All about the "The Five Pillars" resources
From The Five Pillars
Kingdom Resources, all about generating and managing them.
Contents |
Turns
Basic
Turns are generated based on the server (Normal: 1 turn/6 minutes, Jump: 1 turn/7 minutes, Tournament: set by creator of the specific tournament.)
Turns can only be stored up to the current Turn Max (Normal: 230 turns, Jumpstart: 200 turns, Tournament: can set your own, 300 mostly; luckbringer can increase your max turns temporarily)
Items
Temporal Vortex (TV) (Common): Subtract a number of turns from a target mage (1-7), can force those turns to become negative.
Sun Dial (Common): May, if (very) lucky, give a few additional turns.
Spells
Chronomatic Disturbance (Blue Complex): Subtracts turns (1-7), can fail, can take your turns and can give counter to spelled mage.
Other
Voting can give you some extra turns each day.
Mana
Basic
Mana Generation is based on the number of manalands and the amount of land you have (Based on % of land that is comprised of nodes - this % includes wilderness, there is an optimal percentage at which lands produce mana the fastest up to a certain maximum)
Mana Max is based on the number of nodes you have, 5,000 base + 1,000 mana per node.
Current Mana can never be negative, lowest it can go is 0.
Mana Charging doubles your mana income.
Items
Mana Crystals (Common): Generates Mana for your kingdom (approx 50,000 / crystal) or if used on a "target" mage depletes his mana (approx. 25,000 / crystal).
For Red Mana > The Red Eye;
Black Mana > Dusk Crystal;
Blue Mana > Crystal of the Ice Eye;
White Mana > Sand Crystal;
Green Mana > Amber prism.
Rainbow Crystal (Uncommon): Generates 100,000 mana of your colour and 50.000 of each of the other colours. Cannot be used on a target mage.
Amshir's Crystal (Unique): Generates 500k mana of each of the five colours. (Cannot be used on a target mage?).
Focal Prizm (Unique): Give mana (all colours) ranging from 500 to 2000 per turn.
Spells
Dark Ritual (Black Ultimate): sacrifices population for mana (gives mana at a 3/1 ratio for pop, and now takes around 10% pop or less)
Gold
Basic
Gold Generation is based on the population you have, which in-turn depends upon the number of Houses.
Current Gold does not have a cap.
Current Gold cannot be negative.
Taxing: Doubles your gold income, with a modifier for morale.
Items
Tax Bill (Common): generates gold equal to one taxing, without morale modifier.
Manual to Usury (Common): generates gold depending on the current gold in treasury (max 10m).
Safe and Chest of Jewels (Common): can generate gold (amounts based on current gold in treasury) or items, the chances of this occuring are random though.
Treasure Chest (Uncommon): gives about 47.5-52.5 million gold.
Fool's Stone (Common): Destroys a percentage of gold owned by targeted mage (minimum 1m).
Purse of gold (Unique): gives you an extra of about 60% gold income (no upkeep).
Mechanical Construction (Unique): gives you gold per turn based on the percentage of your houses (no upkeep).
Spells
Elemental Conversion (Blue Medium): has a chance of giving you gold depending on the amount of gold in your treasure already present (the more in treasury, the more it gives). Works for all colours, best for Blue.
Alchemy (White Complex): increases gold income per turn at the cost of white mana. Takes a percentage of white mana per turn - the more mana taken, the more gold it generates. Works for all colours, but best for whites.
Mountain Strength (Red Complex): Indirectly boosts income by increasing the pop per house (max population) and thus income. Only works for Reds. This ability has to be activatived by using a turn after logging in.
Frightening Howls (Red Simple): Halves gold and population income.
Flood (Green Complex): Destroys buildings (including forts) and takes gold.
Other
Looting attacks steal gold when successful (and can destroy/steal a random items (not a Unique item)) The more units loot, the more gold will be stolen, max 10%(?). Not all looted gold will appear in your treasury as some will be lost on the way back home.
Population
Basic
Population generation is based on current population, and its relative distance from max population. Population won't exceed a generation rate of 1.5%+50 population without the effect of a spell, item or favour.
Population limit is based on the number of Houses.
Current Population cannot be negative.
Items
Sleazy Magazine (Common): increases Current Pop by 9-10k.
Old Flute (Common): increases Current Population by 5000 + 5% of your current population.
Cage of Rats (Common): can destroy target mage's population (approx 50,000). Will not reveal if the target has population left or not.
Spells
Frightening Howls (red simple): halves population and gold income.
Swamp Plague (black complex): decreases population and can destroy forts.

