Difference between revisions of "Guilds"
m (→Effects) |
m (→Usage) |
||
Line 13: | Line 13: | ||
== Usage == | == Usage == | ||
* Early in game: try to maintain more than 1000 guilds to speed up research | * Early in game: try to maintain more than 1000 guilds to speed up research | ||
+ | ** If you have trouble upkeeping the high amount of guilds on small land: sell the items! | ||
* Thereafter: try to maintain 5% of your land guilds, to generate skill points efficiently | * Thereafter: try to maintain 5% of your land guilds, to generate skill points efficiently | ||
Revision as of 13:00, 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
- If you have trouble upkeeping the high amount of guilds on small land: sell the items!
- 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