New players guide

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The five pillars guide.

Before you do anything I recommend you move around the screen checking out each of the links on the left and familiarize yourself with the frame on the right (also noting it can be refreshed for up to date info on your rank, power, turns, etc by clicking on the colour symbol). Learning the layout and what each screen has to offer should be your very first thing. Also note some pages have a ? at the top, this will provide you help for that page.

====Main menu==== -> Gives you similar info as the frame on the right. You are in protection for your first 300 turns so use them wisely.

Status

-> This is one of the main screens you'll be using. In particular for how much gold/pop or population/mana you have and how its being used.

Turn Info

-> Gives you information about what happened during turns as well information on attacks done to you. (This information is temporary, thus when you log in and see you've been attacked go under turn info before doing anything else.) The reported experience gain may be off, to calculate only look in top right corner.

====Messages==== -> Here you will find any messages sent by others. Also sent messages can be found here, you can even seen which messages you sent actually were read.

====Interior==== -> Another very important screen. This is where you'll find info on free lands, but also more importantly this is were you build houses, barracks, workshops, etc. Now its recommended that you have about 300 workshops (but never less then enough to build 1 fort every two turns), you want your barriers at around 2.5% of your entire land, Forts well I'd say a minimum of 20. Houses you'll have to kind of figure out depending on your needs for money and population (your army and such dictate this quite a bit). Barriers cost 20 mana from your primary colour and 2 mana from each other colour to maintain each one. Note that you can also destroy some land to make free land so you may use it for other purposes including turning it into a different type of mana. Thus allowing you to balance your mana to your liking.
This is also where you can explore to find more free land, you can only explore up to 3000 land. After that you must battle to get above that. You also have the ability to do extra taxing here, but be warned if you tax more then 10 turns, then each turn spent on taxing decreases morale by -1.

====Manacharge==== -> On the status screen you'll see income, well this feature allows you to take that full income for each turn you designate. (make sure your totals are positive though, even if its just at 0 for a total). This is how you can max out your mana reserves. Many people usually manacharge untill a mana of choice is full, summon something of that color. The mana of choice is dependent upon your goals such as what creatures you want, spells you wish to cast, etc.

====Items==== -> The various items you have, their quantity and description. As well as this is the place where you can use the non battle items. What the items exactly do generally can be found here on the wiki or (more up to date) by asking on irc or ingame since many guilds have some form of info on this.

====Heroes==== -> Hero Abilities are the most important thing, don't worry about their attack power. Heroes don't get a particular ability until they reache that particular level. The number besides the ability is the level of that ability. An example is an Artisan who gets engineering at 7th level. So a 9th level artisan will have a level 3 ability in engineering. You generally acquire heroes through the market, but you can also obtain them through the oracle. They earn experience through turn usage.

====Oracle==== -> This is the great oracle where you can obtain perks for a price, such as units (Changelings), heroes, gold, etc. You should donate more then 10 million gold to obtain something and you only can get something once a day (no matter the wonder you donated to).

====War room==== -> Pretty much the way it sounds, but it also allows you to assign defense items and spells (to find mage numbers you can utilize the rank link). On Normal attack, when you attack someone, you gain 1/3 and destroy 2/3 land. Sabotage attack destroys buildings and some part of the wonder of the enemy. Looting attack acquires gold and has a chance to destroy an item of the enemy. Counters (return attacks for those you have done in the past 24 hours) can still be used even when someone is in protection. Also this is probably best spot to discuss etiquette. General rule is that you do not attack a mage more then once every 24 hours, more then this is multi-attacking and can get you hitlisted (put on enemy list) by a guild. Also when someone counters your attack, do not attack them back within 24 hours, this is called a swing counter and can also get you hitlisted.

====Army==== -> This is where you'll find the units you have what expense they use and this is also your stack. Now finding an effective stack is based off you learning to read unit stats (found in help section). Also you should always keep a good number of what is referred to as fodder units (mammoth maggots, fireflies, squirrels, etc, things you get large numbers of in one casting) a minimum of 5 times your land, thus 2.000 land you need a minimum of 10.000 of fodder. This not only helps you get maximum land in an attack, but also helps protect you from looting and such. Also you have ranged, flyers, and melee units. You find what type as well as resistances and initiative of units under the help section. You can also recruit under this screen. If you decided to use recruits then you should have built some barracks under interior. When you put a number in for how many recruits you want of a certain type, then for each turn you use doing something else you get the number of recruits for that turn. Thus if you can get 200 peasants a turn and you put in you want 1000 peasants, 1 turn will be spent making the request. Then you go on using your turns elsewhere and for each turn used, you get 200 peasants until you reach 1000. Also as a side note, if a unit is very close to or below 1%, then there is a chance they will flee during battle.

  • Ranged units : have a Battle Power (BP) modifier of 1.0x, in other words their BP is equal to their Net Power (NP). Ranged units can attack all other unit's, when a ranged unit's attacks it cannot be countered (unless it has a ranged and a melee attack).
  • Melee units : have a BP modifier of 1.5x. In other words their BP is 50% greater than their NP. Ground units can attack ranged and ground units. All gound units can be countered. Ground units can be attacked by all other unit.
  • Flying units : have a BP modifier of 2.25x. In other words their BP is 125% greater than their NP. Flying units can attack all other units. Flying units can be countered by all units.

====My attacks==== -> This will give you battle reports for the attacks you've done and if you donate you can see the results of those who attacked you here as well. (if you haven't donated then make sure to check the turn info as soon as you see you've been attacked so you can see the info there). This will also be useful in building a proper stack. It allows you to also see how effective or ineffective your stack is. etc.

====Rank==== -> provides your rank, but also shows mages around your ranking thus also giving you targets. You can attack mages from 80% your power up to 200% your power.

====Statistics==== -> Gives you the stats for the game, best/biggest/tiniest guild, mentors, most experienced heroes, greatest attacks, mages with most land.

====Magic==== -> This is where you'll be casting your spells (Category:Spells), summoning your units (Category:Units), and the like. Spells out of your color cost a little more. Each alignment has 2 allies and can research the following: simple/medium - all alignments, complex - own and allied alignments, ultimates - own alignment. The spells to get mana land are Raise Mountain (red), Flood land (black), Call Winter (blue), Clear Vegetation (white) and Call Nature (green). What a spells exactly does generally can be found out by asking on irc and asking a guild that has some form or info on this (most do).

====Enchantments==== -> This gives you info on enchantments cast on you as well as the enchantments you have cast, their upkeep, etc. Also where you can dispell enchantments cast on you, the formula being: (caster SL/your SL) * 2 * spell cost

====Research==== -> This is where you learn your spells, on freshman there are very few spells for you to learn. On the research servers (renaissance/beta, normal/slow) this link will be your friend for the first several turns of your existance. For research you'll need to manipulate the interior screen a bit differently. Each person and/or guild will probably give you different advice, but here is basic advice. Build 304 workshops (fully utilize turns), 3 turns building houses, then explore until you have a minimum of 2000 land, then build your temples and your forts all at once. You'll want about 20 forts and the rest can go to temples. On turn 299 wait for full turns. Then spend your turns researching one by one. Of course in my opinion, some land should be devoted to barracks doesn't require much, maybe 50 max, and thus you can set up recruitment of units that won't expend any mana and minimum gold. Thus giving you an army. Other guides about researching can be found in the help pages.

====Guild==== -> The various guilds offered for the particular server as well as where you can apply for them. Once you've joined a guild, it will allow you to see other guild members and such. Guilds also generally have people set up to help new mages get a good start and to whom you may ask questions.

====Admin mage==== -> This is where you can customize a little, also delete your mage for the particular server or mediate (very good for when you'll be away for a couple days, if you haven't donated, then you are limited to only a 3 day mediate, if you have donated you can input any number of days 3 or more).

====Help==== -> I mentioned this link earlier it is extremely useful for unit data but for also finding guide which may or may not be found on the wiki, and etc. Unit info found under help gives you insight into the units type, weaknesses = resistances, initiative, abilities, etc. So this is very important page to help you understand how to stack or when you really want to get a good counter in.

====Forum==== -> This is a great way to get a question answered, bs a little, and etc. This is also very useful for finding strategy guides. Some under strategy section, but you'll also find very helpful ones in tavern and the like. Just a couple quickly here (I'll let you check around for others).

====Chat==== -> This is a link to a java applet that will allow you to access the irc chat room for fivepillars, though I highly recommend you utilize the mirc or other irc program, due to the fact it will allow you to access other rooms, such as ones specific to your guild. If you get mirc (http://www.mirc.com ) then go to the galaxynet server and #fivepillars chat room. Highly recommended!

====Wiki==== -> "you are here"


Extra info:

  • protection : You enter protection when you have taken 30% cumulative damage to your NP in a 24 hour period. In protection you cannot be attacked but you can be spelled, "itemed" and countered.
  • BP Battle power, this is the power of you units in combat. You should understand how BP is worked out as your troop order in combat is determined by the units BP, not your NP. The unit with the most BP will be at the top of your STACK, the unit with the least will be at the bottom
  • ROE : Rules of Engagement. The unofficial rules that most guild's have on what is and is not acceptable behavior. If you break a guild ROE expect them to take action sooner or later. May differ from guild to guild.
  • Also for an understanding of the different servers check out DarkLord's Server guide.


I hope this covers it fairly well for new players.

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