Beginner's Guide to TR

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Revision as of 01:58, 6 December 2006 by Alzorath (talk | contribs) (Common Terminology)
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Placeholder (This will be a guide for the 'first time ever playing' player, geared more towards orienting the player to the raw basics, and also direct them to some fairly common practices among veteran mages - that many take for granted and don't think to comment on)

About The Reincarnation

The Reincarnation is a MMORPG that is entirely browser based. The game requires no special downloads or other accessories to play, and is free for all who wish to play it. In The Reincarnation your role is that of a great archmage in command of a massive kingdom, and equally massive armies. The goal of the game is to become one of the most powerful mages on the server by finishing the reset in the "Top 10" players on the server to achieve a spot in the "Hall of Fame", but there are many other facets to the game that may bring you greater enjoyment depending on the games you like to play.
 
You can war, play the market, achieve high ranks, or even in some situations - destroy the world itself (which will also grant you a coveted spot in the "hall of fame" as a destroyer of Terra). Every cycle of the world lasts approximately 3 months without player intervention, these cycles are referred to as "resets", and allow you to start anew each reset, with the slate cleared.
 
There are 4 'servers' currently for The Reincarnation:

  • Apprentice: Apprentice, despite its name, is no easier than any other server. The name comes from the fact that the mage you take control of is that in the role of an apprentice level archmage, unable to learn ultimate spells. This server is also home to the guild "Apprentice Academy" which welcomes new mages to teach them the fundamentals of the game. Apprentice generates 1 turn every 15 minutes, a mage can store up to 150 turns on this server.
  • Server Guild: Server Guild is the slower of the two "Ultimate" servers, where you play a mage that is able to learn their ultimate magicks. This server has several guilds that welcome new players, these guilds usually advertise this on the UBB prior to the start of the reset though. Server Guild generates 1 turn every 10 minutes, a mage can store up to 180 turns on this server.
  • Blitz Guild: Blitz Guild is the fastest of the servers, and like server guild, you can learn your ultimate spells here. This server has a very erratic guild base, with many guilds lasting only a few resets, there are a number of guilds that are constants just not as many as on server guild. Blitz Guild generates 1 turn every 5 minutes, a mage can store up to 200 turns on this server.
  • Beta: Beta is a server designed for testing new features and changes, but requires you to log into your forum account to play. This server is often used as practice grounds as well for players, so therefore the politics are a lot looser, and people tend to break the 'norms' more (however they still aren't very forgiving about it happening against them). This server runs at the same speed as Blitz Guild with 1 turn every 5 minutes, and a limit of 200 turns stored.


 


Magic Specialties

A mage's "Specialty" determines the spells he/she can research, the units they can recruit, and the potency of a variety of spells. There are 5 specialties, as described below.

Ascendant

Ascendant is the color of the heavens, with powerful units representing those that serve the forces of good, such as Angels, Unicorns, and Astral Spirits. Ascendant is commonly played in a very defensive manner, but has the ability to deal out some damage in its own right (albeit not as much as the other colors). This color is very good for new players because it relies primarily on Mana and Geld to sustain itself, and has a fairly balanced array of units and spells. Ascendant is represented by the white symbol: Icon ASCENDANT.gif. Ascendant is adjascent to Phantasm and Verdant allowing it decent access to their units and spells, while it is opposing to Nether and Eradication making their units less available.

Verdant

Verdant is the color of nature, showing both its resiliance and its power. Verdant uses primarily nature based units such as treefolk, elves, and animals. Verdant is played in a variety of styles, and can be extremely damaging or extremely defensive. Like Ascendant, this speciality is very good for new players because it relies heavily on mana, and a moderately on geld. Verdant is represented by the green symbol: Icon VERDANT.gif. Verdant is adjascent to Ascendant and Eradication allowing it decent access to their units and spells, while it is opposing to Nether and Phantasm making their units and spells less available.

Eradication

Eradication is the color of destruction, based around many extremely dangerous units and spells. Eradication uses powerful dragons, elementals, and reptiles as its army. Eradication is played in a usually aggressive style, relying on their offensive power to overcome all obstacles, which is much riskier but more rewarding. This specialty can be ok for new players, but relies on population eating units to an extent - which is difficult for many new players to manage. Eradication is represented by the red symbol: Icon ERADICATION.gif. Red is adjascent to Nether and Verdant allowing it decent access to their units and spells, while it is opposing to Ascendant and Phantasm making their spells less available.

Nether

Nether is the color of the damned, with powerful units coming from both the grave and hell itself, such as demons and undead. Nether is commonly associated with "Power at a cost", and many of its common playstyles reflect this. Nether commonly sets itself up to be strong against a certain set of colors, which in turn exposes it more to other colors. Nether also has a painfully strong spell, that comes with an equally painful cost, Contract of the Soul. Nether is one of the worst for new players, because it relies heavily on population and mana, with population being fairly difficult to manage compared to other resources. Nether is represented by the black symbol: Icon NETHER.gif. Black is adjascent to Eradication and Phantasm allowing it decent access to their units and spells, while it is opposing to Ascendant and Verdant making their spells less available.

Phantasm

Phantasm is the color of illusion, with powerful magical and psychic units at its disposal, as well as powerful elementals. Phantasm is a tricky color to play because of its great variety of choices, and ability to research more spells than any other color. Phantasm can be played defensively or offensively, and is very capable in both fields. Phantasm is not usually recommended to new players because of this trickiness, phantasm however tends to rely on a fairly nice mix of resources depending on play style, and can be heavy mana, heavy geld, and/or heavy population upkeep...able to shift its weighting strategically. Phantasm is represented by the blue symbol: Icon PHANTASM.gif. Blue is adjascent to Nether and Ascendant, and opposing to Verdant and Eradication, and despite having better and reliable access to Nether and Ascendant spells and units, it can still utilize some of the more powerful units of Eradication and Verdant.
 


Starting a Mage

To start a mage all you need is a magename (one you can remember), a password, and an email (which isn't used for anything currently). You can have one and only one mage on each server without getting in trouble (that's a total of 4 mages if you play all the servers: 1 on apprentice, 1 on server guild, 1 on blitz, and 1 on beta). Now starting a mage isn't too complicated, but there are ways you can make the game work more in your favor, the beginning of this is learning the basic mechanics of keeping your kingdom running smoothly.

Build Rate (Workshops)

Build rate is based on the number of workshops you have. Basically, the more workshops you have, the faster you can build any building EXCEPT barriers (which are always 1 per turn). For those of you that want the formulae, the basic build rates (per turn) for each building are:
 
Farms and Barracks: ( ( Workshops / 10 ) + .1 ) * 2
Workshops: ( Workshops / 10 ) + .1
Guilds: ( ( Workshops / 10 ) + .1 ) / 2
Towns and Nodes: ( ( Workshops / 10 ) + .1 ) / 3
Fortresses: ( ( Workshops / 10 ) + .1 ) / 30
Barrers: 1

Income

Income is essential to maintaining a kingdom of any size, and to manage your income you have to first know how it is generated, that's what this section is for.

Geld Income (Towns, Farms)

Basic geld income is based on 2 factors: 1) Your current population and 2) Your percentage of land as towns. The higher either, or both, of these are, the higher your geld income is (% towns improves 'geld per population', population improves the number of people generating geld) Geld income can be further enhanced by gods and heroes, net income can be improved by spells and heroes. There is no limit on the amount of geld you can store. You can generate additional income with the 'gelding' screen (gelding generates geld based on your current geld income - essentially doubling your geld income for a turn).

Mana Income (Nodes)

Mana income is based entirely on your nodes and the percentage of land they occupy. Nodes generate X amount of mana per node based on the percent of land as nodes. Higher percents of land as nodes, return less mana per node. The cutoffs are at the ".99%s" - in other words 29.99% will usually generate more mana than 30% of land as nodes. Mana is a capped resource, limited by the number of nodes you possess (each node can store 1,000 mana). You can generate additional mana income with the 'm.p. charge' screen (charging generates mana based on your current mana income - essentially doubling your mana income for a turn). Careful when M.P. Charging large amounts of turns or near maximum storage if you have a negative "Net Income", M.P. Charging occurs BEFORE turns are taken and therefore you can reach 'maximum' and then you would lose it in the following turns.

Population Income

Population Income is based on your current population and how close it is to your maximum population. Usually your population income will be 1.5%+50 of your current population (example: 100,000 current population will usually generate 1550 population, where as 100 population would only generate 51 population). This number decreases as you near your maximum population (reducing to 0). Population income can also be effected by spells and gods. There is no function to regain population faster, however there are items that can generate population or steal it from other mages.

Research (Guilds)

Guilds increase your research rate - improving with greater numbers. It is often a good idea to research ALL spells available to you (except maybe "Armageddon" since it doesn't add "spell level" *covered later*). Many players will run 1000+ guilds while researching to speed up their research rate to a reasonable level.

Items and Spells

Spells and Items are integral parts of this game, both in battle and in the general maintainance of your mage. Lesser Items can be generated by guilds, and are randomly generated as you use turns, Items can also be purchased from the "Antique Store" in the Black Market. Spells are researched utilizing guilds to speed up the research, or can be purchased from the "Exotic Mageware" in the Black Market (you cannot posses more than 1 copy of a spell).

Skills

Skills Points are generated based on your land, and can be used to gain levels in various skills. Skills can be used to augment strengths of your specialty or cover the weaknesses. There are a wide variety of effects from skills, all which can be beneficial if used properly, but it is up to you to decide which is appropriate for you (skill descriptions can be found elsewhere on this wiki).
 


Staying Alive

Fortresses

Army and "Stacking"

Barriers

Assignment


Growing Stronger

Attacking

Defending

Common Mistakes

"Hitlists", "Deathlists", etc.

Guilds (the non-building kind)


Tricks of the Trade


Commonly misreported bugs


Detailed Kingdom Navigation

Main Menu


Information

Quick Information
Domini Renuntio

Throne

Status Report
Read/Send Messages
Audience
Options
Great Council

Interior

Explore
Building
Recruit
Gelding
Destroy
Disband

Diplomacy

About Alliances

War

About Combat
Regular
Siege
Pillage

Soothsayer

Black Market
Ranking
Chronicle Terra
Arena Archmage
Encyclopedia
Cemetary
Statistics
Quest for Glory
Forum

Society

Guilds in Terra
Enemylist
Guild Tools

Magic

Cast Spell
Use Item
Research
Skills
MP Charge
Assignment
Dispel

Common Terminology

General Terms
Archmage: AM
Archspace: AS
The Reincarnation: TR
Player: Mage
No Description: ND
Unguilded: ND
Spell Level : SL
Net Power : NP
Fortresses : Forts, Fort
Barriers: Bars, Bar
Resistance: Res
Mana: MP
Life: HP
Attack Power: Damage, AP
Initiative: Init
Nether: Black
Eradication: Erad, Red
Ascendant: Asc, White
Phantasm: Phant, Blue
Verdant: Verd, Green
Apprentice Server: App
Server Guild Server: Server, Guild, S1
Blitz Guild: Blitz, BG, B2
Blitz Solo: Blitz, Solo, B3
Damaged: D, Protection, Prot
Council Protection: P, Council, Protection, Prot
Meditation: Med, M
Armageddon: Arma
Fury of God: FoG
Hall of Immortals: HoF, Hall, HoI
Time Twister: TT, Twister

 
Forum
Union of Honor: UoH
Hall of Sages: HoS
Banquet Hall: BH
Off-Topic: OT

 
Neutral Units
Archers: Arch
Cavalry : Cav
Bounty Hunter : BH
Mercenary: Merc
Renegade Wizard: RW
Trained Elephant: Elephant
Falcon: Falc
Iron Golem: IG

 
Ascendant Units
Knights Templar: KT
High Priest: HP
Catapults: Cata
Paladins: Pal
Pegasus/Pegasi : Peg/Pegs
Soul Speakers: SS
Astral Magicians: AM
Angels: A
Archangels: AA
Unicorns: Uni
Spirit Warrior: SW
Dominions: Doms, Dom

 
Ascendant Spells
Armor of Light: Armor
Blinding Flash: BF, Flash
Descent of Holy Being: Descent, Summon Dom
Heavenly Protection: HP
Holy Word: Word
Locate Artifact: LA
Love and Peace: LnP, L&P, LP
Platinum Hand of Healing: PHoH, Plat, Plat Hand, Hand
Protection from Evil: Prot, Prot from Evil, PoE
Protection from Missle: PoM
Resist Elements: Resist, RE
Resurrection: Res
Sword of Light: SoL, Sword
The Holy Light: THL, HL, Holy Light

 
Verdant Units
Creeping Vines: Vines, CV
Earth Elemental: EE
Elven Archer: EA
Elven Magician: EM
Faerie Dragon: FD
Griffon: Griff
Mandrake: Drake
Phoenix: Nix
Swanmay: Swan
Treant: Tree
Werebear: WB

 
Verdant Spells
Call Hurricane: CH
Enlarge Animal: EA, Enlarge
Eye of the Eagle: Eye
Nature's Cure: NC
Nature's Favor: NF, Favor
Nature's Lore: NL, Lore
Plant Growth: PG
Regeneration: Regen
Rust Armor: RA, Rust
Serenity: Seren
Sunray: Ray, Sun
Summon Locust Swarm: SLS
Weather Summoning: WS
Web of the Spider Woman: WotSW, WSW, Web

 
Eradication Units
Chimera: Chim
Dwarven Deathseeker: DD
Dwarven Elite: Elite, DE
Dwarven Warrior: DW
Efreeti: Eff, Freeti
Fire Elemental: FE
Fire Giant: FG
Hellhound: HH
Lizard men: Lizard, Lizmen, Liz
Red Dragon: RD
Salamander: Sal
Troglodyte: Trogs
Wyvern: Wyv

 
Eradication Spells
Battle Chant: BC
Call Lightning: CL
Chain Lightning: CL
Destroy Artifacts: DA
Flame Blade: FB
Flame Shield: FS
Giant Strength: GS, Giant
Gravity Pull: GP, Pull
Lightning Strike: Lightning
Meteor Storm: MS
Volcano Eruption: VE

 
Phantasm Units
Air Elementals: Air, AE
Djinni: Djinn
Ice Elementals: Ice, IE
Leviathan: Lev
Medusa: Med
Mind Ripper: MR, MF, Flayer, Ripper, Mind Flayer
Psychic Wisps: Wisps
Shadow Monster: Mirage Monster
Water Elemental: Water, WE

 
Phantasm Spells
Concentration: Conc
Confuse: Conf
Conjure Elemental: CE, Conjure
Double Time: DT
Feet of Hermes: Feet, Hermes, FoH
Fog Cloud: Fog
Fool's Gold: FG
Hallucination: Hallu, Hall
Invisibility: Invis
Laziness: Laz
Mental Thrash: Thrash
Mind Bar: Bar, MB
Paralyze: Para
Scrying Mirror: Scry
Steal Artifact: SA, Steal
Temporal Stasis Field: TSF
The Wall of Silence: Wall, WoS

 
Nether Units
Cave Troll: Troll
Dark Elf Magician: DEM
Demon Knight: DK
Fallen Angel: Fallen A, FA
Fallen Archangel: Fallen AA, FAA
Fallen Dominion: Fallen Dom, FDom
Horned Demon: HD
Orc Raider: Raider
Orcish Archer: OA
Skeleton: Skel
Succubus: Succ
Unholy Reaver: UR, Reaver
Vampire: Vamp
Wolf Raider: Raider, Wolf Rider
Zombie: Zomb

 
Nether Spells
Battle Lust: BL, Lust
Black Death: BD
Black Sabbath: BS, Sabbath
Blood Curse: BC, Curse
Blood Ritual: BR, Ritual
Contract of the Soul: CoS, CotS, Contract, Devil
Death and Decay: D&D, DD, DnD
Dreams of Seduction: Succubi, DoS, Dreams
Foul Water: FW
Gaze of Death: GoD, Gaze
Kiss of the Vampire: Kiss, KoV
Night of the Living Dead: NotLD, Night, NoLD
Shroud of Darkness: Shroud, SoD
Touch of Necromancy: Touch, Necromancy

 
Heroes
Veteran: Vet
Alchemist: Alch
White Knight: WK
Amazon: Zon
Fire Elementalist: FE
Berzerker: Zerker
Dragon Knight: DK
Valkyrie: Valk
Crypt Keeper: Keeper
Devil Prince: Prince
Dread Knight: DK
Necromancer: Necro
Soul Reaper: Reaper
Shield Maiden: Maiden, SM

 
Hero Abilities
Wall of Thorn: WoT
Soul Devour: Devour
Dragon Rider: Rider

 
Lesser Items
Ash of Invisibility: Ash
Bloodstained Map: Map, BM
Book of Prophecy: BoP, Book
Brooch of Protection: BoP, Brooch
Bubble Wine: BW, Wine, Bubble
Candle of Sleeping: Candle
Capsule Monster: Capsule
Carpet of Flying: Carpet, CoF
Dozens of Silver-Tipped Arrows: Arrows, Silver Arrows
Drums of War: Drums
Figurine of Ice Queen: Figurine
Flasks of Holy Water: Flasks, Holy Flask, Holy Water
Horn of Valhalla: Horn
Javelin of Lightning Bolt: Jav, Javelin
Letters of Theive's Guild: Letters
Magical Compass: MC, Compass
Mana Crystal: MC, Crystal
Mana Vortex: Vortex
Minor Indulgence: MI
Monkey Brains: MB, Brains
Official List of Demands: List, Official List
Oil Flasks: Flasks, Oils
Ointment of Healing: Ointment
Pipes of Sewer: Pipes
Potion of Valor: PoV
Pouch of Herbs: Pouch, Herbs, PoH
Pouder Keg: Keg
Ring of Animal Command: RoAC, Ring
Rotten Food: Food
Sage Stone: Stone
Satchel of Mist: Satchel
Scroll of Protection from Fire: Scroll, Scroll of Prot, Scroll of Fire Prot
Staff of Illusion: Staff
Strange Metallic Can: SMC, Can
The Head of Medusa: HoM, Head
The Spider's Web: Web
Total Newbie Handbook: Newbie, Handbook
Treasure Chest: Chest
Treasure Map: Map
Vial of Venom: Vial, VoV, Venom
Voodoo Doll: Doll
Wine of Three Whips: Wine, W3W, WoTW

 
Uniques
Ancient Staff of Pure Quartz: Quartz Staff
Ancient Tome: Tome
Atomic Bomb: A-Bomb
Basin of Far Seeing: Basin
Black Ankh: Ankh
Blood Knife: BK
Blue Ice: Ice
Burning Incense: Incense
Efreeti Bottle: Bottle
Egg of Time: Egg
Helm of ESP: Helm
Holy Grail: HG, Grail
Iron Golem: IG, Golem
Lipstick of Enslavement: Lipstick
Love Potion #9: Potion
Pouch of Infinite Wealth: Pouch
Sceptre of Rulership: Sceptre
Spectacles of True Seeing: Spectacles
The Altar of Blood: Altar
The Magic Mirror: Mirror
The Mirror of the Grey Witch: Mirror


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