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CHAPTER 1 : HOW TO START In this window the first thing you will see are the terms and some recommendations/requirements that we ask you to make your game as funny and legal possible. Then you'll see a little explanation from every magic available for you to choose, obviously each color's guide will be published as soon as possible. Once you read all this stuff, proceed to write the name of your mage, you secret password, the magic you would like to use, your email for your validation code and finally the country you live and the language you know (Spanish or English).
When you get registered in the Archmage, by providing us your email we'll send you a validation code, that, once you spent 150 you activate it and become an approved mage, if not your account will be deleted in 3 days. This validation code is extremely necessary to avoid bots in the game and at the same time track multiplayers that had more than one permitted account.
When we are at the kingdom's screen it's very important to know how to use all the links to switch pages. This window won't refresh until you press the refresh button in your Explorer window. Be very careful with this button when you've already attacked someone or cast a spell because it can be very disastrous for you, likewise keep in mind your Status Report to know if you are prospering or going into bankrupt.
D. The First 100 turns Now the first thing that you should know is that your kingdom is under protection for being a new mage. Through this way we give you an opportunity to strength a bit your kingdom and develop your empire. Of course under this stage your actions will be very limited. Firstly, you won't be able to attack another mage. Second, you won't be able to recruit any type of troop and lastly, you won't be able to buy anything in the Black Market.
CHAPTER 2 : THE INTERIOR OF YOUR KINGDOM The lands are the spaces in your kingdom where you can build your constructions to make your kingdom prosper economically an to maintain a vast army that keep away your enemies.. There are three ways in the Archmage to get lands: Defeating another mage in battle, using an spell or an item to get them from nothing and just exploring (however you can explore indeed until the 3500 hectares, once reached this top you won't get anything wasting your turns exploring)
2. Towns and Taxes 3. Workshops 6. Guilds C. Recruiting Troops You're going to need troops to defend yourself from invasions and to make attacks to another mages. There are three kind of troops in the game: basic units (militia, cavalry, phalanx, archers); special units (each magic had their own types, phantasm don't possess special units) and summoned units (each magic had different creatures and you need to know the right spell to summon them). You can recruit basic and special units from your barracks. Although they are not as powerful as the summoned units, each unit can be very effective if they are placed strategically in your army (you can send 10 groups to a battle) Obviously there are advantages and disadvantages by having more than one group of units. If you don't have any summoned or recruited troop, then you'll be completely DEFENSELESS and any mage within range can attack you, slaughter your citizens and reduce to ash your buildings. Always let at least some type of troop to defend you. As it indicates in the name, the turns you spent gelding is for generate money to buy stuff in the Black Market or for a deposit for your units. The geld depends on the residents and the towns. If you want to know how much you will gain by turn gelding check your Status Report and see your Income, to that quantity add the total Income (positive or negative) and the result is the total you'll get. Sometimes it's really necessary to wipe out some of your buildings that already completed their objective (like guilds once you finished the research) or to try to fix your economy if you are near bankrupt. The buildings you destroy become free land so you can build other structures in there. Careful with this option because once you destroy a building you cannot undone this action. The same as destroying buildings, once your army had completed their part in battle (often fodder units) and you must prepare for the defense, you will disband them. Take care a disbanded unit will never return and you cannot undone this. By the way any unit that consumes population CANNOT BE DISBANDED as regular units (like dragons, and many of the nether units). Buildings, troops, permanent spells, heroes, etc. all of them need maintenance. There are three types of maintenance: gold, M.P. and population. You can see in your Status Report you income in these aspects. Every resource had two aspects: the total you had and the total you win or lose by turn. If you had a bad economic situation you can destroy buildings, disband troops, dismiss heroes or even dispel spells to try to stabilize your situation.
Your mage is specialized in a type of magic, however you can learn and summon spells from other magic. However, you won't get the same easiness with this spells than the same of your magic class. There always are a small percentage of failure summoning medium and complex spells from other magic and you can only research the ultimate spells from you magic specialty. Theoretically, each magic has its opposed one. As we can see: Opposite magic to Eradication is Nether magic. Now, to summon a spell you should have enough M.P. to summon and keep it. If you summon an offensive spell to an enemy mage (Meteor Storm i.e.) you'll pay an amount of M.P. for every turn the enemy mage spend. And if you cast a spell on you (Concentration i.e.) you also have to pay a quantity of M.P. every turn you spend. B. Using Items There are three types of items in the game, the unique items, that affect your kingdom while they're present (with exception of those that are one-use items), minor items that you can use at any time to help your kingdom or to damage your enemy and finally the battle items that you can only use in battle or in a defense. To know the function of each item check the Encyclopedia. As we said, your mage can only specialize in one magic type but can learn some other spells from different magic if you had enough turns to research it. You can only learn simple spells from magic opposite to you and complex spells from magic close to yours and only the ultimate spells belonging to your type. It cost more turns to learn spells from different magic and you had a little failure percentage if you want to summon them. M.P charge is necessary if you have a low amount of M.P. To charge it just write the number of turns you want to use charging and just press the charge button. To know total amount of M.P. you will get just add the Income to the total Income (positive or negative). Keep always in mind that when you reach the maximum M.P. available your nodes will stop producing M.P. until you spend it summoning units or summoning spells. When somebody attacks you, your units will engage the enemy automatically. You can't control this action but you can help your units by assigning an offensive or defensive spell and an offensive item to harm your enemy or to improve your army. Obviously the spells used in defense consume M.P. for every attack you receive. If you ever get 0 M.P. or items they won't appear in the battle. Now, choosing the correct item and spell for a successful defense is up to you, if you lose land, don't worry about that you can always get more exploring or attacking another mage. This option helps you to release your kingdom from spells that are not useful anymore or to dispel enemy spells. Spells summoned by you can be dispelled without using M.P. however to dispel enemy spells you will require a random amount of M.P. Always check if you had the Ascendant spell Dispel because it gives you a bonus every time you dispel an spell. CHAPTER 4: WAR Usually you can attack mages between twice your power and those who had at least 80% of your power. This rule is omitted when you make a counter attack (counter). You get a counter attack only when you had lost in a battle defending your kingdom. You can return the attack with this bonus within 24 hours if not this bonus will be lost. The New Mage protection last the first 100 turns where you can't attack or be attacked. You can also be put under protection for 12 hours if you lost more than your 25% of your total power in less than 24 hours. When this happens you won't be attacked until the 12 hours are gone unless you make a counter attack or receive an enemy counter attack. This kind of protection is only available in the Super and Mega Servers. B. Attack Types 2. Regular 3. Siege To win a battle you must complete two requirements: first, you must inflict more damage to your opponent than he to you, and second, your enemy must lose more power than you. With this information you now know that, for a successful defense you must receive a small quantity of damage. D. Some attack concepts 3. Your enemy has disappeared
CHAPTER 5: DIPLOMACY You are allowed to have 2 allied mages in the Server. If you have problems looking for a mage that can be useful for you you can post in the forums of the game in the Union of the Honor. Or simply, you can look for mages using the Arena and send them messages requesting them an alliance among you. Once your you have found a mage with which you would like to ally you can send him a message using the menu Diplomacy, Writes the ID number of the mage and click in executing. The mage that receives your offer can accept it or reject it. C. Breaking an alliance If you got tired of your alliance with a mage, either for boredom or other reasons you can break it using the menu Diplomacy. When you have an alliance with one or two mages in each attack you make (and vice versa) they sent you reinforcements if they have 3 or more attack groups. Also that they can make coordinated attacks in cases of war or to punish a tricky mage that walks somewhere around. In the Server you found that many mages are contained under oneself code. These codes are the names of different existent guilds in all Terra. The guilds are a group of mages that have decided to work together. Their motivations are different, some fight for the power, others for simple friendship and other to coordinate attacks and to slaughter solitary mages or enemy potentials. To be able to see that guilds in Terra click in Guilds in the Diplomacy menu. If you want to be integrated in one you can send a message to their leader and he will decide if it allows you to enter or not. There are few differences between the allies and the guild members. Obviously the members of your guild won't be able to send you their reinforcements in a battle. Also your you don't need to register your alliance with the members of the guild. A NAP is an acronym of Non Aggression Pact. This is a pact between two factions of mages of not being attacked mutually. A NAP is not an alliance, so they cannot exchange information or to coordinate attacks. A NAP is usually used to be able to ascend in the ranking or for not making you many enemies in the battles.
CHAPTER 6: MISCELLANEOUS Here you can see the description and the statistics (total of acres, power, ranking) of a mage simply placing the ID number. When you play in a Server with guilds it is always a good idea to know who will attack, or maybe you can be wrapped in one of the so well-known Guild Wars. The encyclopedia keeps basic information (costs, descriptions, etc.) of units, spells, items, heroes and constructions. It is an important resource to be able to use your resources efficiently to form your army. This link will take you to a screen where you'll see the top 10 mages in the Server and to those mages near your range of power, showing its totals of lands, magic types and guilds. Using this page can look for your targets to attack or simply to know how are you doing with your Kingdom or also to look for good allies that help you to prosper. 5. Swords for hire
A. Messaging We provide you with a simple messaging system for any contact within your fellow mages. If you wish to send a message to anybody just write the mage's Id and send it. You can also check your incoming messages from other mages, the staff and the Black Market. B. Options C. Status Report Your Status Report gives you a summary about the most important in your kingdom. Here you can check your income in M.P. gold and population. It is always very important to check it to know if you had an enemy spell in your kingdom or if you're leading your kingdom to a total bankrupt. Here you can check the quantity of army and buildings you can maintain too. Here you can check your hero's statistics and if you want dismiss him.
CHAPTER 8: SOCIAL RULES Before you can play Archmage, in the moment you're creating your mage you'll see the Server rules. It's ABSOLUTELY FORBIDDEN to break any of these rules which in case you'll be punished. B. Trouble logging in Sometimes when you want to log in the game you won't be able because maybe the page doesn't load or it gets stuck. This happens because the Server is in maintenance process and for a short time is not available to work. Or maybe because there are a vast amount of mages logged in at the same time and the server doesn't had the power to work with so many operations in a single second. The only thing you had to do is wait for a while meanwhile the server is stabilizing. C. Your authentication has expired This will appear when the server doesn't have access to write cookies in your system. Is nothing serious, just go to Internet Options and in the Privacy side change to "accept all cookies". Once you do this the authentication message will never appear again. To have these special units, you necessarily have to play with a Nether magician. Wait until the spell Corruption appears in the Black Market and buy it. This will give you the opportunity to summon it in battle and to corrupt angel type units (angel, archangel and dominions). In order to have fallen units you must complete this requirements: 1) You are a Nether Mage 1) You are a Nether Mage You just leave the game closing every record and securing your information in the server. Unique items are hard to get although they're in implementation process. You can get them in the Black Market, using the Treasure's coffer or stealing from another mage. Each item had powerful effects, some positive and some negative. Soon we're going to make a small guide to explain what's the use of every Unique Item. WARNING: This guide is in improvement process due to Archmage is a Beta Server. Some things may vary. If you see a mistake contact with me for immediately correction
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