Difference between revisions of "Turns"
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* the amount of time needed to fill turns from 0 to 'max turns' is called 'turn cycle'. | * the amount of time needed to fill turns from 0 to 'max turns' is called 'turn cycle'. | ||
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+ | * Most in-game actions cost turns (checking various status, setting defense assignments and disbanding army/heroes are the only actions not taking turns). | ||
* There are no game mechanics altering the above. | * There are no game mechanics altering the above. | ||
* There are spells and items that influence turns usage. | * There are spells and items that influence turns usage. |
Revision as of 13:43, 26 February 2006
Contents
basics
- Turns generate at a constanct rate that differs per server (Apprentice: 1 turn/15 minutes, Server Guild: 1 turn/10 minutes, Blitz: 1 turn/5 minutes).
- Only a maximum number of turns will automatically accumulate (Apprentice: 150 turns, Server
Guild: 180 turns, Blitz: 200 turns). This is usally called 'max turns'.
- the amount of time needed to fill turns from 0 to 'max turns' is called 'turn cycle'.
- Most in-game actions cost turns (checking various status, setting defense assignments and disbanding army/heroes are the only actions not taking turns).
- There are no game mechanics altering the above.
- There are spells and items that influence turns usage.
See Groentje Players Manual Ch1
Items and spells affecting turns
Items
- Voodoo Dolls (lesser item) subtract a small number of turns from a target mage. They cannot force those turns to become negative.
- Egg of Time (unique item) adds a signifigant amount of turns to your turn pool. Can make turns get above 'max turns' (unconfirmed).
Enchantments
- Temporal Stasis Field subtracts extra turns as the target uses turns.
Spells
- Wish: has many effects, one of which adds turns (good!) and one of which subtracts turns (bad!) to your turn storage, even into negative remaining turns. Odds for the adding are better than odds for subtracting, but the amount of turns lost is bigger than the amount gained (Wish turns Add=SL/50, Subtract=SL/20; SL = spell level)
- Timetwister: minor punishment of game admins. It subtracts 'max turns' instantenously, sending you into negative turns.
Turns and researching
The type of spell (simple, advanced, complex, ultimate) and its research costs (encyclopedia) determine, the amount of guilds build on the land, spell color vs. mage color, the enchantments concentration (on-color, off-color), confuse and lazyness influence research, and the Sage hero.
- The more guilds, the less turns researching a spell takes
- the more complex the spell, the more turns researching takes
- adjacent color and opposite color spell research takes more turns.
- Concentration reduces the turns neededed to research, particularly at high SL and on-color.
- Confuse and lazyness enchantments increases the turns needed to research.
- Sage hero decreases research turntake (depending on hero level)
Turns and building
The amount of workshops and the Engineer hero determine the amount of turns it takes to build, except for the magic building 'barrier'.
- The more workshops, the less turns building takes
- Engineer hero decreases building turntake (depending on hero level)
- barriers always take 1 turn to build.