Difference between revisions of "Guilds"
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== Effects == | == Effects == | ||
* Guilds provide the same population space as wilderness, namely 10. | * Guilds provide the same population space as wilderness, namely 10. | ||
+ | * Guilds take considerable geld upkeep to maintain | ||
* Guilds also generate magical [[items]] at random intervals. | * Guilds also generate magical [[items]] at random intervals. | ||
** [[God Favour|Science God Favour]] increases chances of item generation | ** [[God Favour|Science God Favour]] increases chances of item 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 take considerable geld upkeep to maintain
- 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