Overview:



Standings:

Displayed on the main page of the site these consist of top 10 players, Winners of last 2 Lotteries, Auction dates and general info for players.

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Character Rank:

This is based on attained Lvl as well as the current Power standings, troop size and other Lvls of your character. Lvls are achieved by gaining XP, this is done by attacking. The amount of XP you recieved is based on a percentage determined by your attack damage and your opponents counter damage. The closer your attack damage to the counter damage the more XP and Gold you will recieve if you will the battle. If you lose the battle you recieve the min amount of XP: 10. The max you can get is 200.

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Mage lvls:

These are needed to cast and purchase spell scrolls. To attain Mage Lvl, you must achieve them by having enough XP to gain a Lvl. Getting XP is done in the same manor as normal XP by attacking other players, however using spells in attacks on other players will get you more XP.

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Leveling Up:

This is done at your decision, when you reach a Lvl threshold. You will be notified by the game when you have reached this mark and from there will have the option of which of your two Lvls affected by XP to raise. The two lvls being Mage and Character. Your Character Lvl is factored into your attack and defense totals during any battle. Mage Lvl is factored into your Mage Power, also a determining factor on which of the Spell Scrolls in the library you are powerful enough to cast.

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Spying:

This can be done on other players in the game. To do this successfully you need to have a decent Spy Lvl, and of course spies. You can train your soldiers to be spies, however to gain SpyXP, which is essential to gaining Spy Lvls, you must spy on other players. Practice makes perfect. if you fail you get min XP, otherwise you get more, dependent on how over powering your spy was on their defenses.

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Moles:

At any given point any player can have up to 5 moles in their troops. These moles can provide info to their troops, kill your spies, or other moles in your midsts. They can also smuggle gold out of your camp.

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Intel:

You can have intel on up to 10 players at any given time. This is done with the use of moles. If your mole gets caught he will be killed, or used against you.

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Spells:

Your character starts off with 8 empty spell scroll slots, and can hold only that amount at any given time. However in the Library there are 18 to choose from. These spells range from Defense to Attack and other. During an attack you can only use Offensive spells.

At your Command Post, you can set trigger spells. Trigger spells are those which will cast, without your intervening. You can set any number of Defensive spells to cast, in the event that you are attacked. You pay for them upfront with your Magic Attack Turns, which is needed in casting spells, and when the time comes they fire. Be sure you know the spell's description and usage before attemping to set them up.

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Unit Production:

Your initial Unit Prod is 0, and you recieved soldiers on a 24 hour basis. You can at any point, given you have the sufficient funds, upgrade your unit production. You are also given the choice to downgrade Unit Production, which can be usefull if you dont need to have a large amount of soldiers attained all the time.

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Bank:

The bank is in place to allow you to transfer funds, or have funds transfered to you from other players. If you need a loan to purchase weapons, or perhaps to upgrade your defenses, you need only ask someone. The ultimate decision is up to the money lender, and as such they may lay down rules of borrowing. Below is allowed uses for transfering money.

Allowed:
  * To gain allies
  * For protection
  * War Lord Fees

Areas may come into affect later on as the realm grows. Each race will originate in a specific area, and will have to travel to surrounding areas to attack other races. This will also lead to unocupied land. Unocupied land is up for grabs for anyone who can afford it and get to it first. This also can be a means to transfer funds, for Land Lordship, or fees. If you own land you may sell it, or set up defenses on it. Also will be a list of those allow on your land.

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Chance Games:

These will also come into effect later on in the realm, consisting of a Lottery system, where you play a pick, based on your ID number, and a combination of the numbers. Lottery will be chosen on a bi-weekly basis, and pots will grow if there are no winners. All winning stats will be show on the standings page. Also a chance machine, based on the common slot machine, these however will not always reward with gold.

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Auctions:

These will be held by the GM's and used to sell off rare items, offensive or defensive weapons, spells scrolls or reward packages. The dates of these will be declaired on the main page and held within the chat room.

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Character Names:

Any names thought to be that of racist nature, will be removed from the game. If you are offended by anyones player name, please click here and we will investigate the claim.

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Message System:

This system was designed with the intent to players to send info to each other privatly. You may send as many messages as you like to another player, however the system will only save your last 20 messages. When you recieve a new message your oldest message will be deleted. Sending any messages with racist comments, or other material which can be considered offensive, will result in the suspension or possible removal of your account. If you have recieved any messages with offensive material in them, please click here and we will investigate the claim.

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Chat Room:

The Chat room is in place for players to enjoy the privalige of talking with one another live, as they play the game and as such please do not abuse this privledge. The chat room will be monitored, if you are found to be offensive in the chat room your privilages there will be revoked, or you will be banned from the room.

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Listed below are the Armor and Siege Class Levels available in order of rank.
Armor:
   1: Resting Grounds
   2: Beast Gardians
   3: Stone Embankment
   4: Sharpened Stockade
   5: Machicolations
   6: Fortress
   7: Lava Moat
   8: Iron Barricade
   9: Dragon Sentinels
   10: Floating Fortress

Siege:
   1: None
   2: Grapling Hooks
   3: Ballistas
   4: Battering Ram
   5: Mangonel
   6: Siege Towers
   7: Trebuchet
   8: Bosson
   9: Siege Missles
   10: Iron Golems

Armor2:
   1: Beast Gardians
   2: Stone Embankment
   3: Machicolations
   4: Iron Barricade
   5: Dragon Sentinels

Siege2:
   1: Ballistas (Wave 2)
   2: Mangonel (Wave 2)
   3: Siege Towers
   4: Trebuchet (Wave 2)
   5: Siege Missles (Wave 2)

Armor2 and Siege2 can be attained once you have reached the 10th regular Armor or Siege Class. These prove to add extra bonuses to your overall Attack or Defense.

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Wave 2:

This allows you to have a second distanced attack. Having a Siege Class with Wave 2, will allow you to first attack with land based troops the follow up with a volly of raining death totalling in two attacks per battle. Wave 2 Siege however will not attack with full force and therefore will not be as powerfull as your normal attack.