | |
| Mage names and IDs hidden, 1 turn every 7 minutes, 200-turn storage, Oversummoning not allowed | | Mage names and IDs hidden, 1 turn every 7 minutes, 200-turn storage, Oversummoning not allowed | ||
|- | |- | ||
| − | + | | Lightning | |
| Increased turn rate and storage, 1 turn every 1.5 minutes, 500-turn storage, Oversummoning allowed | | Increased turn rate and storage, 1 turn every 1.5 minutes, 500-turn storage, Oversummoning allowed | ||
|- | |- | ||
| − | + | | Beta | |
| Unstable testing server, settings vary | | Unstable testing server, settings vary | ||
|} | |} | ||
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Your color determines your magical affinity. Pick one that matches your preferred strategy: | Your color determines your magical affinity. Pick one that matches your preferred strategy: | ||
| − | {| class="wikitable | + | {| class="wikitable" |
|- | |- | ||
| − | ! | + | ! Color |
| − | ! | + | ! Description |
|- | |- | ||
| − | + | | ⚪ Ascendent | |
| Holy and defensive magic. Strong healing and protective spells, balanced units, and divine creatures. Good for steady play and new players. | | Holy and defensive magic. Strong healing and protective spells, balanced units, and divine creatures. Good for steady play and new players. | ||
|- | |- | ||
| − | + | | 🟢 Verdant | |
| Nature-based magic that harnesses animals, elves, and treefolks. Flexible playstyle with both defensive and offensive options; resilient and adaptable. | | Nature-based magic that harnesses animals, elves, and treefolks. Flexible playstyle with both defensive and offensive options; resilient and adaptable. | ||
|- | |- | ||
| − | + | | 🔴 Eradication | |
| Destructive magic built around fire, dragons, and chaos. Strong offensive focus with powerful damaging units, best for aggressive players. | | Destructive magic built around fire, dragons, and chaos. Strong offensive focus with powerful damaging units, best for aggressive players. | ||
|- | |- | ||
| − | + | | ⚫ Nether | |
| Dark arcane magic that summons demons and undead. Powerful but costly — often consuming population and mana, making it more challenging for new players. | | Dark arcane magic that summons demons and undead. Powerful but costly — often consuming population and mana, making it more challenging for new players. | ||
|- | |- | ||
| − | + | | 🔵 Phantasm | |
| Psychic and illusion magic with versatile spell options and many elemental summons. Can be played defensively or offensively, but is more complex to master. | | Psychic and illusion magic with versatile spell options and many elemental summons. Can be played defensively or offensively, but is more complex to master. | ||
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**Wishing (Phantasm Ultimate Spell) – focus on casting the spell Wish to gain advantage (gelds, items, skills, or turns). | **Wishing (Phantasm Ultimate Spell) – focus on casting the spell Wish to gain advantage (gelds, items, skills, or turns). | ||
**Climbing – focus on attacking other players or bots to gain more lands. | **Climbing – focus on attacking other players or bots to gain more lands. | ||
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== 5. ⚠️ Common Mistakes to Avoid == | == 5. ⚠️ Common Mistakes to Avoid == | ||
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Latest revision as of 16:24, 25 March 2026
Contents
⚡ THE REINCARNATION – QUICK START GUIDE
Platform: All Server Level: Basic
The Reincarnation is a classic web-based strategy MMORPG where you step into the robes of a powerful Mage. In a world defined by "turns" and tactical depth, you must manage a fantasy kingdom, expand your magical influence, and build formidable armies. Whether through diplomacy or devastating spellcraft and sieges, your goal is simple: outlast your rivals and ascend to the top of the Hall of Fame.
1. 🌐 Pick a Server
Choose a server based on your preferred pace and playstyle:
| Server | Features |
|---|---|
| Guildwar | No AI mages, 1 turn every 7 minutes, 200-turn storage, Oversummoning allowed |
| Blitz | AI mages, 1 turn every 2.5 minutes, 400-turn storage, Oversummoning not allowed |
| Arch | No ultimate spells or units, 1 turn every 8 minutes, 180-turn storage, Oversummoning allowed |
| Solo | Mage names and IDs hidden, 1 turn every 7 minutes, 200-turn storage, Oversummoning not allowed |
| Lightning | Increased turn rate and storage, 1 turn every 1.5 minutes, 500-turn storage, Oversummoning allowed |
| Beta | Unstable testing server, settings vary |
2. 🎨 Choose a Color (Magic Type)
Your color determines your magical affinity. Pick one that matches your preferred strategy:
| Color | Description |
|---|---|
| ⚪ Ascendent | Holy and defensive magic. Strong healing and protective spells, balanced units, and divine creatures. Good for steady play and new players. |
| 🟢 Verdant | Nature-based magic that harnesses animals, elves, and treefolks. Flexible playstyle with both defensive and offensive options; resilient and adaptable. |
| 🔴 Eradication | Destructive magic built around fire, dragons, and chaos. Strong offensive focus with powerful damaging units, best for aggressive players. |
| ⚫ Nether | Dark arcane magic that summons demons and undead. Powerful but costly — often consuming population and mana, making it more challenging for new players. |
| 🔵 Phantasm | Psychic and illusion magic with versatile spell options and many elemental summons. Can be played defensively or offensively, but is more complex to master. |
3. 🧙♂️ First 120 Turns (Apprentice Status)
During your first 120 turns, you will be learning the basics. You cannot be attacked or affected by spells, and vice versa.
✅ What to Do First
- Familiarise Yourself with the Main Menu
- Learn the menus: Magic, Interior, Society, War, Diplomacy, and Soothsayer.
- Each menu controls a core system of your kingdom.
- Important: <<Status Report>> is the core of your kingdom. It shows you everything about your kingdom.
- Your First 120 Turns
- Start by getting Lady Luck – it increases your exploration rate and gives additional bonuses.
- (You can get Lady Luck by heading over to the Discord server >> Oracle >> #help >> follow the instructions.)
- Explore one turn at a time to gain new lands (wilderness).
- Build this wilderness into workshops once you have enough land to use a full turn (max/turn).
- Repeat until you have built your desired number of workshops (299, 399…599 etc.).
- (The more workshops you have, the faster you can build other buildings.)
- Build farms/towns when necessary to maintain a positive net income.
- (You can see this under Status Report >> Interior Info.)
- Proceed to explore and build into libraries.
- (The more libraries you have, the faster you can complete your research.)
- Important: Do not use more than 120 turns. You'll exit the Apprentice Status and become open to attacks.
- Reaching 120 Turns (Before Exiting Apprentice Status)
- Wait until you have almost full turns before taking your 121st turn.
- Continue to explore and build into libraries.
- Stop exploring when the amount of land explored per turn starts to flatten out.
- (This means you are getting almost the same amount of land per turn compared to earlier.)
- You may also spend extra turns to double the research rate.
- Once research is complete, congratulations! You're now ready to move on to your next step.
4. 🧙♂️ After 120 Turns – Exiting Apprentice Status
Congratulations! You’ve reached the end of your first 120 turns. Before moving forward, here’s what to expect and how to proceed carefully:
- 1. Prepare for Your First Open Turn
- Wait until you have almost full turns before taking your 121st turn.
- At this point, you are fully exposed: you can be attacked by other players or bots and affected by spells, and vice versa.
- 2. Continue Researching
- Continue exploring new land turn by turn and build into libraries.
- Stop exploring when the amount of land explored per turn starts to flatten out.
- Once you have enough libraries, you can spend extra turns to research faster.
- Ensure to maintain a positive income (check Status Report >> Interior Info).
- If you get attacked, continue to explore and rebuild your buildings, especially your forts (zero fort = dead mage).
- 3. Mid-Research Strategy Options
- Armyless – no army; continue to explore, rebuild, and research until complete.
- Partial Defense – summon some units to deter/defend attacks while focusing on research.
- One-hit Damage – summon mass fodders and get into Damaged status, hopefully in one hit.
- 4. Post-Research Paths
- Skill Whoring – focus on leveling one or more skills to a certain level or max in the shortest time.
- Gelding (taxing) – focus on taxing to gain tons of gelds.
- Wishing (Phantasm Ultimate Spell) – focus on casting the spell Wish to gain advantage (gelds, items, skills, or turns).
- Climbing – focus on attacking other players or bots to gain more lands.