Knight of Dawn's The Reincarnation Simplified Guide

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HAPPY NEW YEAR 2011!!!!! From Knight of Dawn :)

Still under Construction. 31/12/2010 & 01/01/2011

This is a new guide that is up-to-date and more targeted to new players (or maybe even the exisiting player)

I intent to add more advanced stuff such as turn management,war,spell lock, ranking, D abuse, uniques, heroes,guild block, coordinated attacks, RoE, building through spells etc... But it depends on the responds and my time...

I'm kinda curious on what's gonna happen when every single thing becomes transparent and new mages just gonna copy what ever is posted.

Understanding the human side of this game

  • The remaining players that play TR have reinforced a type of RoE that suit this smaller player base of around 500 people. That is no over-targetting on any particular mage.
  • NDs are usually new players and have to be respected. For NDs, I will personally advise to join a guild.
  • There will be people that camp infront of their computers and do online attacks. This is the sort of people that do opportunistic attacks on weakened mages. The player base is too small to see lots of attacks on any particular mage for them to be weakened.
  • There will be people that look at the black market non-stop for any good bargains or uniques/heroes/items/spells. You will see a frequent over-bid on your bid in the market just when your bid hits the last minute and this will continue till you place a much higher bid.

Understanding the game

This game revolves around the concept that you have to gain more land than you lose. All stacks are breakable and there are no perfect stacks but there are ways that you can make your stack unbeatable to attackers by using items/spells/uniques/heroes/enchaments or even skills.


In a nutshell, a positive land income will let you rank higher; while a negative land income will drop you down the rank list. If you don't gain land, you will stagnate and you're just waiting for someone to counter stack you and drop you down the rank list.

Understanding the Colours

Icon PHANTASM.gif
Icon ASCENDANT.gifIcon PLAIN.gifIcon NETHER.gif
Icon VERDANT.gif   Icon ERADICATION.gif


Look at this Pentagram, there are five colours in total, the two colours beside a chosen colour are the adjacent colours. The remaining non-adjacent colours left on the Pentagram form the opposite colours to your chosen specialty.


Red Icon ERADICATION.gif

Adjacent Colours: Icon VERDANT.gif Icon NETHER.gif

  • Pros: Units with high AP Fire based attacks, with resistance reducing spells and synergy with Oil Flask.
  • Cons: Units with vulnerable holes in resistance such as weakness to Cold attack and lower HP/NP ratio (in exchange for damage). Units with high gold upkeep.

Black Icon NETHER.gif

Adjacent Colours: Icon ERADICATION.gif Icon PHANTASM.gif

  • Pros: Units with Paralyse,Magic,Cold,Poison based attacks. Units with steal-life,fear & double strike abilities.
  • Cons: Undisbandable pop-sucking units. Possible pop-spiral if you don't keep a careful watch on your pop. Difficult for new players.

Blue Icon PHANTASM.gif

Adjacent Colours: Icon NETHER.gif Icon ASCENDANT.gif

  • Pros: Access to all complex spells and units with various abilities and attacks. Uses ranged units with magic or psychic attacks.
  • Cons: Mana-intensive when you're casting off-colour spells.

White Icon ASCENDANT.gif

Adjacent Colours: Icon PHANTASM.gif Icon VERDANT.gif

  • Pros: With units that have Holy based attacks and Healing & Large shield abilities. A specialty with access to various enchatments. Access to Love & Peace and the Holy Light that boost white units trememdously.
  • Cons: High Gold upkeep, weaker AP/NP units and mostly ground based units with melee attacks. Rely on THL or SOL to add holy attack type.

Green Icon VERDANT.gif

Adjacent Colours: Icon ASCENDANT.gif Icon ERADICATION.gif

  • Pros: Access to units-enhancing enchanments such as Enlarge Animal and Plant Growth. Melee based units where their attack type can be altered by Flame Blade, Sword of Light , Vial of Venom or amplified by Rust armour. Have high HP/NP units with strong resistance to most attack types.
  • Cons: A specialty that rely heavily on enchaments. Mana-Intensive. Units have a low attack initiative of 1 and can be stopped by Web of the Spider woman or Slow. Melee attacks can be greatly reduced by Brooch of Protection.

What colours to attack?

Now that you have chosen a specialty and finished researching your spells. What colours to attack depends on the units that you intent to summon. Having a specific specialty allows you to summon specific units easier compared to some other units. You have to focus more on on-colour units to be efficient.


For example, black is your specialty and you intent to summon Liches.

Liches have Cold ranged & Magic ranged attacks with the fear ability.

Looking at this unit strengths: attack type, abilities, attack resistance, spells resistance, attack initiative and Health point. You have to determine which unit liches will be efficient in killing. In this case, Red Dragon will be the easiest for Liches to kill.

Reasons:

  • Fear ability are negated when a unit with Fear attacks another unit with Fear.
  • Liches have ranged attacks that can hit flying units.(RD is a unit with flying)
  • RDs have weakness to Cold. This means Cold attack deals twice the amount of damage.
  • Liches have high resistances to most attack type.


This whole process of choosing your units for your stack continues till you're satisfied or reached the 10 combat stacks limit.

In a nutshell, attack depends on your units and the target you're hunting not on the colour you're using. Combat item & spell may help and change the battle outcome but don't rely entirely on them(these need to get through 75% barriers to work).

How do I defend?

The advantages of defending

  • You have forts HP% boost. Defending against regular attacks recieve half of the HP% boost. Defending against siege attacks recieve full HP% boost.
  • Your defend assignment (spell & item) triggers all the time.
  • You determine the final NP that attackers start attacking you from.
  • Sieges on you have a 10% accuracy penalty. There is no accuracy penalty, if the attacking unit have the abilities Flying or Siege, or they are attacking units with Flying.
  • You can have 75% full barriers(Even higher if you have Barrier proficiency).

How do I defend?

You have to look at your units' strength & weakness and predict what colours and type of units will be attacking you. The most common colour and the stack that will deal most damage and gain land from you, will be the one that you have to stack against with usage of items and spells.

For example, you're using mono-RD.

Weakness: Undisbandable, Flying, weakness to attack type cold and Fear gets negated when RDs are attacked by units with Fear.

Looking around at all the colours and the units that they will likely be using, the most damaging colour will be black with heavy liches. Look at the liches' stats and profile, you will see that the cold attack has an initiative of 1. This can be blocked by any initiative reducing spell/item. Web will be a good choice here.

So what spell to use? Now, what else will likely be damaging to RDs? Another unit with cold attack is Demon Knight, with double strike and an attack initiative of 2. However, this unit can't reach RDs as it's a ground based unit. What if the attacker comes in with Carpet of flying/Flight and did a siege on you? Can the RDs hold the attack? Yes, if no item or spell passed barriers. What if DKs gain Flying, Can the RDs hold? No. So how do you negate the flying ability? Gravity Pull.


Final decision on Spell & item

Spell: Gravity Pull

Item: Web of the spider woman


In a nutshell, this is the thought process of defending. You use item & spell that benefit your stacks. A good awareness of the Metagame is crucial in defending. Heavy DKs are uncommon in the current Metagame as they're high pop eaters and undisbandable.

Starting Strategies

1)Rushing

2)Gelding

3)Low-land research

4)High-Land research



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