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{{skillnav}}
 
=Introduction=
 
=Introduction=
 
''The mages you can hire in Guilds can spend their time on thaumaturgical research, improving existing magic techniques. All this effort at some point can become useful even to most powerful mages, such as you. When you build Mage Guilds on your land, people working in them can not only help in researching new spells or uncovering ancient artifacts - they will also spend their time on mentioned thaumaturgy.''  
 
''The mages you can hire in Guilds can spend their time on thaumaturgical research, improving existing magic techniques. All this effort at some point can become useful even to most powerful mages, such as you. When you build Mage Guilds on your land, people working in them can not only help in researching new spells or uncovering ancient artifacts - they will also spend their time on mentioned thaumaturgy.''  
  
The 10 skills are divided into two groups: color-specific skills and neutral skills. Color skills are more powerful, but training color-specific skill that has different aligment from your magic specialty takes double amount of skill points.  
+
The skills are divided into two groups: speciality-specific ({{White}}{{Red}}{{Green}}{{Blue}}{{Black}}) and non-specific (Plain, {{Plain}}) skills. The first group is the more powerful, but training color-specific skills other than your own color, takes double the time of developing a plain one.  
  
When you train yourself in one skill, you increase your rank in it. There are 20 ranks in each skill, and attaining each next rank is more expensive (see the table below). Off-color skills take twice the investment.
+
When you train yourself in one skill, you increase your level in it. There are 20 levels in each skill, and attaining each next level is more expensive (see the table below). Off-color skills take twice the investment.
  
=Developing your skills=
+
Reaching each new level, costs you its enumerator (at the lack of a better word) worth of ''skill points''. You gain these skill points at a rate based on [[turns|server speed]], and the <b>square root of</b> the number of [[guilds]] you keep.
There are 10 different skills, that a mage can develop slowly over time. You need guilds on your land (the buildings where your population works on developing magic) and then by spending turns you generate skill credits.  
 
  
The work by your guilds is reflected by a 'research points' income. 1 guild-building generates 10 points per turn (less if you build over 10%, because only small percentage of inhabitants of your country is talented enough do perform such exceptional science). For example, with 3500 acres your maximum income will be 3500 points/turn, as long as you maintain at least 350 guilds.
 
  
From time to time, when you have accumulated enough research points, they turn into skill credits (also called Skill Points).
+
= Developing your skills =
The amount of research points that make a skill point differ per server.
 
------
 
<table>
 
<tr><td>server speed</td><td>research points</td></tr>
 
<tr><td>Blitz - 1turn/5min</td><td>???,???</td></tr>
 
<tr><td>Guild - 1turn/10min</td><td>250,000</td></tr>
 
<tr><td>App - 1turn/15min</td><td>???,???</td></tr>
 
</table>
 
-----
 
  
* You can invest gained skill credits any time you want. But:
+
From time to time, when you have accumulated enough skill points, you level up the skill that you had activated in the skill page.
** Spending skill credit costs 1 turn.
 
** You store max 5 unused Skill Credits. If you gain a sixst... it is lost.
 
** You are forced to choose early, what skill to develop. You can switch ofcourse, but you cannot withdraw invested skill credits.
 
------
 
<table>
 
<tr><td>Rank</td><td>Investment of Skill credits to proceed</td></tr>
 
<tr><td>1</td><td>1</td></tr>
 
<tr><td>2</td><td>3</td></tr>
 
<tr><td>3</td><td>6</td></tr>
 
<tr><td>4</td><td>10</td></tr>
 
<tr><td>5</td><td>15</td></tr>
 
<tr><td>6</td><td>21</td></tr>
 
<tr><td>7</td><td>28</td></tr>
 
<tr><td>8</td><td>36</td></tr>
 
<tr><td>9</td><td>45</td></tr>
 
<tr><td>10</td><td>55</td></tr>
 
<tr><td>11</td><td>66</td></tr>
 
<tr><td>12</td><td>78</td></tr>
 
<tr><td>13</td><td>91</td></tr>
 
<tr><td>14</td><td>105</td></tr>
 
<tr><td>15</td><td>120</td></tr>
 
<tr><td>16</td><td>136</td></tr>
 
<tr><td>17</td><td>153</td></tr>
 
<tr><td>18</td><td>171</td></tr>
 
<tr><td>19</td><td>190</td></tr>
 
<tr><td>20</td><td>210</td></tr>
 
</table>
 
-------
 
  
You can develop one skill very far (to level 20 over 2-3 months of time), or you can develop a couple of skills to a decent level. The game rounds (resets) last to short to develop all skills to the max.
+
There are 10 different skills that a mage can develop slowly over time (see below) You are advised to choose wisely what skill to activate for development. You can switch attention later on of course, but you cannot withdraw invested skill points.
Developing plain and on-color skills is cheap. Developing off-color skills cost double. It is nearly impossible to get an off-color skill to level 20.
 
 
Having over 10% of your land guilds, means you generate skillpoints at the maximume rate for your amount of land.
 
Having more land, and building up to 10% guilds on it, will make you generate more skill points.
 
  
=Details per skill=
+
'''(add screen shot)'''
* Barrier Proficiency [White]
 
** Enhances your ability in supporting [[barriers]]. You can have higher maximum resistance from building [[barriers]] (more then regular 75 maximum).
 
  
* Combat Casting [Green]
+
----
** Greately reduces chance to fail casting of any spell (it works for battle spells, it also works for normal spells)
 
** At rank 20, it makes you never lose [[Concentration]] (assuming that you have that enchanment running), even when under [[Confuse]] or similar effect.
 
  
* Spell Penetration [Red]
+
{|
** Gives you ability to pierce your enemies [[barriers]] and creature [[spell resistance]]. It decreases target mages barrier resistance (if he has any) and spell resistance of his entire army (in battle).
+
|-
 +
| server speed
 +
| width="20" | &nbsp;
 +
| skill ticks needed<br/> to get one skill point
 +
| &nbsp;
 +
| On 600 land<br/> with 5% guild
 +
| &nbsp;
 +
| On 2000 land<br/> with 5% guild
 +
| &nbsp;
 +
| On 5000 land<br/> with 5% guild
 +
|-
 +
| Blitz - 1turn/5min
 +
| &nbsp;
 +
| ???,???
 +
| &nbsp;
 +
| 239 turns
 +
| &nbsp;
 +
| y turns
 +
| &nbsp;
 +
| 34 turns
 +
|-
 +
| Beta - 1turn/5min
 +
| &nbsp;
 +
| ???,???
 +
| &nbsp;
 +
| 239 turns
 +
| &nbsp;
 +
| y turns
 +
| &nbsp;
 +
| 34 turns
 +
|-
 +
| Solo - 1turn/7min
 +
| &nbsp;
 +
| ???,???
 +
| &nbsp;
 +
| x turns
 +
| &nbsp;
 +
| y turns
 +
| &nbsp;
 +
| z turns
 +
|-
 +
| Guildwar - 1turn/7min
 +
| &nbsp;
 +
| ???,???
 +
| &nbsp;
 +
| x turns
 +
| &nbsp;
 +
| y turns
 +
| &nbsp;
 +
| z turns
 +
|-
 +
| Arch - 1turn/8min
 +
| &nbsp;
 +
| ???,???
 +
| &nbsp;
 +
| x turns
 +
| &nbsp;
 +
| y turns
 +
| &nbsp;
 +
| z turns
 +
|-
 +
| Lightning - 1turn/2min
 +
| &nbsp;
 +
| ???,???
 +
| &nbsp;
 +
| x turns
 +
| &nbsp;
 +
| y turns
 +
| &nbsp;
 +
| z turns
 +
|}
  
* Undead Mastery [Black]
+
A cast of [[Wish|Wish]] can give you an instant skill point, and thus makes you reach a next skill level dozens of turns faster.
** It greatly empowers all your Undead race [[Units]].
 
*** lev 1-5 : 1% boost to PA, counter, HP each level  
 
*** lev 6-10: 1% boost to HP, 2% boost to PA & counter each level
 
*** lev 11+: unknown yet
 
** At rank 10 creates [[Wraith]] instead of [[Zombie|Zombies]] with [[Touch of Necromancy]] enchantment.
 
** At rank 15 creates [[Lich|Liches]] (with [[Touch of Necromancy]] enchantment).
 
** At rank 20, all Undead race units gain +1 [[initiative]] in battle.  
 
  
* Spell Mastery [Blue]
+
On Beta, the turns required to gain a skill point (if you have 5% guilds) are ~166k / land. That means that at 5k land, you gain a skill point every ~34 turns. So, leveling a skill from 0 to 1 takes 34 turns, while leveling a skill from 19 to 20 requires ~670 turns at 5k land and only ~630 turns, if you gain a free skill point from Wish.
** Decreses spell casting cost. The effect is better with off-color spells, and very strong with opposite color spells.  
 
** At rank 20, spells cost 1 additional turn less to cast (but each spell minimal takes 1 turn to cast).  
 
  
* Grand Enchanter [Plain]
+
----
** All enchantments you cast have increased effectiveness.
 
** At rank 10, any enchantments takes 1 turn less to cast;
 
** At rank 20, any enchantment takes 2 turns less to cast (but each spell minimal takes 1 turn to cast).
 
  
* God's Favored [Plain]
+
{|
** You have better chance to get divine attention.
+
|-
** At rank 10, all God relations last double long.
+
! width="80" | Rank
** At rank 15, you can atone from Hatred.
+
! width="120" | Rank Invest
** At rank 20 God relations do not expire in time.
+
! width="120" | Total Invest
 +
! width="20" | &nbsp;
 +
! width="80" | Rank
 +
! width="120" | Rank Invest
 +
! width="120" | Total Invest
 +
|-
 +
! align="center" | 1
 +
| align="center" | 1
 +
| align="center" | 1
 +
| &nbsp;
 +
! align="center" | 11
 +
| align="center" | 11
 +
| align="center" | 66
 +
|-
 +
! align="center" | 2
 +
| align="center" | 2
 +
| align="center" | 3
 +
| &nbsp;
 +
! align="center" | 12
 +
| align="center" | 12
 +
| align="center" | 78
 +
|-
 +
! align="center" | 3
 +
| align="center" | 3
 +
| align="center" | 6
 +
| &nbsp;
 +
! align="center" | 13
 +
| align="center" | 13
 +
| align="center" | 91
 +
|-
 +
! align="center" | 4
 +
| align="center" | 4
 +
| align="center" | 10
 +
| &nbsp;
 +
! align="center" | 14
 +
| align="center" | 14
 +
| align="center" | 105
 +
|-
 +
! align="center" | 5
 +
| align="center" | 5
 +
| align="center" | 15
 +
| &nbsp;
 +
! align="center" | 15
 +
| align="center" | 15
 +
| align="center" | 120
 +
|-
 +
! align="center" | 6
 +
| align="center" | 6
 +
| align="center" | 21
 +
| &nbsp;
 +
! align="center" | 16
 +
| align="center" | 16
 +
| align="center" | 136
 +
|-
 +
! align="center" | 7
 +
| align="center" | 7
 +
| align="center" | 28
 +
| &nbsp;
 +
! align="center" | 17
 +
| align="center" | 17
 +
| align="center" | 153
 +
|-
 +
! align="center" | 8
 +
| align="center" | 8
 +
| align="center" | 36
 +
| &nbsp;
 +
! align="center" | 18
 +
| align="center" | 18
 +
| align="center" | 171
 +
|-
 +
! align="center" | 9
 +
| align="center" | 9
 +
| align="center" | 45
 +
| &nbsp;
 +
! align="center" | 19
 +
| align="center" | 19
 +
| align="center" | 190
 +
|-
 +
! align="center" | 10
 +
| align="center" | 10
 +
| align="center" | 55
 +
| &nbsp;
 +
! align="center" | 20
 +
| align="center" | 20
 +
| align="center" | 210
 +
|}
  
* Legendary Commander [Plain]
+
----
** All your armies get permanent bonus to [[Primary Attack]] and [[Counter Attack]].
 
*** lev 1-5 : 1% boost to PA, counter each level
 
*** lev 6-10: 2% boost to PA, counter each level
 
*** lev 11+: Unknown yet 
 
  
* Augment Summoning [Plain]
+
You can easily develop one skill to level 20 over the course of an entire reset. Getting two skills to level 20 requires a much more substantial investment in guilds -- four times as many. Of course, you don't have to take skills all the way to level 20 -- you could get four skills to level 10 each in about the same time it takes to get one skill to level 20.
** Simply increases amount of summoned units.  
 
** Does it have extra beneficial effect stacking with a summoner hero?
 
  
* Grand Conqueror [Plain]
+
Developing off-color skills costs double the price of on-color or neutral skills.
** With this skill, you capture more more than the normal max. one-third of destroyed land.
 
  
=Tips what skill to develop first=
+
=Tips on what skill to develop first=
 +
Just pointing out the obvious about skills:
 +
Its not what you take first and what second, its how you adjust skills to your game style.
 +
A hoarder/defensive mage should obviously pick barrier resistance and grand enchanter to ensure his defense and his income while he masses up lots of money / items etc.
 +
(also grand enchanter works perfectly for spells like confuse/dnd/Meteor storm, other than the obvious "love and peace" and "weather summoning")
  
=Additional Info - random=
+
A war mage on the opposite needs either barrier penetration, legendary commander or grand conqueror
 +
for the same reasons.
  
Q: Legendary Commander Will secondary attacks get boosted?
+
If you are going to attack a lot then boost your attack powers !
* A: No.  
+
If you are going to defend a lot boost your resistance. At all points choose what you like to do
 +
in this game and pick the skills so you do it best way possible.
  
Q: Grand Conqueror will this affect rules regarding minimum requirements for stealing a fort on siege attacks?
+
For those people that are a bit more knowledgeable about the game mechanics they could cut their losses.
* A: No.
+
That is to pick the skills that make up for your natural disadvantages as a player.
 +
Someone who cannot play a full run properly due to lack of turns or bad use of mana then "augment summoning" will reduce the castings needed to make an army (thus less mana used also) and the first 3 ranks in the phantasm skill is 3% less mana cost on all spells. ( 4rth rank is -3.6% i dont know further [Edit: lvl 6 is -6%] )
  
Q: This is really confusing- it is titled "Combat Casting", but says it reduces failure on "Any spell"- will it reduce failure rate for non- battle spells?  
+
Another thing to consider is how the skill will affect the end-game. The most common thing to do is either level a single skill to 20, or have a couple or more skills at 10. Consider how your choice of skill will leave you compared to other people with their own choice of skill. Will your level 20 Spell Penetration help when everyone has their army boosted by Legendary Commander 20? Will having gotten Grand Enchanter to 5 first mean you have less of the skill you trained second and put you at a disadvantage?
* A: Yes. It is indeed confusing :)
 
  
Q: like the god favor...with that skill maxed out...is it possible to get favors from all gods then?
+
=Old Information=
* A: i'm still writting it, but i can assure you it will be good enough to be in line with other skills
+
Originally,  
 
+
* You could store a maximum of 5 unused Skill Credits. If you gain a sixth, it is lost (until Feb. 2007)
Q: It would even take more than a month to get 210 skill points at 10k land on s1.  
+
* Spending a skill point took one turn -- discontinued when skill collection was made 'passive' (until Feb. 2007)
* A: Yes it does. Ranks above 15 are considered very high and take loong to gain. But, i'll adjust skill points income during the reset, this is just a draft.  
+
* Skill collection was based <b>linearly</b> on the number of guilds you had (not on the square root of that number), and only guilds up to 5% of your land total counted. So most mages ran exactly 5% guiilds, and high-land mages gained skill points 3 or 4 times as fast as normal mages. (changed ??? early 2009??)
 
+
[[Category:Main Pages]]
Q: Barrier Proficiency Does that mean you get benefits from building more than 2.5% barriers or that at 2.5% barriers you will get more than 75% resistance?
 
* A: You can build to have more then 75%
 
 
 
Q: The peope who are good at the game will increase dramatically faster than people who aren't that good at the game (like me). It will take a longer time for somone in the lower ranks to gain in the ranks cuz the higher ranked people will have more skills.
 
* A: People who rank fast will be most probably interested in completely different set of skills than people who sit in mid ranks. The worst effect comes to good rankers who intentionally sit low for first month or two, but it's their own decision :)  
 
* Besides, I count on general human tendency to MAX one thing instead of mixing various effects. And it is very costy and takes looots of time even for big mages.
 
 
 
(sogrom answers)
 

Latest revision as of 04:37, 4 June 2021

Encyclopedia | Units | Spells | Items | Heroes | Skills | Buildings | Guides
Icon ASCENDANT.gif Legendary Artificer | Icon VERDANT.gif Animal Mastery | Icon ERADICATION.gif Spell Penetration | Icon NETHER.gif Undead Mastery | Icon PHANTASM.gif Spell Mastery

Icon PLAIN.gif Barrier Proficiency | Icon PLAIN.gif Grand Enchanter | Icon PLAIN.gif Legendary Commander | Icon PLAIN.gif Augment Summoning | Icon PLAIN.gif Grand Conqueror


Introduction

The mages you can hire in Guilds can spend their time on thaumaturgical research, improving existing magic techniques. All this effort at some point can become useful even to most powerful mages, such as you. When you build Mage Guilds on your land, people working in them can not only help in researching new spells or uncovering ancient artifacts - they will also spend their time on mentioned thaumaturgy.

The skills are divided into two groups: speciality-specific (Icon ASCENDANT.gifIcon ERADICATION.gifIcon VERDANT.gifIcon PHANTASM.gifIcon NETHER.gif) and non-specific (Plain, Icon PLAIN.gif) skills. The first group is the more powerful, but training color-specific skills other than your own color, takes double the time of developing a plain one.

When you train yourself in one skill, you increase your level in it. There are 20 levels in each skill, and attaining each next level is more expensive (see the table below). Off-color skills take twice the investment.

Reaching each new level, costs you its enumerator (at the lack of a better word) worth of skill points. You gain these skill points at a rate based on server speed, and the square root of the number of guilds you keep.


Developing your skills

From time to time, when you have accumulated enough skill points, you level up the skill that you had activated in the skill page.

There are 10 different skills that a mage can develop slowly over time (see below) You are advised to choose wisely what skill to activate for development. You can switch attention later on of course, but you cannot withdraw invested skill points.

(add screen shot)


server speed   skill ticks needed
to get one skill point
  On 600 land
with 5% guild
  On 2000 land
with 5% guild
  On 5000 land
with 5% guild
Blitz - 1turn/5min   ???,???   239 turns   y turns   34 turns
Beta - 1turn/5min   ???,???   239 turns   y turns   34 turns
Solo - 1turn/7min   ???,???   x turns   y turns   z turns
Guildwar - 1turn/7min   ???,???   x turns   y turns   z turns
Arch - 1turn/8min   ???,???   x turns   y turns   z turns
Lightning - 1turn/2min   ???,???   x turns   y turns   z turns

A cast of Wish can give you an instant skill point, and thus makes you reach a next skill level dozens of turns faster.

On Beta, the turns required to gain a skill point (if you have 5% guilds) are ~166k / land. That means that at 5k land, you gain a skill point every ~34 turns. So, leveling a skill from 0 to 1 takes 34 turns, while leveling a skill from 19 to 20 requires ~670 turns at 5k land and only ~630 turns, if you gain a free skill point from Wish.


Rank Rank Invest Total Invest   Rank Rank Invest Total Invest
1 1 1   11 11 66
2 2 3   12 12 78
3 3 6   13 13 91
4 4 10   14 14 105
5 5 15   15 15 120
6 6 21   16 16 136
7 7 28   17 17 153
8 8 36   18 18 171
9 9 45   19 19 190
10 10 55   20 20 210

You can easily develop one skill to level 20 over the course of an entire reset. Getting two skills to level 20 requires a much more substantial investment in guilds -- four times as many. Of course, you don't have to take skills all the way to level 20 -- you could get four skills to level 10 each in about the same time it takes to get one skill to level 20.

Developing off-color skills costs double the price of on-color or neutral skills.

Tips on what skill to develop first

Just pointing out the obvious about skills: Its not what you take first and what second, its how you adjust skills to your game style. A hoarder/defensive mage should obviously pick barrier resistance and grand enchanter to ensure his defense and his income while he masses up lots of money / items etc. (also grand enchanter works perfectly for spells like confuse/dnd/Meteor storm, other than the obvious "love and peace" and "weather summoning")

A war mage on the opposite needs either barrier penetration, legendary commander or grand conqueror for the same reasons.

If you are going to attack a lot then boost your attack powers ! If you are going to defend a lot boost your resistance. At all points choose what you like to do in this game and pick the skills so you do it best way possible.

For those people that are a bit more knowledgeable about the game mechanics they could cut their losses. That is to pick the skills that make up for your natural disadvantages as a player. Someone who cannot play a full run properly due to lack of turns or bad use of mana then "augment summoning" will reduce the castings needed to make an army (thus less mana used also) and the first 3 ranks in the phantasm skill is 3% less mana cost on all spells. ( 4rth rank is -3.6% i dont know further [Edit: lvl 6 is -6%] )

Another thing to consider is how the skill will affect the end-game. The most common thing to do is either level a single skill to 20, or have a couple or more skills at 10. Consider how your choice of skill will leave you compared to other people with their own choice of skill. Will your level 20 Spell Penetration help when everyone has their army boosted by Legendary Commander 20? Will having gotten Grand Enchanter to 5 first mean you have less of the skill you trained second and put you at a disadvantage?

Old Information

Originally,

  • You could store a maximum of 5 unused Skill Credits. If you gain a sixth, it is lost (until Feb. 2007)
  • Spending a skill point took one turn -- discontinued when skill collection was made 'passive' (until Feb. 2007)
  • Skill collection was based linearly on the number of guilds you had (not on the square root of that number), and only guilds up to 5% of your land total counted. So most mages ran exactly 5% guiilds, and high-land mages gained skill points 3 or 4 times as fast as normal mages. (changed ??? early 2009??)