Difference between revisions of "Knight of Dawn's The Reincarnation Simplified Guide"

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(Nate's topic & WT's answer)
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=Nate's topic & WT's answer=
 
=Nate's topic & WT's answer=
Top 15 Things You MUST Know To Be A TR Master
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==Top 15 Things You MUST Know To Be A TR Master==
  
1) How to see who's likely to hit you
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===1) How to see who's likely to hit you===
  
 
- This can be done by varying steps but to speak in generics. First step I look at is my stack, how would I beat myself. Secondly are there many of that particular color above me for most people this is yes. Do I want to block or damage(depends on color/stack). But basically most colors have generic assigns
 
- This can be done by varying steps but to speak in generics. First step I look at is my stack, how would I beat myself. Secondly are there many of that particular color above me for most people this is yes. Do I want to block or damage(depends on color/stack). But basically most colors have generic assigns

Revision as of 01:50, 22 January 2011

Contents

Updated 15/01/2011 10:55pm

Basic Concepts

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 when you're online doing your run.
  • 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.
  • There will be people that immediately resummon, when they're attacked, to protect their land. That's why opportunitic online campers exist, this is to counter this resummoning trend.
  • There will be people that tie their emotions to this game and counter you with whatever they have. Such as spells,multiple attacks and hate mails.

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. Losing lands to attackers doesn't mean much, if you can gain back double the amount of land that you've lost.


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: The Spider's Web

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.

Strategies

Starting Strategies

1)Rushing

2)Gelding

3)Low-land research

4)High-Land research

Mid Game strategies

End Game strategies

Enchantments for different colours

White

Basic : THL,L&P,RE,WS,Conc

Optional enchantments

  • Cast MB when you have reached above 5k land and when you have the mana to support it.
  • Cast Heavenly protection if you have the spell bought from the BM.
  • Cast Sunray only if you want to have additional spell protection.

Green

Plant based green

Basic : PG, NF, WS ,Conc, SR

Animal Based green

Basic : EA, WS, Conc, SR

Loring Green (Abusing D status)

Basic : NL , NF, WS, Conc , SR

Mixed Green

Basic : PG, NF , WS , Conc, SR ,EA

Optional enchantments

  • RE for additional red spell resistance to your units.
  • PfE for additional kingdom spell resistance.
  • MB for additional kingdom spell resistance.

Red

Basic : BC,WS

Optional enchantments

  • Cast Shroud of darkness when you want additional protection from White's spells.
  • Cast SR when you want additional spell protetction.

Black

Basic : BS, SoD, Conc

Optional enchantments

  • Cast Mindbar when you want additional spell protection.
  • Cast BC when you want to have a higher AP to out-damage attackers.

Blue

Basic : Conc, Hallu , MB, AC

Optional enchantments

  • Cast SoD when you want additional spell protection.
  • Cast RE when you want to have additional red spell resistance for your units.

The art of getting the 1st hero @ turn 121

Knight of Dawn's The Art of War

Killing a mage

A mage's death all revolve around the fact that all your forts are destroyed.

There are four ways that a mage can die

  • 1)Battle Kill

Being killed in battle when the last fort is destroyed. Enemy (#000) was slained on the battle field.

  • 2)Gold crash Kill

You've a negative gold income and you took a turn that destroyed all your forts.

  • 3)Spell Kill

Your last fort is destroyed by an enchantment such as MS/DND/Laziness.

  • 4)Volcano Eruption Kill

Your last fort is destroyed by the spell VE.

Enchantment kill messages

MS Kill

Sat June 6 06:06:06 2011
Enemy (#000) was slain by your spell Meteor Storm.

DnD Kill

Sat June 6 06:06:06 2011
Enemy (#000) was slain by your spell Death and Decay.

Laziness Kill

Sat June 6 06:06:06 2011
Enemy (#000) was slain by your spell Laziness.

Building Through Spells

Surviving War

The risks of spelling from below

War Enchanments

How to use your counter token the right way

The Art of Catfishing

War targets- who to focus on

Controlling the Black Market

Controlling items and economy of TR

Advanced Concepts

Analysis on battle items

Oversummoning in a no oversummoning server

How to judge target's fatness

When to siege, regular or explore

Magical compass

Passing uniques - The Iron Golem

Current Metagame, Common stacks and counters

Stealing a unique the correct way

Guild Block and why is this efficient in ranking

Buildings % ratio and setup

D Abuse

What skills to focus on and why

Lady Luck

How to get lucky?

  • There is a vote for our game at the top of your main log-in page. Click on the 3 links and vote for the game. You have a 35% chance to get luck with each vote. There is no message, just check your status report. You'll get luck sooner or later.
  • There is an unique item called the Lucky Charm. Having that will grant permanent favor from Lady Luck. However, this unique does not give the higher exploration benefit and the favor is perment until you lose the Lucky Charm.

What are the benefits?

  • Luck benefits only starts from turn 300 onwards.
  • Luck favor last 24 hours from the time you got the favor.
  • Increased chance of a higher exploration land gain.
  • Increased chance of a higher random modifier unit's attack.
  • Increased battle accuracy.

LA, Gelding & Pillages. Which is better & why?

Long attack runs and when you should stop

Target selection and how to do it the correct way

Importance of BR sharing and documenting

Units stats analysed/Spreadsheet

Blacker's BR Analyzer - why & How to use it

Stacking % ratio and how to stack well

All possible stacks for green

Deep stack

Flying stack

Short stack

Counter stack

Fire burst stack

Tree stack

Animals stack

All possible stack for blue

All possible stack for red

All possible stack for black

All possible stack for white

Ground white

Flying white

Deep white

Short white

Unicorn white

The importance of efficiency

What heroes for each colours

How to Whore for each colour

Coordinated attacks

Getting around RoEs

Countering when attacked and why

Devil baiting

Surviving Devils counters

Uniques, heroes and skills abuse

Indepth guide for all colours and why it works

ARMA Power up!

FAQs

Nate's topic & WT's answer

Top 15 Things You MUST Know To Be A TR Master

1) How to see who's likely to hit you

- This can be done by varying steps but to speak in generics. First step I look at is my stack, how would I beat myself. Secondly are there many of that particular color above me for most people this is yes. Do I want to block or damage(depends on color/stack). But basically most colors have generic assigns

Black FW/Carpet, DoS/carpet - Why: blacks hardest hitting units hd for example are slow/grounded use ash or carpet to fix one problem. White bf/satchel bf/carpet - Why: LNP increases HP so take away accuracy for more blocks. White units are also weak to trees/demons, have them fly to avoid. Green rust/carpet, rust/ash, ch/ash - Why :Green units are slow/melee based/grounded. Fix 2 of the problems and pray the 3rd item doesnt pass barrs. Blue slow/web slow/candle slow/carpet - Why: slow is a probably top 1 -2 battle spells(other being stun) item varies, para is very limited. Red Stun/flasks, fb/flasks - Why: flasks = more dmg = out damaged = D status without land loss

Do any of these assigns look like they will work for me? If so why not. Do I have the items/what items do I have. If you cant find something better for your stack/situationgo with one of the above.

2) Judging which targets can net you most land per turn

Ahh the most fun part. My method is thus and my apologies to any offended. Alot depends on my color but I choose the fattest mages/thinnest mages first then I review. Thin reds = bad, fat greens=bad, thin greens = good, thin whites = good, fat whites = bad in generics. I avoid ND's when I'm unsure, if a ND is top 80 they have barrs and most likely a good assign easier targets. If going for land and not top locking I go for massive guild mages, ie guilds with 40+ members. Why? Because better chance of someone with low barrs/crap stacking squeezing high. I look for normal/thin mages that have small chronicles(exploring = low barrs at times). I look for people that have giant chronicles(lots of hitting = low barrs at times). I avoid super super fat blacks, means devils of fallens neither of which can usually be beat or are worth the time.

I'll hit a 4k green at 14 million, before I'd hit a 3k red at 14 million. I'd hit a 3k red at 14 million before a 7k black at 14 million. I'd hit a 3k white at 9.4 mill power b4 a 4k white at 9.4 mill power. I'd hit a mass guild member before small guild/nd guy. I guess assigns alot based on the assigns above. People that explore usually = better assign, people that hit alot = crap assign.

3) Picking a stack that strikes a balance between the above 2

I'm not gonna tell you what to stack. What I'm going to say is here is my checklist.

- Am I gaining land? - What range 100-200, 300-500, 500+ - Why am I gaining that land, target choice? Bad matchups? etc - Am I losing land? How many hits till D? Why am I losing?

Barrs = chance. If I lose cause someone passes spell/item I dont mind. If I lose 1-2 battles a day with no spell/item passing I'm doing someone wrong for the environment. On offense you should be able to win a reg against many mages without spell/item in. For a seige unless lucky you need spell or item. So am i losing too many regs(insuff/outD), or and I losing too many seiges with spell/item or item/spell alone in. If so then pick something else and try it, there are enough "experts" that have posted stacks before to learn.

4) Deciding if it is better to lose land more easily and gain it back quickly, or defend solidly at the cost of slower land gain

As per above, this is a color based option at times. Either to extreme sucks, go middle ground. Defend but win land. You learn more that way. Only difference for me isnt stacking but assign. For Green Rust/ash = offensive assign, rust/carpet = defense. Sol/candle = offense for white, bf/satch def etc.

5) Predicting how long your stack can work for

This is hard and typically you need to be in the top 20 to have it affect you at all. But once in the top 20, see who your main target colors/stacks. How many are there, how big, how powered etc. Dont wait until you run out of people to hit to change. See it coming, watch the ranklist before you move each day how many whites in range to demon or greens to flasks etc.

6) Learning how to anticipate a change in the metagame and react accordingly. Look out for indicative signs.

I cant really explain how to do this but here are some things that happen on blitz often. Watch the BM every set the hero price explodes at around the same turn count 5-6kish, same with items even more. Watch guilds in the top and if they target anyone or are warring or are being overly aggressive. Watch the biggest 2-3 mages in any other top guilds for their attacks. Who are they hitting, how many, etc. Not hitting can be the most telling at times. Are all the whites/greens/reds etc using the same stacking all of a sudden, ifso why and how can i abuse this.

7) Look at who's controlling the top and how long you think the situation will stay

How big is the guild? Why are the dominating? What guilds are warring in general? Is top guild being overly aggressive? Easy questions obvious answer.

8) Depending on the above, decide if to climb now or whore first

If the situation on top looks dire, whore. If there is an opening make a run at it.

9) Estimate how long your items will last you and if you need to switch a strategy

Rotate assigns, it avoids using up all of one item and helps keep land.

10) Weighing factors to determine whether to sit fat, run or summon

Gut.

11) Determining if your color and stack is good for the current meta

Generally addressed above, and with whoring comments. If you are white and top is 30% greens then whore for awhile. Greens will either fall from war or wont. But you having them run into you 3x a day wont help.

12) Judging when it is better to reincarnate rather than play on

Personally I dont reincarnate, I adjust.

13) Evaluating if your current actions will affect your future resets

People are sheep. Hatefilled sheep. Not to mention this is the internet folks, people have grudges for zero reason. Everything affects that hatred and future politics. Keep this in mind when operating. Hatred/Friendship determines far more in this game then it should, abuse it.

14) Planning how you want to play in arma as early as realistically possible

Do you need peaches? Do yo need ashes etc? If you get to the point you think you need to consider arma 1-2 weeks out, find me on mirc or pm in ubb and i'll try to help. Its not something I can really explain without more information on each circumstance.

15) Explanation of EV for players to decide which is the best course of action to take

Bleh. Ignore mode on.


Overall I will comment this. As above my method is consistency, dont get too high or too low and keep on trucking. This means if you lose a seige or reg from spell/item passing dont get that upset. It happens, there is a 40%+ chance of spell or item passing on 75% barrs, there is a 12% of both passing. Review barriers to make sure it is bad luck and not your own fault. Pick a strat and ride it for more then 1 day. If you want to go rd/chim/wraith then ride it for 2-3-4-5 days to see if it works, it if suits the meta. 1 day or 1 run good or bad does not determine anything. 1 bad run could be passing 1 spell of item out of 16 tries, or just bad target selection. Learn more then one color for goodness sake, all the colors intermingle. General play strats/turn management affect them all virtually the same. Even if your beginning with say green is to block reds cause you always played red, thats fine! Or if you pick white after black and think how would I beat my black etc. Different colors/ideas will only benefit you in your target selection. I know mage X is aa/uni/kt/sw last I knew, how would I beat that, what assign would I be if I were him. Experience in situations/colors helps immensely.



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