Difference between revisions of "Armageddon"

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At Armageddon,
 
At Armageddon,
* anyone can attack anyone
+
* anyone can attack anyone. You will take land if you win, even when that mage is below 50% of your power.
 
* creating a new mage is no longer possible (you get a 0 turn mage, just to watch the ranklist)
 
* creating a new mage is no longer possible (you get a 0 turn mage, just to watch the ranklist)
 
* mage that still were apprentice mages (first 120 turns) are frozen too - they are at 0 turns, no new ones gaining.
 
* mage that still were apprentice mages (first 120 turns) are frozen too - they are at 0 turns, no new ones gaining.
  
 
[[Category:Spells]] [[Category:Enchantments]] [[Category:Ultimate Spells]]
 
[[Category:Spells]] [[Category:Enchantments]] [[Category:Ultimate Spells]]

Revision as of 17:10, 30 October 2006

http://blitz.the-reincarnation.com/images/clock00.jpg

Guild-casted version:

  • After successfully casting armageddon, it is an enchantment that demands upkeep until the 7th seal is broken.
    • the idea is that you pay upkeep for all the days leading to armageddon (about 6 days if you are the first caster and your guild coordinates breaking next seals well),
    • the idea is you don't pay upkeep during the last 24h of armageddon itself.
    • this has never worked properly yet (most guild-armageddon-casters dispell armageddon after 7th seal was broken)

Server-casted version:

  • it comes about 3 months after the reset starts
  • it counts down for 7 days. The last of these 7 days is armageddon day.

At Armageddon,

  • anyone can attack anyone. You will take land if you win, even when that mage is below 50% of your power.
  • creating a new mage is no longer possible (you get a 0 turn mage, just to watch the ranklist)
  • mage that still were apprentice mages (first 120 turns) are frozen too - they are at 0 turns, no new ones gaining.