Groentje Players Manual
Contents
- 1 WHAT IS THE REINCARNATION
- 2 HOW TO START
- 3 THRONE ROOM
- 4 INTERIOR
- 5 CHAPTER V: MAGIC
- 6 WAR
- 7 SOOTHSAYER
- 8 DIPLOMACY
- 9 MISCELLANEOUS
WHAT IS THE REINCARNATION
The Reincarnation is a massive multi-player turn-based game, played using your web browser and internet connection, on a The Reincarnation server. The game is ‘massive multi-player’ because 1000’s of players play their mages on a server simultaneously, constantly interacting (allying, warring) in month-long battles for land and power. The game is ‘turn-based’ as each action in the game costs turns. The game is designed for players who have day to day internet access. Players generally log in once/twice a day, to check their kingdoms status, and spend their accumulated turns. Some players are online for long periods of the day, just monitoring their kingdoms and hoping for the ideal opportunity to enlarge their power. Playing the game is entirely free. Players voluntary donate money to communally pay for server hosting only.
Turns and Time
Turns accumulate automatically as time passes by, whether you are online or not. Turns generate fastest on ‘blitz’ servers: 1 turn / 5 minutes, and slower on other servers: 1 turn / 10 or 15 minutes. A player can only stock up a maximum amount of turns though (Blitz-type servers: 200 turns; other servers: 150-300 turns). Players log in regularly (semi-daily) to be able to spend as much as possible of their accumulating turns.
The game has a strong real-time element too. You never know when another player decides to spend turns and what will happen to your kingdom. Also, you never know how many turns another player may have stocked up at a specific time. Therefore, the game records when battles took place. It lets you browse the record (‘chronicle’), so you can make educated guesses about the activities of other players. Timing your actions by login in and spending turns at the right time, is an essential part of the game and can be a real thrill. The game runs for a couple of months (real time), after which the server resets and The Reincarnation starts over again with a fresh competition. Scheduled server resets are announced by the developers. It is also possible that players themselves trigger an early reset of a server, when 7 of them successfully cast the awesome Armageddon spell.
Competition
Each player plays his/her own mage and manages its kingdom. Ultimately, only one mage will turn out the dominant mage on a server. However, players are encouraged to coordinate their actions (within some regulations) to group their kingdoms (so-called ‘guilds’) and support each other with battle power and strategy. The names of the 10 most powerful mages of the old world may be immortalised (in the Hall of Immortals), but all that rests the players is to hatch a new mage for The Reincarnation.
Mage specialities (colours)
The mages that rule the kingdoms in ‘The Reincarnation’ belong to one of five orders, each with its own speciality and colour. The strengths of the specialities are well balanced: there is no colour that dominates all other colours; it is possible to maintain high ranks with any colour. Any colour can win any battle against any colour, although in some cases this requires a lot of skill. Each speciality has its own qualities and associated strategies. For example, their magic differs (see: MAGIC) and the units they can recruit differ (see: INTERIOR). It is easy to learn the basics of each speciality, but it is very hard to master a speciality, and it is very-very-very hard to master all specialities.
Players choose their speciality when reincarnating, i.e. when starting the life of their mage on a server, or let the server pick a color at random. Afterwards, the speciality cannot be changed, unless the character is deleted and a new one is reincarnated. Mages can attack other mages of the same speciality just like they can attack mages of other specialities. Mages can ally and team up with any other mage, regardless of their specialities.
HOW TO START
Creating a New Mage
Validating your Mage
Login to Play a Mage
The First 120 Turns
Trouble Logging In
THRONE ROOM
Status Report
In-game messaging
Account options
Your Mage Description
Meditation
Changing Your Password
Deleting Your Mage
Skin Directory
Audience
INTERIOR
Exploring and Wilderness
Buildings and Resources
Farmland and Population
Towns and Geld
Workshops and Building Rates
Barracks and Barrack Troops
Nodes and Magic Power
Mage-guilds and Items
Fortresses and defence
Barriers and spell resistance
Gelding
Recruiting
Ways to create your army
Barrack troops
Disbanding troops
Failing to pay upkeep (geld, population, m.p.)
CHAPTER V: MAGIC
Adjacent and opposing Magic Specialities
Researching Spells
Spell complexity and spell books
Spell level
Researching spells
Concentration
M.P. Charging
Casting Spells
Non-battle spells
Battle-use spells
Casting Armageddon
Enchantments
Upkeep of enchantments
Dispelling of enchantments
Using Magic Items
Non-battle items
Battle-use items
Other types of items
WAR
Attack Limitation
Protection
Counter attacks
Types of Combat
Pillaging
Regular attack
Siege attack
Defensive assignments
Strange combat results
Clues to understand your battle report
Lining up for the battle
Fighting the battle
Unit initiative
Units that do not attack
Frequently used terms for attacks
Social Norms
Checking Mage Descriptions
Multi Attacking
Counter-countering
Bullying newbies
Guild diplomacy
SOOTHSAYER
Rank lists, Chronicle and Arena
Rank lists
Chronicle Terra
The Arena
Encyclopedia
Quest for Glory
Black Market
Bidding in general
Antique Store – Item selling
Spawning Hatchery
Swords for Hire
Exotic Mageware
Heroes
Types of heroes, experience levels
The Tavern o' Heroes
=== Heroes in combat