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  • ...op stacks due to the ease of resummoning and the lower cost of casting the spells. You can imagine how frustrating it is to resummon an off-colour and to los ...nce they're enchanted, they receive effective protection against elemental spells.). Your mage will not receive resistance to Eradication magic, rather your
    18 KB (3,076 words) - 00:54, 4 March 2008
  • Spells like BS and BR allow amazing land allocation and turn efficiency. Having SL dependent, they aren’t easily nullified by spells and they can soak/damage.
    18 KB (3,250 words) - 04:47, 14 April 2008
  • ...[[items]] and [[skills|skillpoints]] and even more when conducting your [[spells|spell]] [[Groentje_Players_Manual_Ch5#Researching_Spells|research]] early i ** The amount of skill points produced by your guild depends solely on the absolute number of guilds you have. Land size is not
    2 KB (355 words) - 23:07, 13 June 2016
  • ...l penetration it is also a great aid on defense allowing many powerful red spells (stun, gravity pull, etc.) to effect enemies more often, improving your arm ...t in this - so if you're black, it reduces the casting cost of white/green spells the most - while as blue it reduces the cost of red/green the most)
    12 KB (1,829 words) - 19:17, 16 April 2008
  • ...to the units' natural abilities. This is important, because some items and spells can e.g. make your unit fly. But no item, spell, enchantment or hero will i * your heroes, items and spells can create temporarily extra stacks in battle (see dummy stacks section bel
    58 KB (9,630 words) - 03:48, 30 April 2010
  • ...on your land, people working in them can not only help in researching new spells or uncovering ancient artifacts - they will also spend their time on mentio | On 600 land<br/> with 5% guild
    7 KB (1,145 words) - 04:37, 4 June 2021
  • ...-align: right; font-size: 0.8em; font-style: italic; margin: 0.3em 1em;">[[Guild Wars 2 Wiki:Projects/Featured pages|Featured pages project]] • [[Main Pag :▪&nbsp;[[Skills|Skills]] ▪&nbsp;[[Spells|Spells]] ▪&nbsp;[[Items|Items]] ▪&nbsp;[[Units|Units]] ▪&nbsp;[[Heroes|Heroe
    20 KB (2,614 words) - 23:32, 27 October 2022
  • I put a green in the Ager-Non-Guild Hall of Immortals finishing 6th, and last reset, in spite of massive proble * {{blue}} It can't resist blue spells,
    31 KB (5,233 words) - 00:57, 4 March 2008
  • ..., each with full turns, to attack/disrupt/harass certain target mage(s) or guild(s), with the purpose of causing irredeemable losses to those parties while ...get their mages killed, most commonly running turns under god's or enemy's spells, or destroying down to 1 fort to attract a final blow. Some players claimed
    2 KB (309 words) - 04:45, 17 April 2008
  • ...military force. Players could build up armies by summoning them with magic spells or items, or by hiring them as mercenaries. These forces could then be used ...s allowed. Most servers came had two variants: ''Guild'' and ''NonGuild''. Guild server encouraged players to cooperate as teams of indefinite size, whilst
    7 KB (1,057 words) - 21:27, 22 January 2010
  • ...esources – mana, geld, population. Constantly check your mages for enemy spells when using turns<br> ...d who have a low net power. They are also the most vunerable mages in your guild. A catfisher needs to be extremely experienced and very good at taking care
    6 KB (1,061 words) - 04:45, 14 April 2008
  • ...ines that they follow when issuing punishments. See also [[:category:Admin Spells]].<br><br> ..."Serenity" on a non-ally/non-member of your guild/non-member of an allied guild in order to save them from a spell lock.
    4 KB (720 words) - 08:06, 21 April 2008
  • ==Guild Management== ...uilds]] have the ability to restrict or allow access to certain supporting guild features.
    2 KB (241 words) - 15:11, 12 September 2008
  • ...rting_Guild_Features | Supporting Guilds]]. It allows guilds to track the spells that they place on mages. ...are automatically removed from the spell tracker. There is no need for a guild member to do anything other that play the game, and the spell tracker will
    1 KB (245 words) - 19:27, 16 April 2008
  • ...enced mages some of the basic skills necesssary for survival on Terra. Non-Guild is the place you go to hone those skills. ...ion is the single most important skill you will learn on Terra (other than spells, and strategy, and etc…) Use your message function and arrows and try to
    26 KB (4,696 words) - 16:06, 20 April 2008
  • <span style="color:#2ecc71;">Guild Alliances do not need to be disclosed</span> *Changed spells, units, items for balance issues
    9 KB (1,391 words) - 01:43, 7 July 2020
  • * You can still receive mass-guild messages Related: [[:Category:Admin Spells|Other admin punishments]] such as [[Time Twister]] and [[Frozen Hell]]
    877 bytes (136 words) - 14:28, 8 November 2009
  • Generates lesser items independent of Guild item generation. Items are generated every 20-40 turns at level 1. Reduces the casting cost of all spells by 2% + 1%/level.
    10 KB (1,467 words) - 21:22, 20 August 2015
  • <tr><td>'''Server:'''</td><td>Guild</td></tr> Harmful Spells and/or Items = Deathlist
    877 bytes (151 words) - 22:39, 27 April 2008
  • MoN was founded in August of 2007 by members of the disbanded guild ArchEnemy who still wished to play together including Diabolus, ThanatosRX, MoN is a small active war guild. MoN avoids alliances and NAPs whenever possible. MoN wars random targets
    3 KB (529 words) - 15:28, 18 December 2010

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