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Advice for starting mages

The following information was compiled for starting mages who are looking for a good start in Terra, naturally this may not be the best of methods but it is one that has been used and proven by many a starting mage.

After validating your account there are a couple of steps you should take first:

Explore around 80-90 turns whilst making sure that you are 'lucky'. You can achieve lucky status by clicking on any one of the banners whilst being logged into your archmage account, you can check if it worked by looking into your status report (It's advisable to have luck on all the time no matter what you do, although you may not always get any benefits from it it's better to be safe than sorry).

Next note that until you used your 120th turn you are under the protection of the council and cannot be attacked (you can't take any action yourself but I am assuming that you don't want to do so anyway). Use the remaining turns (till the 200th) to build Workshops... always use one turn only to build workshops because the amount of workshops you can build will increase by building more workshops.

Commonly 200 workshops will survice however I have made it a habit to build as many workshops as I need to build exactly 1 fortress per turn (after that building additional workshops is likely to be a waste of land). Should you run out of turns (You will want to remain in the protection of the council so don't go beyond 120 turns) simply wait until you have 180 turns (might take a while depending on which server you play in) and build the remaining workshops you want (require).

Your primary concern now is constructing buildings so you can get your realm up and running. Leave some 1000 acres free for guilds and start building nodes, Farms, Towns and Barracks according to your magic speciality. To know what to build exactly please refer to the specialities section of the Advisor's realm... there are hundreds of different playstyles for the various magic specialities and each requires a different setup in buildings.

Generally you can see what you will need by looking into the encyclopedia of your magic specialities' units. Ascendant units will need a lot of mana thusly require a lot of nodes whereas nether requires a lot of populations hence demanding a lot of farms and towns.

Make sure you have the additional 1000 acres and explore a little if you think it's necessary till you have some 50 Turns ahead of you. Recruit some forces and build some of your guilds.

Recruit more forces and build more guilds until you are at 1000+ guilds. Make sure all the while that your M.P. and Gold requirements are met and that you are not in the negative. If you are at max population and you still have negatives. Increase nodes for M.P. or disband some forces for M.P. and Geld. Some specialities like Ascendant and Verdant can 'oversummon' and later disband their units again, this will serve to temporarily boost your defenses (Please refer to the section regarding oversummoning for further details).

Now you should have a positive or zero summary for geld and M.P. and almost no turns. Come back after saving your turns and research all spells. (4 to 5 gaming sessions) If you get attacked replace your losses but don't waste time to counter. Get those spells.

Once all spells are researched (Armageddon is optional as it does not increase spell level) destroy all but 200 guilds and convert them to what you need. White to nodes. Red and Black to Farms and Towns. Green and Blue to Nodes and some Farms and Towns.

From here on you can either follow your own strategy or refer to the speciality specific guidelines offered by the guild.

Note that our Research and development section continually comes up with new innovative ideas on how to run your kingdom but the above given advice rarely requires a different approach.