第１章 THE REINCARNATIONって何？
D. ‘The Reincarnation’のネット上の案内
A. Adjacent and opposing Magic Specialities
A. Rank lists, Chronicle and Arena
2. The Tavern o' Heroes
2. Lady Luck
D. ギルド運営 (leaders と co-leadersの特徴)
C. The Reincarnations 掲示板
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CHAPTER I: WHAT IS THE REINCARNATION
The Reincarnation is a massive multi-player turn-based game, played using your web browser and internet connection, on a The Reincarnation server. The game is 僧assive multi-player・because 1000痴 of players play their mages on a server simultaneously, constantly interacting (allying, warring) in month-long battles for land and power. The game is 奏urn-based・as each action in the game costs turns.
The game is designed for players who have day to day internet access. Players generally log in once/twice a day, to check their kingdoms status, and spend their accumulated turns. Some players are online for long periods of the day, just monitoring their kingdoms and hoping for the ideal opportunity to enlarge their power.
Playing the game is entirely free. Players voluntary donate money to communally pay for server hosting only.
A. Turns and Time
Turns accumulate automatically as time passes by, whether you are online or not. Turns generate fastest on 礎litz・servers: 1 turn / 5 minutes, and slower on other servers: 1 turn / 10 or 15 minutes. A player can only stock up a maximum amount of turns though (Blitz-type servers: 200 turns; other servers: 150-300 turns). Players log in regularly (semi-daily) to be able to spend as much as possible of their accumulating turns.
The game has a strong real-time element too. You never know when another player decides to spend turns and what will happen to your kingdom. Also, you never know how many turns another player may have stocked up at a specific time. Therefore, the game records when battles took place. It lets you browse the record (祖hronicle・, so you can make educated guesses about the activities of other players. Timing your actions by login in and spending turns at the right time, is an essential part of the game and can be a real thrill. The game runs for a couple of months (real time), after which the server resets and The Reincarnation starts over again with a fresh competition. Scheduled server resets are announced by the developers. It is also possible that players themselves trigger an early reset of a server, when 7 of them successfully cast the awesome Armageddon spell.
Each player plays his/her own mage and manages its kingdom. Ultimately, only one mage will turn out the dominant mage on a server. However, players are encouraged to coordinate their actions (within some regulations) to group their kingdoms (so-called 組uilds・ and support each other with battle power and strategy. The names of the 10 most powerful mages of the old world may be immortalised (in the Hall of Immortals), but all that rests the players is to hatch a new mage for The Reincarnation.
C. Mage specialities (colours)
The mages that rule the kingdoms in 禅he Reincarnation・belong to one of five orders, each with its own speciality and colour. The strengths of the specialities are well balanced: there is no colour that dominates all other colours; it is possible to maintain high ranks with any colour. Any colour can win any battle against any colour, although in some cases this requires a lot of skill. Each speciality has its own qualities and associated strategies. For example, their magic differs (see: MAGIC) and the units they can recruit differ (see: INTERIOR). It is easy to learn the basics of each speciality, but it is very hard to master a speciality, and it is very-very-very hard to master all specialities.
Players choose their speciality when reincarnating, i.e. when starting the life of their mage on a server, or let the server pick a color at random. Afterwards, the speciality cannot be changed, unless the character is deleted and a new one is reincarnated. Mages can attack other mages of the same speciality just like they can attack mages of other specialities. Mages can ally and team up with any other mage, regardless of their specialities.
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CHAPTER II: HOW TO START
To play 禅he Reincarnation・ you need to be connected to the internet and
have a web-browser open (e.g. Internet Explorer, Mozilla, Opera, Safari,
Firefox). Surf to http://www.the-reincarnation.com, and select one of the
game servers (e.g. 羨pprentice server・. You may want to bookmark the servers
entrance screen as one of your favourites, because you値l need to login
at this page each time you decide to play your mage in the future.
A. Creating a New Mage
A new mage account is created by selecting "Create New Mage" on a servers entrance screen. Using the orange 'Register' buttons on the www.the-reincarnation.com portal page also works.
It brings up a form that has to be filled with the required data (choose a mage name, choose a mage speciality and give an email-address that exists). You will not be able to change your mage name in the game, so choose carefully (and note Decalogue statement on foul language). Do give a REAL email adress, because you'll need it to retrieve your validation code and you'll need it to contact administrators if something goes wrong. One confirms mage-reincarnation by clicking on the symbol at the bottom of the page.
When successful, it brings up a screen where your mage name and password appear. Both are needed to login to the server and to play your mage. Memorise them (note them down) and return to the servers entrance screen. You will be able to change your password. You値l also receive your mage number, unique to you, that is an additional identifier in the game. You cannot change that number. There will be message that a validation code is sent to your email adress. It should arive within a few minutes. The validation proces is explained below.
Only One Mage per Player!
Note that players are supposed to play only one mage on a server (see the Decalogue). Reincarnating a new mage while you still have an old one is considered cheating (僧ulti-maging・ and will result in account deletion. Players are allowed to play another mage at another server.
Sharing a computer
Important: If you share a computer with another player or other players - in most
circumstances each of you can play the game, BUT you will have to inform
the developers/admin team about your shared connection situation. Hereto,
there is a 'Multi-account registration' link on each server's entrance
screen (an alternative link is found in the Council of the Emperor screen
in the game). If you do not inform the developers, your accounts will be
considered to violate gaming rules ('multi-maging'). You can read this
'FAQ' on when to register. It deals with most situations regarding sharing
computers. If you share a computer in your house with another player, both
of you need to be in the same guild (guilded server) or be each others
allies (non-guild server).
B. Validating your Mage (implemented Oct. 2004)
A validation code is sent to the players email address when a new mage is created. It should have arived within minutes after registering. If it didn't arive: see below.
To validate your mage, enter the validation code in the servers login screen
(from www.the-reincarnation.com, either click the validate button, or use
the links at the bottom of the left column). You will only need to do this
once. You are allowed three logins without validation. There is no benefit for validating late, so do it as soon as possible. Unvalidated accounts will be deleted within a few days. Entering this validation code is needed to register your mage-account and make your mage fully playable (hence a real email-address is needed).
If you have trouble receiving your email:
1. first check the 'spam' box of you email account if it is there;
2. Request the validation code to be send again: go to the login screen and enter the word 'resend' in stead of the validation code.
3. If you remain unable to receive your validation code, contact the game developers by email (email@example.com). Use the same email that you wanted the validation-code to be received on. Admins only answer to known email-adresses. Also, do not forget to mention: your server, your mage name, approximate time you created your mage.
C. Login to Play a Mage
To login to an existing mage account, select "Play The Reincarnation" on a servers entrance screen (choose the server where the mage was originally created: it only exists on that server). This brings up the server login screen. Enter your mage name and password exactly as you originally specified (check CapsLock if login fails; passwords and mage names are case sensitive).
Note that players are supposed to play only their own mage (see the Decalogue). Checking, playing, maintaining or inheriting someone else his mage, even on the owners request, is considered cheating and will result in account deletion.
D. Web navigation in The Reincarnation
The Reincarnation is a web-based game, that you play using your web browser. Take notice that once retrieved, game pages do not update themselves. Not having up-to-date information has proven disastrous for many mages, so be aware of this when using browsers buttons like 礎ack・and 素orward・ You can use the 然efresh・然eload・button to retrieve an updated game page (e.g. your 僧ain menu・or your 壮tatus report・. Again, be aware, because in some cases this may make you repeat a previous action by accident. If you want to pop-up a game page in a separate window, you can try pressing the 壮hift・key while you click on a link (e.g. your status report or a rank screen). Navigating from page to page is most straightforward just using the links on The Reincarnations web pages itself, avoiding your browsers features.
E. The First 120 Turns
A new mage is protected from hostility for the first 120 turns. This gives newly reincarnated characters a chance to develop their initial land and fortify their kingdom. During these first 120 turns there are some restrictions to in-game activities: the mage can start summoning troops and after turn 60 also start recruiting troops, but is unable to attack other kingdoms and may not buy on the Black Market. Neither can a mage offer/accept an alliance or join a guild and be attacked by other mages in any way.
To set new players on the right track when starting to play the game, The
Reincarnation provides the Guide for New Mages (Startup Guide/Quick Start
guide). This document, amongst others gives some suggestions on how to
spend your first 120 turns. Following these suggestions will familiarise
you with the game controls, while preparing you somewhat for the unprotected
game play after turn 120.
F. Trouble Logging In
If you have trouble logging in to The Reincarnation, while other web pages can be accessed like always, a likely cause is that The Reincarnations server is very busy and unable to support more players at the moment. You should continue attempting to log in until you succeed or you wait for a while and try again after some time. This is an imperfect world, and from time to time our servers will be down. The volunteer developers/admin team is generally alerted to this almost as soon as it happens, and will work to have the servers up and running as soon as possible if trouble occurs.
1. Your entry has expired
You may receive a message reading 塑our entry has expired・every now and then when you are playing the game. This indicates that your 'cookie' information has expired, which effectively means you are logged out. You can simply log in again and thereby refresh the 'cookie'. Generally, this message will only appear once in while, when you are online for a long time. Occasionally you will receive this message several times, indicating that the server is too busy for you to be able to re-enter. In this case you should try to log in at a later time.
2. Logging Out
You do not need to log out of your mage account when you are done playing, as your information will be secure once you exit our sites. On shared computers, you should close your browser after playing, so no one else can use the browser button to click back to your mage.
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CHAPTER III: THRONE ROOM
A. Status Report
Your Status Report summarises the most important information about your
country. Here you may monitor your MP, geld, and population budget. It
is important to check your status report frequently to be sure you are
not in danger of running your country to ruin through poor management.
By monitoring your Status Report you can determine how many buildings and
troops your economy can support. The most common problem new players have
is improperly managing their resources, which causes their buildings and
troops to disappear. Check your status report, read the chapter 選NTERIOR・and
transform your kingdom into a healthy state!
B. In-game messaging
The reincarnation provides players with a simple messaging system to contact other mages within the game. If you wish to send another mage a message, simply choose 全end message・ enter the mage's number, type your message and click 壮end・ There are also features to browse old messages and delete messages.
Be warned that using foul and harassing language are strictly prohibited,
and that mass-messaging is not tolerated. Anyone caught spamming or using
inappropriate language will be punished (see the Decalogue) . Also take
notice that sharing sensitive in-game information (regarding stacks, spell
and item assignments, online activities, interior of kingdoms) is not allowed
C. Account options
1. Your Mage Description
By choosing 前ptions・ you enter a screen where you can type a short description for your mage. Just type the description you wish (avoid using foul or harassing language, as you will be punished for an inappropriate description) and click 舛hange・ Other mages will see your description when they look for you in the Arena, like you can see theirs.
If you need to take a break from The Reincarnation for a few days, you may place your mage into a meditative state. In this state no other mages will be able to take action against your mage, but neither will you be able to access your mage account. To enter meditation, choose 前ptions・ scroll down to the section on meditation, tick both boxes that state you want to meditate and then click 舛hange・ Meditation lasts for 3 days, and you may enter mediation once every 7 days. Furthermore, you may only enter meditation if you have not taken an offensive action against another mage in the past 24 hours. Also, you may not enter meditation if the Fifth Seal leading to Armageddon has been broken (as at that stage it cannot be guaranteed that Terra exists when you awake from Meditation).
3. Changing the in-game language
TR can be played in the following languages: English (default), Espanol/Spanish, Deutsch/German, Nederlands/Dutch, Francais/French (soon). You can switch languages in the options screen. Parts of the game that are not yet translated, should appear in English. Eventually the game should be fully translated.
4. Changing Your Password
If you wish to change your password you must choose 前ptions・ tick the 祖hange password・box, type your new password and your old password into the appropriate boxes, and click 祖hange・ If you suspect someone is trying to hack your account it is a good idea to change your password to something only you would know. NEVER tell anyone your password.
The following passwords restrictions apply: Passwords are case sensitive. A valid password should have at least six characters and at least one must be a number or a punctuation mark. (To be implemented)
5. Deleting Your Mage
In the sad circumstances that you have to delete your mage from The Reincarnation before the game is over, you can choose 前ptions・ check the 租epart from Terra・box, type your password, and confirm by clicking 舛hange・ You can only delete if you have not taken an offensive action in the last 24 hours (i.e. no open 祖ounters・ not maintaining enchantments on others).
6. Skin Directory
You can download the complete Skin System Images here and save it on your
computer for faster browsing of the site. This will not only save you time
browsing the site, but also reduce traffic for our servers. After downloading
and extracting the file, you will need to change the Skin directory settings
to direct the game to your local images directory (e.g. file:///c:/reincarnation)
or better to a local webserver if you could run that (e.g. http://localhost/).
Check >this page to learn more about the skin directory and ask for
help on our forums.
Here you may view your hero statistics and dismiss them if you wish. This is advanced player痴 stuff (see section on Heroes).英雄の宴会場
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CHAPTER IV: INTERIOR
This section deals with the interior of your mage痴 kingdom. The Reincarnations menus allow you to 薦xplore・for new land, to 腺uild・(and/or destroy) buildings on your land and to 然ecruit・(and/or disband) troops as part of your army, meanwhile managing your geld, population and magic power economy.
第 IV章: 内政
A. Exploring and Wilderness
In The Reincarnation, exploring is the safe way to gain more acres of land, in contrast to gaining land in battles with other kingdoms. Exploring is very efficient when you have little land, and becomes increasingly less efficient when you have gained more. You can specify the number of turns you want to spend exploring in the Explore screen. Exploring many turns at once does not give a land gain benefit. On some servers, the maximum amount of land to which one can explore is limited (e.g. to 3500 acres).
The amount of land determines a large part of your net power. Exploring a lot of land means you will quickly rise in ranks, defending new explored land and maintaining ranks is a different matter, and requires using the resources of your land. Newly explored land comes as barren wilderness. After exploring, you値l need to build structures on these acres of wilderness to use and defend the land of your kingdom.
農場はあなたの人々のための食料を生産します。 農場の量は養われうる人の量に影響を与えます。(状況報告で‘food production’とmax. population’の関係を確認してみましょう。) あなたの軍隊のユニットも食料を必要とすることをメモしておきましょう。 (どのくらいかかるかはEncyclopedia’s Book of Unitsに記載されています)
その上いくつかの軍隊ユニットと英雄は兵士補充(兵舎の軍隊のみ)と彼らのアップキープ(the Book of Unitsを参照のこと)の間あなたの人々を利用します。
町の量は養われうる人の量に影響を与えます。(状況報告で‘food production’とmax. population’の関係を確認してみましょう。)
あなたの建物と軍隊はそれらを建築/登用しそれらを保持するのにゲルドを必要する。(どのくらいかかるかはEncyclopedia’s Book of Unitsに記載されています)
5. Nodes and Magic Power
Nodes generate and store magic power (m.p.). Casting spells and the up keep of enchantments draw upon magic power, and so do many army units (see Book of Units) and buildings (barriers). Clearly, magic power is a very important resource, and maintaining a tight budget on it is vital.
Nodes will generate m.p. until your storage is full (check your main menu
and/or status report, storage is 1000 m.p. per node). The more nodes you
have, the more m.p. you will generate, but this relation is not linear:
Individual nodes become increasingly less productive as you build them
on more than 10% of your acres. At very high percentages, this makes building
even more nodes useless, as they will not generate you more m.p. than already
gained with slightly less nodes. Some spells and enchantments influence
the m.p. production rates of your nodes.
6. Mage-guilds and Items
Mage-guilds have two functions: they allow you to research new spells in your spell book; and they generate items (except in your first 150 turns). Generally: the more guilds you maintain, the more frequent items will be generated, and the less turns it take to research spells. Guilds have high geld upkeep, so it can be difficult to keep too many around.
Items can be stored unlimitedly. Many different types occur, some of them more frequently than others. See the Encyclopedia痴 Book of Items for an overview. You can stock them up, choose to use them in battles, assign them to your defence, use them outside battles or sell them on the Black Market in return for some extra cash.
7. Fortresses and defence
Fortresses shelter your army and defend your kingdom in two ways. Firstly:
when your last fort falls, you die in that last battle and it is game over:
you have been defeated. You could always reincarnate of course, but you値l
have to build your kingdom all over again. Hence it is very dangerous to
keep only 1 or only a few forts. Secondly, forts grant you a benefit when
you defend an attack, provided that you keep a sufficient number (>0.67%
of your land). The defence benefit is maximal when the number of fortresses
is above a certain percentage of your land (>2.33%). Fortresses have
very high geld upkeep and are generally slow to build. Forts contribute
to your net power, so destroying some of your forts drops you in ranks.
8. Barriers and spell resistance
Barriers are your defence against incoming magic (spells and items) measured as barrier resistance percentage (see your status report). One exception: magic in-between allied mages always penetrates barriers (not yet implemented). Maintaining 2.5% of your land as barriers will grant your kingdom the maximum of 75% Barrier resistance, randomly blocking 75% of incoming spells and 75% of incoming items ・but this will draw heavily upon your magic power budget.
Gelding allows you to spend turns specifically focussing on your geld-income. This increases amounts that towns would generate by spending turns normally. Gelding is a good way to obtain some quick money, provided that other parts of your economy (population, magic power) allow you to do so, and you don稚 have anything better to do with your turns. A similar activity exists to boost your magic power income (see M.P. Charging).
1. Ways to create your army
In The Reincarnation, a mage needs an army to ward off invasions to his kingdom, and to make attacks to grab land more efficiently than by exploring. Also, the power of your army contributes significantly to your net power and your ranking. There are several sources of army units of many different qualities that a mage can combine to compose a well balanced army. If you have no troops at all, you are completely defenceless: anybody within range could attack you, butcher your citizens, and ravage your land. You must always make sure to have some kind of defence.
The most powerful army units require casting spells (so-called 'summoning・ see Casting Spells) a selection of units can be obtained from the Black Market (not to mention heroes), and some can be obtained using items. The most basic source for your army however, is provided by your barracks, where you can recruit population to become troops.
2. Barrack troops
Any mage can recruit numbers of 5 basic barrack-troops: militia, phalanx, pikemen, archers and cavalry (for specifications: see Book of Units: Plain units). In addition, most mages can also recruit troops that are specific to their colour (totally magic-focussed phantasm mages are the exception, they have to make up for it by summoning, see Chapter V: MAGIC). The Recruit screen allows you to specify what troops to recruit, and how many of them. Note that the units that you recruit, require food and residence so you may need to check your status report to decide how many units you can support (see Buildings and Resources).
Troops will be recruited over a (large) number of turns (providing that you do not go bankrupt or hit council protection earlier). You can only recruit one unit at a time. It is possible to maintain more than one stack of recruited units by alternating your recruit settings once every so often. It is also possible to cancel recruiting by setting recruit to 創one・ Setting a recruit costs you NO turns.
Though barrack troops are generally not that powerful, they are relatively
cheap to get, relative easy to replace, and they can come in huge numbers
quickly. There are many strategies in which some stacks of barrack troops
within your army play an essential role, in any phase of the game.
3. Disbanding troops
For various reasons, you may want to disband parts of your army. Reasons could include: trouble in maintaining the units, need to adjust numbers of units to alter your army stacking. In the disband screen you can specify which units to disband (disbanding costs you NO turns). You can disband very small numbers but also complete stacks. Disbanding lowers your net power and is a way to drop ranks.
Notice that in your Disband screen (and status report, and war screen) your units are shown in a particular sorting order, indicating how they will line up in battles (see 鼎lues to understand your battle report・. Each unit痴 relative contribution to the total army power is also indicated.
All barrack troops and many summoned units (particularly plain, verdancy, ascendant, and eradication units) can be disbanded. Army units that require population for their upkeep (many nether, and some phantasm and eradication units) cannot be disbanded (see Encyclopedia: Book of Units).
E. Failing to pay upkeep (geld, population, m.p.)
Your status report at all times informs you about your geld, population, and MP budgets, as does your main screen for each turn spent. When your incomes are positive, you値l have no problems up-keeping your units, and you are stocking up your storages. For periods of time, mages can maintain 創egative incomes, provided that the storages are sufficient to overcome the deficits. Failing to pay the upkeep for your buildings, army units, enchantments and heroes, has dramatic effects to your country, and could ultimately kill your mage. Running out of items and running out of turns has no direct effect.
When the stock of one of your resources (geld, m.p. and population) is depleted and your net income for that resource is negative, you will quickly lose the heroes, enchantments, army and buildings that demand these resources. It is entirely possible to have a positive geld and MP income but to still be in danger of running out of population, and vice versa.
If you find you are running negative budgets to dangerous levels, you may destroy some buildings, dispel enchantments, dismiss heroes and change your army (see above: Disbanding troops) to attempt to stabilise your kingdoms economy. If this fails, you face the consequences:
Zero m.p.: In the case of fully depleting your magic power, complete stacks of m.p. consuming units may disband themselves (in random order: you may be able to keep supporting some of your smaller stacks); maintained enchantments may cancel themselves; and ultimately you may lose the barriers that you build.
Zero pop.: In the case of fully depleting your population, complete stacks of population consuming units may disband themselves (in random order: you may be able to keep supporting some of your smaller stacks). Also as a cascading effect, your geld income will approach zero for quite some turns.
Zero geld: In the case of fully depleting your geld, complete stacks of geld consuming
units may disband themselves (in random order: you may be able to keep
supporting some of your smaller stacks). More dangerous (and ultimately
deadly) you may start losing buildings (guilds, workshops, barracks and
ultimately forts). In the case of forts: you will lose half of your forts
each turn you spend without geld (i.e. you will not die of bankruptcy the
next turn, but very well could die within a couple of turns if you don稚
take appropriate action).
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CHAPTER V: MAGIC
A. Adjacent and Opposing Magic Specialities
Each of the five magic specialities, have two adjacent and two opposing specialities. A mage can be sure of casting its own speciality痴 spells, but is increasingly less powerful in the adjacent and opposing specialities・spells.
The Book of Magic in the encyclopedia gives an extensive, cryptic overview of all the magic spells that can be used within The Reincarnation. Mages have access to a selection of these spells, depending on their speciality and server settings (apprentice-server has no ultimate spells, the other servers do).
B. Researching Spells
To be able to cast a spell, you must have researched them (except your
simplest spells that you have magically acquired instantaneously during
reincarnation). You can research spells of your own speciality and of other
specialities, provided that your spell books contain them.
1. Spell complexity and spell books
Spells come in various levels of complexity, and take progressively more turns to research. These levels are: SIMPLE, AVERAGE, COMPLEX, ULTIMATE and ANCIENT.
A fine selection of spells is automatically stored in your spell books, which can be researched. ULTIMATE spells only appear in the spell book of your own speciality. SIMPLE and AVERAGE spells occur in all spell books (own, adjacent and opposing speciality). COMPLEX spells occur in the spell books of own and adjacent speciality. Phantasm mages also find the complex spells of their opposing specialities in their spell books. Mages of other specialities have to acquire these spells on the Black Market to use them. ANCIENT spells do not appear in spell books automatically and have to be acquired via the Exotic Mageware section at the Black Market or through the use of some items.
The next spell to be researched is displayed in your spell book. When all spells in your spell book are researched, you may research the special spell ARMAGEDDON. Researching this 僧other of all spells・will not boost your spell level, but will give you a chance to force The Reincarnation into a violent climax game phase.
2. Spell level
The more spells you have learned, the higher your spell level is, the more successful you will be in casting the spells of other specialities and the more powerful the effect of your spell casting will be (more units summoned, stronger enchantments). On the other hand, the effects of most spells are not exactly predictable: sometimes you may summon more creatures using the same spell at the same spell level than other times. Also, a higher spell-level does not have an effect on the amount of turns or magic power it costs to cast a spell or upkeep an enchantment. You can monitor progress in your spell level in your Status report. While you acquire more complex spells, your spell level increases more than when you acquire more simple spells. Some enchantments can temporarily boost your spell level. Learning an ANCIENT spell will boost your spell level above that of most of the other mages of your speciality. Your spell level will also aid you in battle: if your spell level is
a lot higher then your opponent then you have a chance to reflect your opponents spells.
3. Researching spells
By entering the Research screen, you can see which spell is to be researched next in each of your five spell books. The amount of turns it takes to complete research of a spell depends on the amount of mage guilds maintained on your land. You can enter the amount of turns to research it completely at once, or you can enter a smaller number to research it half way, and research the rest of the spell during a later session.
A mage is likely to fail casting the more complex spells of adjacent and opposite specialities even when these spells have been successfully researched. When this occurs, the game will notify you that you have lost your 祖oncentration・ You can severly change the odds of successfully casting an off-speciality spell, by raising your spell level (research your spell books completely) and by certain enchantments (browse your spell books). Phantasm mages have the strongest concentration abilities.
C. M.P. Charging
Charging for magic power allows you to spend turns specifically focussing on your m.p.-income. This doubles amounts that nodes would generate by spending turns normally. M.P. charging is a good way to replenish the m.p. stored in your nodes, provided that other parts of your economy (population, geld) allow you to do so, and your m.p. income does not become too negative. A similar activity exists to boost your geld income (See: Gelding). When you plan to cast expensive spells and enchantments it is a good idea to charge for magic power first. Charging for m.p. while your nodes are fully filled is pointless and may even harm you because of population and geld issues (so don稚 charge for too many turns).
D. Casting Spells
Spell magic arguably is the most important aspect of The Reincarnation. There are various types of spells, all of which will cost an amount of magic power when used, regardless if casting fails or is successful. You may for example use spells to summon units into your army; to enchant your kingdom for better economy or better defence; to offensively enchant another mage and lastly to help you win your battles.
1. Non-battle spells
You cast non-battle spells by choosing 舛ast Spell・and selecting them from your spell book. Casting non-battle spells takes an amount of turns and costs an amount of m.p. (different for each spell, see the Encyclopedia: Book of Magic). You can choose to cast a spell several times in a row (e.g. when summoning units for your army), provided that you have sufficient turns and magic power. You need to have sufficient amounts available to be able to cast them. Some spells require a target: you should enter a mage number. In some cases, you may choose to put your own mage number as the target. For spells that are self-only, this is not needed.
Pay attention when casting spells: be sure you enter the right number of times to cast the spell, and, if applicable, enter the right target mage number.
2. Battle-use spells
Some spells are for use in battles only (see Chapter VI: WAR). For offensive battles, a spell is assigned in the war screens. For defensive battles, a spell can be assigned in the Defence Assignment screen. Casting these spells does not cost turns; they just cost you magic power.
3. Casting Armageddon
Provided that casting of Armageddon is possible at the time, a mage may cast this spell just as any other non-battle spell (selecting it will take you to a page with a large graphic; click on the graphic to proceed). Surviving Armageddon as an Armageddon caster will make your mage name mentioned in the Hall of Immortals.
Some spells start an enchantment that will influence the economy and/or defence of either your own or someone else痴 kingdom. Some enchantments have positive effects others can be a serious pain.
1. Upkeep of enchantments
Apart from their casting costs, the resulting enchantments will also require upkeep as long as they are running. Some enchantments run unlimitedly (as long as their upkeep is maintained), other run for a fixed amount of turns. Self-only enchantments can only be targeted on your own kingdom (type your own mage number as target when casting the spell releasing the enchantment, or leave the target blank).
There are also enchantments that target another mage (type a mage number as target when casting the spell that releases the enchantment). For these offensive enchantments, the caster will pay the upkeep, for every turn that the targeted mage spends while under the influence of the enchantment.
You can have many different enchantments running on your kingdom at the same time (self-only ones as well as incoming offensive ones). You cannot have the same enchantment over your country twice (self-only nor offensive ones). An exception to this are enchantments released on your kingdom by the seven gods in The Reincarnation: a kingdom can have the same enchantment maintained by a god on top of an enchantment maintained by a mage.
2. Dispelling of enchantments
An enchantment that a mage maintains himself can simply be cancelled by selecting it in the Dispel screen and confirming dispelling. Enchantments cast by others are harder to dispel. To be removed, they require the offering of a certain minimum amount of m.p. from your nodes (exact amounts depend on spell levels involved). Dispel attempts cost 1 turn, if successful, the enchantment is dispelled directly after that turn. When the spell 船ispel Magic・has been researched, dispelling incoming enchantments is more likely to be successful. There are alternative ways to deal with offensive enchantments, apart from dispelling.
F. Using Magic Items
Using items is similar to using magic spells. Like magic spells, there are different usages of items: ones you use in battles, ones you use in-between battles, and ones that may influence in the background, as long as you possess them. You can determine what type an item is by looking it up in the Encyclopedia痴 Book of Items.アイテム使用
1. Non-battle items
You use non-battle items by choosing 填se Item・and selecting them from your stocks. Using a non-battle item costs one turn. Most items are gone after you have used them (except some unique items). Many items are self-only, but a fine selection of items can be used offensively on other kingdoms. In the latter case, you need to specify the targets mage number when releasing the item.
2. Battle-use items
Some items are for use in battles only (see Chapter VI: WAR). For offensive battles, an item is assigned in the war screens. For defensive battles, an item can be assigned in the Defence Assignment screen. Used items will be gone after the battle (with exception of some unique items).
3. Other types of items
Some rare items (a selection of unique items) affect your country as long as you possess them: these items work as hidden enchantments. You can only find out about the working of these mysterious items, by inspecting your status report, main screen and battle reports closely.
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CHAPTER VI: WAR
Fighting battles to enlarge your kingdom and defend it from land loss is
inevitable and central in this game. To fight you need an army, build-up
of units that you may have recruited using your barracks and/or may have
summoned using spells and/or items (previous chapters); and/or may have
obtained in the Black Market (next chapters). This chapter takes you through
the basics of The Reincarnation combat.
A. Attack Limitation
The game is balanced by an attack limitation scheme to avoid bullying of low powered tiny kingdoms (such as of those mages that have just reincarnated) by massive kingdoms of more powerful mages (such as those dominating the upper ranks). The limitation is based on net power (as is the rank list).
In principle, mages may attack any mage that is within 80% to 200% of his own net power. This implies that you may be attacked by any mage that is within 50% to 125% of your power. Mages that have counters (see below) are not power limited when they decide to attack in revenge and neither are mages that are enchanted. The offensive use of spells and items is not limited by this limitation: a mage can item and spell any other mage.
To limit waves of attacks on particular kingdoms and to avoid having players find their mages totally annihilated when they login to their characters, the game has a protection system built in. There are different kinds of protection related to battles, power, land and troop loss:
(1) A mage that lost over 30% of his net power within 24 hours is protected against 創ew・attacks for 24 hours. However, in this period mages are not protected against counter attacks (see below) resulting from the mages last 24 hours of battle history (so-called 双pen counters・. This protection status will last, regardless of activities by the mage during the 24 hours of protection.
(2) In his first 2000 turns (Guild server), a mage that has lost all of its units and has dropped below 1500 acres of land, will enter Council Protection status. This means the mage cannot be newly attacked, nor can be countered (see below). Entering Council Protection also dispels all enchantments maintained by the mage. Council Protection lasts for a maximum of 48 hours. Council protection is removed as soon as a mage spends a single turn.
(3) Some other protection schemes exist, for example against damage by 'Pillages' and 膳olcanic Eruptions・of which a maximum number may hit you over 24 hours, to be protected against such attacks for another 24 hours.
(4) Mages casting Armageddon never enter any protection, until one of them is killed and Armageddon is prevented.
(5) Meditating mages cannot be attacked.
C. Counter attacks
The game has a 72 hour memory of attack history. Particularly attacks of the last 24 hours are important when you want to counter an attack. Within that timeframe, the game helps mages take revenge for an attack by countering: such attacks on self-proclaimed enemies are less limited than attacks on innocent new targets. Benefits for countering mages are: (1) mages can attack regardless of net power differences (i.e. the attack limitation does not apply); and (2) mages can attack regardless of protection status.
For each defended attack (land loss or not), a mage is granted the opportunity to take at least one retaliating attack with the counter-benefits. Counter benefits apply until an even amount of damage has been dealt as was suffered originally. Counters inevitably time out in exactly 24 hours. After that, attacking a mage in retaliation of an earlier attack is technically not a counter: It becomes an attack with normal attack limitations.
Most counter attacks result from earlier attacks, but there are other circumstances that can grant counters. These are related to offensive use of items and spells (i.e. 惣ou receive a wink from the Goddess of Revenge・message). A hallucinated attack does not give a counter.
The battles related to your kingdom that appear in the Chronicle of Terra may give you some reminders of which counters still are to be expected, and which still to take. Note that a counter attack is an attack on its own, just like any other attack, and therefore returns similar counter benefits to the attacked mage (in other words, countering may lead to counter-counter and counter-counter-counter attacks).
D. Types of Combat
Three types of battle combat exist in The Reincarnation. In the war menu, you first select the type of battle and the targeted kingdom. Pillage attacks can gain you geld, population and items, but not land; regular attacks can gain you an amount of land; siege attacks can potentially gain you a larger amount of land, including possibly a fort. In the next screen, you select which troops will fight your battle (if not your full army) and which spell and item to use (if not none). If you have battle active heroes, they値l join your army automatically and team up with a stack of their like (you cannot select heroes to stay home).
In a pillage attack, you send one stack of your units into another kingdom and attempt to raid its geld, population and items by raging of its land. If successful, this gives you some geld, population (in variable amounts depending on the interior of the targeted kingdom) and possibly one item while turning some of the buildings into wilderness. If unsuccessful, you are likely to be warded off and loose a significant number (if not all) of the units you sent, while they flee like thieves in the night. The amount of goods pillaging units can carry depends on their number, not on their power. The odds to ward off pillagers depend on the number of units within your army, not on their power. You can only bring home pillaged resources of mages within 50% of your net power before the battle (otherwise the distance is too large and your troops lose their stuff on the way) .
2. Regular attack
This is the most basic form of attack, in which you send (a selection of) your troops to engage in the field of battle, in the outskirts of your opponents kingdom. When you win a regular attack, you will get a small portion of the defeated mage's land (including buildings), burning several acres to ash in the process. Being unable to defend a kingdom in a regular attack, at max reduces your land with 5%. To win the battle of a regular attack, you have to defeat at least 10% of your opponent痴 army, while not losing more of your army than your opponent did. To conquer the maximum amount of land in a regular attack, a sufficient number of units needs to have survived the battle to occupy each newly gained acre. You can only occupy land of mages that are within 50% of your net power before the battle.
3. Siege attack
This is the most devastating form of attack in the game, involving a larger part of a kingdom, including its forts. You will both gain and destroy more acres of your opponent's lands when victorious, but a siege is significantly more difficult to win than a regular. Since forts are involved, the targeted mage is granted defensive bonuses when defending (compare battle reports to find out how much). If a siege attack is successful, you will gain land, including at least one fortress from the defeated mage. Being unable to defend a kingdom in a regular attack, at max reduces your land with 10%.
To win the battle of a siege attack, you have to defeat at least 10% of
your opponent痴 army, while not losing more of your army than your opponent
did. To conquer the maximum amount of land in a siege attack, a sufficient
number of units needs to have survived the battle to occupy each newly
gained acre. The same goes to win forts. You can only occupy land of mages
that are within 50% of your net power before the battle.
E. Defensive assignments
When someone decides to attack your country, your army will automatically line up for defence. You can be attacked at any time, whether you are online or not, and spending turns your self or not. Hence, it is necessary to choose spell and item assignments beforehand, so that your army knows what to use when they line up. You can assign one item and one spell to be used in your defensive battles. You may also set whether or not the item and spell will be used, given the size of the invading army relative to yours. These battles take place in your own kingdom, so you値l find that your enchantments are also effective during defence.
The assigned battle-item is used provided it was in stock, and the assigned battle-spell is cast provided that sufficient magic power was available (given that the attack satisfies the conditions you have set). If you get attacked multiple times, you値l need sufficient storages of the assigned item and m.p.. To select your spell and item, choose 羨ssignment・in the main menu. Each time you enter the assignment page, be sure to select a spell and item and their conditions for use so you are not left defenceless (the assignment resets to nothing if you do not set it each time you enter the assignment page). You can check your current spell and item assignments in your status report.
Picking the right spell and item for defence is a complicated matter: partly a gamble, partly related to the composition of your army and the state of your economy. You will master it slowly while becoming an experienced player. Analysing the effects of items in battle reports from offensive battles helps!
F. Strange combat results
1. Your opponent appears to have disappeared: Sometimes you will attempt to attack a mage and receive a message that the mage no longer exists. There are several possibilities as to why a mage will turn up as not existing when you are looking for him/her. The mage may have died in battle, chosen to delete his/her account. Most commonly however, you have mistyped your targets mage number.
2. Losing a battle without losing troops: It is possible to lose an attack without losing any troops. If you attack and kill a few hundred or thousands of units, lose nothing yourself and still lose the battle it is because you did not inflict the required minimum amount of damage on your opponent痴 army. You may wish you had chosen regular attack, instead of siege.
3. Winning, but gaining little land: The amount of land you gain in an attack is dependant upon the size of the force you send into battle. If you send only a few units, those few units will not be able to occupy a large amount of land. However, if you send several thousand units, you will gain many acres when you are victorious.
4. Reflected spells: When your spell level is much higher then that of your opponent you have a chance to reflect enemy battle spells and enchantments back at them.
G. Clues to understand your battle report
Many different factors influence the events during a battle. The Encyclopedia痴 Book of Units, describes the basic qualities of each army unit: a set of properties that together determine their actions in battles. Each unit has a certain amount of Attack power, some Attack type, and Attack Initiative and Health/resilience. Many units also have extra attacks and counter attacks, special abilities and resistances against certain magic specialities.
1. Lining up for the battle
To understand your battles, you should realise that The Reincarnation sorts your stacks and your opponent痴 stacks before a battle begins. You can check the line up in the upper part of your Battle report. The sorting order is based on Attack power, the amount of units and the abilities 詮LYING・(this promotes them higher up in stack order) and 然ANGED・(this puts them relative protected lower in stack order). Units send in by allies (yours or your opponents) are placed at the bottom of the stack order.
You will find that you can predetermine stack order in battles, by:
1. calculating 鮮umber of units・times 疎ttack power of unit・for all stacks;
2. multiplying all flyers with 3/2 (promote them) and all ranged with 2/3 (shelter them)
3. sort the resulting series of modified power-ranked stacks.
Notice that in your Status report, in your Disband screen, and in your War screen your units are shown as sorted in battle order. Each unit痴 relative contribution to the total army power is also indicated.
The top of your battle report further displays the specifications of each unit as they enter the battle. Battle spells and battle items (of both parties) as well as heroes, enchantments and fort-percentages may modify the basic qualities of your units. Hence specifications may differ from the Enclyclopedia痴 Book of Units. The amount of battle damage that a unit does, ultimately is based on the power of their attacks, albeit strongly modified by other parameters, most notably 'accuracy' (which is 30% by default, but may be altered).
2. Fighting the battle
In the battle, one by one each stack of units does its attack(s) on one other stack. Each stack is paired to an enemy stack at the begin of the battle, based on net power but also accounting for abilities of both stacks. FLYING units can only be attacked by other flyers and by RANGED units. Flyers can attack non-flying units. Very small defending stacks will not be paired to large stacks, but flee. The resulting series of events can be read in the middle part of the battle report. Those units with the highest initiative, strike first.
Units with counter attacks, counter attack immediately after, provided that this is possible given abilities, for example ranged units attack from a distance and cannot be countered. The lowest part of the battle report summarises the outcome of the battle. This is used to determine who won and who lost the battle.
3. Unit initiative
A unit痴 initiative is the speed with which it attacks. Some units have more than one attack, each with its own initiative value. Units with a high attack initiative (7 is the maximum) will attack first in battle, while units with lower initiative will attack later in the battle. When multiple stacks have the same initiative, which one attacks first is randomly decided. Note that certain magic spells and items can raise and decrease initiative. A unit with a (modified) initiative of 0 will not attack at all.
4. Units that do not attack
In principle each stack in the battle does its attacks to the enemy stacks
that it was paired to at the very begin of the battle. In certain cases
you will find that not all of your different stacks of troops attack. This
can be because of magic spells/items ('initiative is zero' or unit is 'paralysed'),
or because all your opponents attackable units were annihilated. You may
have wished you brought in FLYING or RANGED units, since your opponents
flyers are out of reach of your ground dwelling troops. Obviously, if a
stack has been completely wiped out before it can make it's attack, there
is no attack. Less obviously, if an opponents stack is completely wiped
out in the early phase of the battle, low intiative stacks also paired
to them may not attack at all.
H. Frequently used terms for attacks
Attacks come with letters on an arrow, some of which use terms that may need explanation when first encountered. It is up to you if you want to write a letter on an arrow. Most mages do so. Writing/receiving a witty letter on arrow can spice up your playing and may bring you into contact with other players.
然andom landgrab・/I> ・The mage attacking you just wants your land,
no offence. Most mages accept this as common practice and start checking
if a counter is possible, specifically when land is lost.
全cout・/I> ・AA mage sends in a small army, just to see what would
face him if he decides to attack full scale (in contrast to 喪andom・attacks).
Usually this is followed by a 喪eal・attack. When they find that they are
scouted and then attacked, many mages retaliate either with or without
help of allies and guild-friends.
舛ounter・/I> ・The mage claims you attacked first and therefore probably
expects no retaliation. Your memory or the chronicle should confirm this
really was a counter.
善roxy-Counter・/I> ・The mage claims you attacked one of his/her guildmates,
and he is countering for that in the guildmates name. You could decide
that you agree with that group-play-policy and treat it as a normal counter,
or may not accept this attack as a counter, treat it as an ordinary attack
or guild-coordinated attack.
銑and-counters・/I> ・A mage decides to keep attacking until once-lost
land is regained.
閃ulti-attack・/I> ・A mage attacks the same target twice or more within
short time (usually within 24 hours). Many mages retaliate when they find
that they are multi-attacked, either with or without help of allies and
船isband・/I> ・A mage claims to attack you, not so much to win land
but more to get rid of his troops he cannot disband 訴nteriorly・ The Decalogue
states that it is illegal to disband troops on members of the own guild
and on members of associated guilds.
鮮eed Population・/I> - A mage claims to have to pillage you, because
his/her kingdom is in desperate need of population (rather common for Nether
I. Social Norms
Some interesting social norms have developed amongst the players over the history of The Reincarnation.
1. Checking Mage Descriptions
It is always wise to check a mage's description before attacking. By doing this you can avoid attacking mages who are warring with other mages or guilds. It is common practice to avoid attacking mages who are involved in guild wars (mainly because their guild will take it badly and target you).
2. Multi Attacking
Multi attacking is engaging in more than one offensive action against one mage within a 24 hour period. Of course you can choose to do this, but many players consider it not done. If you multi attack a player, he or she will often receive it as an act of war and retaliate like wise. Scouting (see above) is mostly seen as multi-attacking too.
Countering a counter (most commonly between 24 and 48 hours after an initial attack, within 24 hours after the counter) like multi-attacking is within the rules, but will in many cases trigger nasty retaliations.
4. Bullying newbies
When it is clear that a particular newbie-opponent is no match to a more experienced mage, after an initial exchange of attacks with rather one-sided outcomes, newbies are commonly granted a pardon. This also goes for minor misunderstanding on social norms described above.
5. Guild diplomacy
Many guilds advocate strict codes of conduct and enforcement policies, such as how the group will deal with e.g. multi-attacks. Most interesting guild wars have evolved out of mutual irritations on eachother's guild-specific codes. A little bit of diplomacy when dealing with an angry guild in most first-offence cases can get you out of trouble, since usually you are not the only mage on their enemy list, and many players in the end are easily flattered by showing them appropriate dignity.
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CHAPTER VII: SOOTHSAYER
A. Rank lists, Chronicle and Arena
You may use the Soothsayer menu to check what has happened in The Reincarnation since you last logged in: You can check the real time ranking list, can check a list of all battles fought, and can lookup the descriptions of individual mages. This may help you finding possible allies and more important, possible targets.
Take notice that to prevent abuse (see the Decalogue, scripting is not
tolerated) there is a limit to the amount of chronicle lookups one may
request. If you exceed this amount your access to the Ranking screens,
the Arena and the Chronicle of Terra are suspended for 24 hours.
1. Rank lists
Choosing 然anking・will take you to a screen from where you can see the current top 10 mages. A pull down menu allows you to select what type of ranking list you want to see:
(1) Original rank list: The rank list will show you 30 mages above and
(2) Target area, This rank list will show you every mage within exactly
80% to 125% of your power, this is a very useful tool since this is exactly
the same as your attack restriction, and those of your enemies;
(3) Extended target area, This rank list will show you every mage which
is within 75%-130% of your power. This can be a useful tool predicting
what attack may be incoming or if you need to disband a little to be able
to reach a better target;
(4) Complete rank list, This will bring up a very long rank list that will
show you all mages currently in terra. To prevent abuse, you must spend
a certain amount of turns to have access to this function.
2. Chronicle Terra
The chronicle is a long list of all significant events within The Reincarnation in the last 72 hours. You can browse it by the hour or for a specific mage for longer period. This is useful when studying a potential target, because it may hint whose resources could be exhausted from recent battles. It is also useful in that you can see who your enemies and friends have been at war with. Through the chronicles, links to a mage痴 own battle reports of the last 72 hours are provided (offensive attack reports as well as defence reports) .
3. The Arena
Here you may check the description and stats (total acres, power, rank, etc.) of a mage by entering his/her mage name or mage number. When you are playing on a guilded server, it is a good idea to know who you are attacking, or you may find yourself in the middle of a guild war in no time.
This is an in-game link to the five volumes of the Encyclopedia. It is an invaluable asset for resource management and for planning your army, since the specifications of all creatures, magic and buildings of The Reincarnation are delineated in here.
5. Quest for Glory
The Quest for Glory has not yet been implemented into The Reincarnation. The game developers will make a broad post when it will be implemented. Until that time, please hold all questions regarding this topic.
B. Black Market
1. Bidding in general
To bid on an item in the Black Market, click the circle next to the item you wish to buy, place your bid, and click 前rder・ When you place a bid, an amount of geld is taken from your storage. The next bid should be at least 5% of the old bid. Placing a bid costs you one turn (regardless on how many items you do bid). Other mages on the server are given 30 minutes to attempt to outbid you. If you are outbid you will receive an in-game informing message offering you to quickly re-establish a higher bid. Meanwhile, the amount of your original bid is returned to your storage. If your bid wins the goods, you値l receive a confirming message and will find them in your inventory.
Pay attention when buying: be sure you bid on the correct item and you enter the correct amount that you wish to bid. You cannot cancel a bid you have made!
Unique items and Ancient spell scrolls occasionally appear in the Antique Store. Both are very rare and do not appear often. So if you are planning to bid on Ancient spells or unique items, you must be very vigilant and very patient. Furthermore, when you acquire a scroll for an Ancient Spell you have a chance to research it successfully. Remember you may only research Ancient spells of your own magic type.
2. Antique Store ・Item selling
In the antique store you may purchase but also sell items. To sell, choose 全ell item・ scroll through your item list and select the item to sell, and click 全ell・ Selling an item does not cost you turns.
At times you will try to sell an item and it won't appear on the Black Market for a time. This is because items that mages aim to sell, are placed on the market randomly within 48 hours. Thus, it may take some time for your item to appear on the market and for you to get your geld. You may also notice that you receive less geld for your item, than was bid on it (e.g. you received 5 million for the Carpet of Flying you put in the Market, while it sold for 10 million). This is because there are two prices for Black Market items: the price for which an item is sold, and the price at which that item came on the market (which is a good estimate for the amount of geld that the seller will receive). The latter fluctuates depending on earlier sold items, so don't be surprised if another mage receives more/less geld for selling the same item. The geld you receive is less than what the Black Market receives for it, to avoid abuse of this game function as a way of transferring geld fro
m one specific mage to another.
3. Spawning Hatchery
The Spawning Hatchery is a breeding ground for various creatures of The Reincarnation. You will find creatures resulting from spells up to complex level for sale here. To purchase them, simply place a bid, click 前rder・ When new units appear, they stay in the market for at least 2.5 hours. Thereafter they are sold, 30 minutes after the winning bid.
4. Swords for Hire
There are always various mercenary groups looking to earn some money by hiring out their skills. When you click on "Swords for Hire" you will have the option of hiring small bands of mercenaries, which are generally barracks troops from the various magic specialties. If you wish to hire them, bid them an offer and click 双rder・
Note that troops that you hire this way, occupy population space, so you need to have sufficient towns to house them and sufficient farms to feed them. You'll also need suffient ordinary population or a lot of savings to forfill their geld upkeep. When you hire more people than you can host, on their arival the mercenaries will refuse to work for you, but they'll keep their geld. When new units appear, they stay in the market for at least 2.5 hours. Thereafter they are sold, 30 minutes after the winning bid.
5. Exotic Mageware
Here you may purchase Simple, Average, Complex, and Ancient spells. Do not purchase spells that you have already researched, as it will simply be a waste of geld. It is rare to find a spell for sale that you are not able to research, but it can be very beneficial to acquire such a spell (because each researched spell increases a mage痴 spell level). When new spells appear, they stay in the market for at least 2.5 hours. Thereafter they are sold, 30 minutes after the winning bid.
Your kingdom can host heroes that command units of your army in battles and may influence your economy in between battles. Heroes may tip the balance of battles at higher levels in the game.
1. Types of heroes, experience levels
There are various types of heroes, each with their own abilities. In addition, there are different levels of experience that a hero may have initially. The Encyclopedia痴 Book of Heroes gives a decent overview of types of heroes and their abilities. Regarding types of heroes, note that a kingdom can only host one hero of each type at a time (e.g. when you have a level 13 Berserker and hire a level 14 Berserker, the first will get jealous and leave your country, while the highest levelled hero will stay). Regarding experience levels of heroes, note that higher levelled heroes have more of their abilities operational than low-levelled heroes (e.g. a level 8 Valkyrie does not have a 膳alor (9)・ability until she reaches level 9).
Heroes can raise levels, and make new abilities operational, as they gather experience points (Xp) while serving your country. In the throne room痴 Audience screen, you can view your heroes・statistics. You can also estimate how long your heroes still have to survive commanding your stacks, before you will be able to enjoy new abilities. There is a benefit in upkeep costs for originally low-level heroes that have reached a higher level through gathered Xp, relative to heroes that had that level initially.
2. The Tavern o' Heroes
The great heroes of Terra can often be found cavorting in this famous ale house of the Black market. If you wish to hire one of these great leaders, bid them an offer and click 前rder・ When new heroes appear, they stay in the market for at least 2.5 hours. Thereafter they are sold, 30 minutes after the winning bid.
Once you a hire a hero you cannot sell him or her back to the Tavern, as no hero would stand for the indignity of being bought and sold like cattle. However, you may dismiss heroes discretely by clicking 羨udience・in the 禅hrone room・menu.
Note that besides the 禅avern o・Heroes・ there are other ways to obtain heroes in the game.
3. Heroes in combat
In combat, Battle heroes automatically join the party when you attack someone. Apart from influencing units in the battles, they strike themselves too. Generally your highest-level hero will take control of the top stack of your army, the hero with second highest level will take control of the second stack, etc., but a Hero also has units that leads preferably. When a stack that a hero commanded is annihilated, the hero almost surely will be killed too. When your army is too small, no heroes will join it in battle.
Non-battle-type heroes obviously do not join your battles.
D. Altar of Darkness
1. Gods of Terra
At the Altar of Darkness in the Black Market you may donate geld to the seven Gods of Terra. Gaining favour is a very tricky matter. If the god is not swayed to either favour or disfavour by your offering, nothing will happen (apart from losing the geld). If your offering pleases a god you will gain favour for 24 to 48 hours (which works like a hidden enchantment). Also the god will do something to benefit your country instantaneously. It is possible to extent favours for several days on a row, by daily donations. It is also possible to get 閃ost Favoured・(implemented) status and 善atron status・(soon to be implemented), but how exactly remains a mystery. It is also possible to discomfort the gods (船isfavour・and 践atred・statuses). They tend to get jealous on each other, so beware when trying to get favour from more than one God at the time. If your donations displease one of the Gods, this may harm your country. Dealing with the gods is one of the mysteries in terra. If
you want advice on how to do so, your best bet is to check the backlogs of the bulletin boards and get into contact with other players.
The Altar of Darkness screen shows you summed amounts of donations that sofar have given you favours. It means they increase only by those donations that actually do something to your kingdom. You may also want to know that the donations needed to get favored are larger on faster running servers (Blitz) and lower on slow running servers (Apprentice).
2. Lady Luck
When Lady Luck smiles upon you, you receive bonuses when you are casting spells, attacking, defending, and exploring. So try to get Lady Luck's favour before engaging in combat, exploring land or summoning armies! You can always check the top lines in your status report to find out how lucky you are.
3. Unique Items
Unique items are very difficult to obtain. You may attempt to purchase one from the Antique Store, get lucky with a treasure map or treasure chest or Blood Stained Map, attempt to steal one from another mage by using spells or items, be granted one by a God, or wish one into existence. Each unique item has mysterious powerful effects. If you are searching for information regarding a specific Unique Item, your best bet is to check The Reincarnation痴 Bulletin Boards.
4. The Holy Grail
The Holy Grail is a Unique Item that is one of the greatest mysteries of The Reincarnation. You will find that as soon as you obtain one it may disappear, and even if you can keep it, you will have trouble discerning what it does. We think mysteries are fun - if you don't, stay away from the Grail.
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CHAPTER VIII: DIPLOMACY
Most of the other mages will compete with you for land and power, but you may find some players who would rather cooperate with you, support or protect you as you are allies or members of the same 組uild・(group of players, clan of players). This chapter deals with the options and rules for cooperative play. Note that there are different types of servers running rounds of The Reincarnation. On 壮olo・servers cooperative play is not meant to happen (the Decalogue applies, illegal guilding may result in punishment), hence the ally and guild features are deactivated. Most servers allow you to choose allies and pick a guild.
Depending on server regulations, you can choose 1 (non-guild, non-solo servers) or 2 (guilded server) fellow mages to team up with you as allies (on solo servers, no alliances exist, as cooperation is forbidden). Alliances can be proposed and managed in the Diplomacy screen.
1. Selecting an Ally
Who you select to propose an alliance is entirely up to you, and so is whose alliance you accept. Mages may ally any other mage regardless of each of their specialities.
If you have trouble finding a mage you perceive to be worthy of an alliance you may post a message in the Union of Honour section of the Bulletin Boards. Otherwise you may simply wish to scan the mages that appear in your ranking list and request an alliance with one of them. You may under no condition send a mass email to request alliances (or for any other reason). On guilded servers, if you are a member of a guild, your ally has to be a member of the same guild.
2. Registering an Alliance
Once you have found a mage with whom to ally, you can propose an alliance offer by choosing Diplomacy, entering a mage number, and clicking 薦xecute・ You can offer an alliance at any time, provided you have an empty alliance slot. You can withdraw or change an (unaccepted) offer at any time. Your proposed ally has to accept the offer, to confirm and start the alliance. The alliance lasts until one of you withdraws or one of you dies.
If wanted, you can change allies during the game (but you cannot break an alliance in the first 24 hours after it was formed). On guilded servers, if you join a guild, your alliances are broken. In that case you can re-ally soon as your ally has also become guild-member.
3. Why allies are useful
Having allies helps for several reasons. Allied mages automatically send each other reinforcements when they are involved in battles. This can tip the balance in your attacks and in the defence of your country. The two most powerful stacks will not be send as reinforcements. To be able to send your ally reinforcements, you need to maintain at least three different units in your army. The size of your army affects the reinforcements you can receive. Lastly, allies can use spells and items and cast enchantments upon each other, regardless of blocking effects of barriers.
4. Coordinated actions within game rules
You are allowed to share sensitive information with your ally using in-game messaging. On guilded servers, you may also exchange sensitive information with members of your guild that are not your ally. This can be a strong benefit as knowing the whereabouts of a third parties army, greatly increases the chances of beating it. Obviously, you may ask your ally for assistance in battling other mages.
Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using the in game messaging and the Reincarnation bulletin board (see the Decalogue). On non-guilded servers this means effectively that you may ONLY coordinate actions with your ally. If you play a non-guild server and are found to be coordinating with others, you will be punished for 訴llegal guild activity・
Playing your mage you will frequently encounter other mages, played by
other players. The Reincarnation encourages players to coordinate their
action together as groups of mages known as guilds・ Guilds add another
level of cooperation, competition, strategy and diplomacy to the game.
Joining a guild can be very helpful.
There are many differences between individual players (inexperienced newbies, experienced veterans), between mages (different magic specialities, different knowledge of their spell books) and in strategies (offensive/defensive, battling duels/trying to rank as high as possible). Equally, there are many differences between guilds: some are newly formed, some have been around for many earlier rounds of the game; some aim to rank and only battle for rank; some aim to duel other guilds, rather than ranking as high as possible. Many guilds are open to new players and try to make experienced players out of them, some guilds are closed communities that only invite new members.
In the Reincarnation, each guild has to be officially registered to be considered a legal guild, and each member has to officially register as a member of the guild. Guild affiliations of individual mages appear in the rank lists and in the mage description.
All registered guilds have their descriptive pages within the game. You
may read descriptions of registered guilds by browsing the guilds of terra・screen.
Apart from that, established guilds usually maintain their own web-pages,
bulletin boards etc. Hereto The Reincarnation offers special facilities
for guilds that donate funds to upkeep our servers. The motivations of
guilds differ widely. Some strive for power, some for camaraderie, some
are dedicated to helping new players, and some simply for the thrill of
bashing other mages group wise. Most guilds will announce in their descriptions
if they are interested in new members.
You may read descriptions of registered guilds by clicking on guilds of
terra・ The motivations of guilds differ widely. Some strive for power,
some for camaraderie, some are dedicated to helping new players, and some
simply for the thrill of bashing other mages group wise. Most guilds will
announce in their descriptions if they are interested in new members. If
you wish to join a guild, you may apply for membership. The guild leader
will have to decide if you are accepted. Your best bet to find a guild
that is good for you is to enquire on The Reincarnations Bulletin Boards,
in the Union of Honour folder for your server.
A list of registered guilds, with descriptions is found by clicking guilds
of Terra・in the Main screen or in Deplomacy・ A guild member list is also
provided, but access to this is limited to mages that have spent a basic
amount of turns since reincarnation. Your best bet to find a guild that
is good for you is to enquire on The Reincarnation痴 Bulletin Boards, in
the Union of Honour folder for your server.
NOTE: The in-game guild features are currently in development and likely to be subject to frequent changes.
2. Joining a guild If you wish to join a guild, you may apply for membership
menu, by clicking on [Apply] in the Guild of Terra list. Note that not
all guilds are open to applications ・some only invite new members. You
can only apply to one guild at one time, and only if you are not already
a member of a guild since a mage can only be a registered member of one
guild. The guild leader will have to decide if you are accepted. While
waiting for acceptance, you may recall an application in the Diplomacy
Another way to join a guild is on invitation. You will be notified of an invitation in your main screen. You can Accept or Decline an invitation in the Diplomacy screen.
The in-game guild registration is the ONLY thing that determines whether
you are member of a guild or not. In other words, just saying that you
are a member of guild in your mage description, does not make you a member.
Probably official members of the guild will not tolerate this. Similarly,
not registering as a guild member, but coordinating with guild members,
is an illegal action (see the Decalogue) and may get you punished for non-description・coordination.
3. Benefits for guild members
- Once you have joined a guild, you have access to the Member list, Enemy
lists, Guild Battle Log, Battles History and Guild history of your guild.
These are found by clicking your Guild・in the guilds of Terra・screen.
These resources can help you find allies and help you decide to attack
which war target.
- After you have joined a guild, you are protected from attacks by guild mates (i.e. it is no longer possible to attack a fellow guild member).
- Guild members other than your allies are not able to send you reinforcements in battles ・only your allies can. Of course guild members can be requested to attack a target before or after you plan to attack. This is within game rules in any situation, but many guilds have their own rules to do so only in special situations.
- On the black market, you are informed which bids are yours (in bold), which are from other members of your guild (in italics) and which are from others (normal). You can overbid a bid from a guild mate.
You are allowed to share sensitive information with guild members using in-game messaging. This can be a strong benefit as knowing the whereabouts of a third parties army, greatly increases the chances of beating it. Obviously, you may ask your guildmates for assistance in battling other mages. Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using the in game messaging and the Reincarnation bulletin board (see the Decalogue).
4. Guild specific Rules of Engagement
Many guilds (and individual players likely) have their own specific codes
of conduct, by which their mages act. It tells you about the style and
politics of the guild. Common examples are our members only do single random
attacks, unless in war time・ ・ attack ・1 counter・ we are evil ・we
hit when and as often we choose to・ Following or not following such rules
is up to individual mages, enforcing such codes of conducts is up to guilds.
The Reincarnation tolerates any code of conduct, as long as it doesnt violate
the basic rules from the Decalogue.
5. Allied guilds, guild-coordinated actions within game rules
On guilded servers, guilds may ally to another guild. Their members are allowed to share sensitive information amongst each other, using in-game messaging (between members of allied guilds in the same way between members within one guild). Obviously, guilds may ask their ally for assistance in battling other mages (usually it is a leader or an officer that decides to do so). Note that The Reincarnations rules of conduct are rather strict about exchanging sensitive information with other players using in-game messaging or the Reincarnation bulletin board (see the Decalogue). If you play on a guilded server, and are found to be coordinating with other mages than the members of your guild / its allied guild, you will be punished for 訴llegal guild activity・and possibly, so will your whole guild. Note: in the future, the number of alliances per guild may be restricted.
6. Differences between allies and guild mates
There are few differences between allies and guild mates apart from the obvious one that guild-mates cannot send you reinforcements. If you are member of a guild, your alles will have to be members of the same guild.
C. Non aggression pacts (NAP's)
NAP is an acronym that stands for Non-Aggression Pact. It is an agreement between two parties (two individual mages, two guilds) not to attack each other. An NAP-ed guild, is a guild that your guild has publicly promised not to attack. An NAP-ed mage is a mage that you have publicly promised not to attack. Just a promise, nothing more, nothing less.
Stating you have a NAP with specific other mages or guilds in your description
is allowed on all servers, but is to be considered solely a reminder to
yourself, the NAP-ed mages and the public of your promise. An NAP is not
an alliance, which implies that sharing sensitive in-game information is
not allowed. It further implies that coordinating attacks together with
an NAP-ed mages is ellegal guild activity・(which will be punished, see
the Decalogue), but that breaking your NAP by attacking an NAP-ed mage
NAP's on solo servers
For the solo servers, it is strongly discouraged to start NAP痴. Developers may act if there appears to be block-NAP痴 on this server (Decalogue violation: illegal guilding).
D. Managing Guilds (features for leaders and co-leaders)
1. Registering a new guild
To register a guild you will need to have four fellow founding members making the minimum amount of players needed to start a guild a total of five. The mage that registers a new guild is the leader of that guild.
To start registering a new guild, click register a New guild・in the guilds
of Terra・screen, and a form will appear. An appropriate name for the guild
should be chosen, i.e. a readable fantasy name, not containing offensive
text (in any language). The short name should be an abbreviation of the
full name (this abbreviation appears in rank lists). Mimicing existing
guild names or abbreviations by using similar ones is not allowed. The
game requires confirmation by all four fellow founding members, before
your guild can be created. Once the guild leader and all four supporters
have confirmed their wish to start the guild, game administrators will
review the application and either accept or decline the guild (within 24
hours since receiving the confirmation from the 4th founder). While waiting
for the review result, the guild leader can already start managing the
guild, but the guild will not yet appear in the 'Guilds of Terra' list.
The guild will not be registered, when t he guild names do not meet their
requirements and when founding members are suspected of past Decalogue
violations (founders will be thoroughly checked).
2. Managing a new guild
Once the guild is created, the guild leader can start managing the guild.
This is done by clicking administation・in the our Guild・section (accessible
from guilds of Terra・.
Here, the guild leader and those selected to be assisting members (Guild-admins) can:
- Manage administrative access-levels;
- Manage guild membership (accept/reject mages that apply for membership, dismiss members);
- Send out messages to all the members, or to all the administrative members;
- Manage your guild description and the way your guild interacts with other guilds (Open to NAP and/or Alliance offers or not) and membership applicants (Open recruit or Invite only).
In the 閃ember Access・section, the guild leader can manage the access levels of their guild members. Access levels can be anything between 100 (Leader) and 1 (newly joined members). The title related to each rank can be editted up to your imagination ('Leader' is only a default).
The guild leader can appoint guild admins to help him/her with various parts of the guild management.
The guild leader and his/her guild admins can manage access to the following in-game guild features, for any member that has a lower access level then the admin has:
Is Admin (Guild-administrator, can be set by guild leader only (?));
Can Accept New Members, Can Invite New Members;
Can Dismiss Members;
Can Send Guild Messages;
Can Offer and Accept NAPs, Can Offer and Accept Alliances;
Can Declare Hostility, Can Declare War;
Can View Guild Battles, Can View Member list;
Can View Enemy list, Can Edit Enemy list.
The Messenger・section allows you to send out messages to all guild members or to all guild-administrators. When you send a message to all guild members, you receive that message yourself too. When you send a message to all guild-admins, you only receive that message when you are a guild-admin yourself.
The build Settings・section is for the guild leader only. Here the leader
can edit the description of the guild. Furthermore, general settings for
recruiting and guild diplomacy can be altered here.
This page also allows to transfer leadership to another member (the transfer swaps level 100 and level 99 access between two members). Note that if the leader wants to remain an admin, he/she has to tag 'Is Admin' before transfering leadership (otherwise the new leader can make the old leader admin). The leader can also disband an entire guild (individual members can be dismissed from the recruitment office).
How to deal with guild-admin status and access levels is up to individual guild. For the leader, the admin tag does not apply: he can change access regardless of setting. Generally it is wise not to have too many admins, and not to have to many different access-levels. Note that e.g. an officer updating the enemy list or an officer doing the recruiting do not have to be admins to carry out their job. A simple example:
100_ Leader______________ [Leader], all access______( can only be 1 person )
99__ Co-leader(s)__________ [Admin], all access_____( advice: 1 or 2 persons )
50__ Full member,__________ most access, except Ally/NAP and recruiting
1___ Newly joined member___ Trainee / only basic access (member list)
3. Recruiting more members
In the Recruitment office, guild members with the proper access level can invite mages to join the guild, accept or deny applicants, and dismiss members. Note that general policies for recruiting can be set in the guild settings screen by the guild leader only. Guilds can announce that they are looking for new members on The Reincarnations Bulletin boards, in the Union of Honour folder for there server.
The guild leader remains ultimately responsible for all guild members. This includes responsibility for acceptance of mages that turn out to be played by cheating players.
Guild leaders may ask assistance from developers (firstname.lastname@example.org)
when they are not sure whether to accept a mage because of this reason.
This is to avoid cheating mages to join established guilds deliberately
to get them punished for cheating.
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CHAPTER IX: MISCELLANEOUS
A. The Cemetery
"You have been executed." - a sad message that means your mage has been defeated. The remnants of your kingdom become part of the cemetery, where your dead body will fade away over the rest of the server round. It is game over and you'll have to reincarnate a new mage again. Your grave stone on the cemetery will tell you how and why you died.
The death of a mage can have many causes.
1. Volunteerly departure from Terra (suicide), as found under options in main screen. If you edit your description just before, you can control your last words.
2. Deleted for inactivity - mages that have not been logged in to for longer than 2 weeks are automatically deleted.
3. Killed in Battle - You lost a siege attack that took your final fort.
4. Killed because of no geld - You had no geld (and probably no pop) for several turns and couldn't upkeep your final fort.
5. Killed under enchantment - Some enchantments make you lose geld, population, troops and buildings (and through that other resources). If these enchantments destroy your last fort, you die.
6. Killed by spells/items - Some spells and items make you lose geld, population, troops and buildings instantaneously. If these destroy your last fort, you die.
7. Armageddon - Even when you survive the full 24 hours of it's duration, you'll still die. If you are ranking in the Top 10 at the very last moment, your cemetery will be the Hall of Fame, which will never be cleared.
Note that the game protects you from being killed too easily in various ways, execept during Armageddon when it becomes very likely that you are killed in battle.
B. The Decalogue
The rules of playing The Reincarnation are delineated in the Decalogue
of Terra, which breaks its common sense policies into ten sections. Before
playing the game you must be aware of these rules. Each player is requested
to read the policies before playing; hence ignorance is not an excuse for
1. Punishments for violations
If you come under investigation for misconducts and are found guilty of violating the Decalogue of Terra, your mage will be punished. Most commonly the extremely deadly enchantment Fury of God will be placed on your kingdom. In less extreme circumstances turns will be taken away from your mage, while in more extreme circumstances your mage will be deleted. In some cases (hacking attempts, amongst others) your IP address may be banned and you will not be tolerated to play The Reincarnation again.
2. Reporting misconducts
If you wish to report another mage for violating the Decalogue, choose
the link 舛ontact Information・that can be found on the game痴 portal page
3. Multi-maging and Milking
This is the most common violation of the Decalogue. Apparently, to many players it is very tempting to reincarnate extra characters on the same server, to twist the odds a bit. This is known as multi-maging in the Decalogue. It is clearly not tolerated, and actively monitored by developers and players using various techniques. It will result in deletion of all characters of the player. Another activity that is not done is having someone play a dedicated character that your mage 僧ilks・under prearranged conditions (as to grab land or transfer geld or population easily). This is known as 僧ilking・in the Decalogue. Most often Milking and multi-maging go hand in hand. Don稚 multi mage, don稚 milk, don稚 cheat.
4. How to appeal when you are punished
If you are found guilty of a Decalogue violation, a message stating why you are being punished and what the punishment is will be sent to your registered email address. If you feel that you are being reprimanded unfairly you may respond to the game administrator who has punished you. When doing so, be sure to state your mage name and the server that you are playing on and state clearly why you believe your appeal should be accepted.
B. The Reincarnations Bulletin Boards
The Universal Bulletin Boards (UBB) are accessible to all players of The
Reincarnation. It is a place for everyone who wishes to interact with The
Reincarnation community. To post to the boards you must create a UBB account
once (this is a different account than your mage account).
There are two dedicated forum folders for each server exist on the bulletin boards:
1. The Banquet Hall ・A board is for general discussion purposes.
2. The Union of Honor ・A board to locate potential allies and (if applicable) guild mates,
There is one common folder to discuss strategy and tactics (for all servers):
The Hall of Sages - Strategy and tactics
You may want to use the SEARCH function on the forum!
and there are many more forums aiming at The Reincarnations community as
a whole, e.g.: General Announcements - voice of the TR-team
Game Suggestions - discussions on new ideas
Bug Reports - Please describe bugs here
Note that all boards are moderated by grizzled, ornery The Reincarnation veterans who will not allow violation of the policies delineated in the Decalogue of Terra in posts (such as leaking sensitive in-game information). You may report abuse of the bulletin boards to the board痴 moderators.
(-: We're glad to inform you this was the final chapter :-)
The entire development team of The Reincarnation and their helpers wish
you good luck and fun playing!