Below is general information about the game...you may click here to create an account and skip this overview.

PASSWORD SAFETY!

It is the responsibility of the player to keep their password safe. There are several steps you can take to ensure the safety of your password.
Scan your computer regularly with an updated virus scanner. We highly recommend House Call, a FREE online scanner that is constantly updated to find all the latest viruses. Simply having a virus scanner running on your computer does not mean you are safe since most cannot detect the latest viruses.

Use a password that can not be eaily guessed. We recommend you use a random number (i.e. not 123, 69, etc) somewhere in your password to lower guessability. Passwords such as your name, your player name or qwerty are very poor choices.

Make sure the e-mail you use during player creation is private! The password recovery mechanism sends your password to your e-mail address. Anyone who can access your e-mail address can gain access to your account. Also follow the same password safety guidelines with the password on your e-mail account. E-mail accounts are extremely susceptible to password theft. To be extra safe, do not let other players on Race War Kingdoms even know the e-mail address you registered your account to.

Location

Your location shows your position in the world.  It is expressed in three parts: X coordinate, Plane, Y coordinate.  For example, (23,Sky,129) would mean you were at position 23,129 in the Sky Plane.  In general, the X/Y coordinates have a range of 0-299.  The 3 known planes are: Dungeon, Surface, and Sky.

Gold

Gold is the common currency of RWK and is acquired by killing creatures.  It is used for all trades and transactions, bribes and rewards.  In this land the power of gold cannot be denied for it is the substance that separates men from gods.

Experience

Experience is expressed by the yellow bar at the top of the screen.  When this bar fills to capacity you will be allowed to advance your character to his next level.  You gain experience by dealing damage to enemies during combat, not by killing them.  This allows players who fight in groups to level together even if only one person is consistently scoring the final blow.  You must survive the round of combat to gain experience, however.

Level and Level Advancement

Your level is a standardized measure of your character's naked power or fighting ability.  Leveling occurs as you battle and gain a full bar of experience.  Prior to advancing you will be prompted to choose a stat bonus.  If you prefer you can select "Auto" to have your bonus equally distributed among all your stats.  The amount that each stat increases depends on your character's race, however, any two players at equal level, no matter their race, will have the same stat total.

Stats

Strength

Strength is a factor which determines how much damage you will deal upon landing an attack.

Dexterity

Dexterity is a factor which determines the likelihood of landing an attack.

Agility

Agility is a factor which determines the likelihood of avoiding an enemy's attack.

Durability

Durability determines your max health.  The more health (also referred to as hit points) you have, the more abuse you can take.

Intelligence

Intelligence is a factor which determines how much damage you will inflict upon a successful damage cast and also how much you will recuperate upon a successful healing cast.

Concentration

Concentration is a factor which determines the likelihood of successfully casting a spell.

Contravention

Contravention is a factor which determines the likelihood of causing your enemy's spell cast to fizzle.

King

The king is the character in control of and responsible for the upkeep and defense of the kingdom you are currently in.  Kingdoms encompass more than one locational coordinate, however, and you may travel for quite some time and still be in the same kingdom, or in a different kingdom owned by the same king.

Guard

A guard is a creature hired by the king to protect himself and his kingdom.  Guards play an important role in the upkeep of the population's morale by preventing rogue characters from assassinating high ranking officials or the king himself.  Guards are permanent and, if killed, revive once an hour.  Guards may also be moved with the transport kingdom command.

Runes

Runes currently only provide kingdoms with enhanced defense. They are also a component in high level crafting and chanting.

Tax

Tax determines the percentage of the gold from each battle that goes to the kingdom's treasury.  Avoid high tax kingdoms in order to maximize the gold received from killing creatures.

Morale

Morale is a measure of the overall happiness of the peasants who reside in the kingdom.  Kings beware, having a population with a low morale makes your kingdom susceptible to a coup.

Population

Population represents the number of peasants (not players) in your kingdom.  This number grows with time and brings prestige to your kingdom, but also is a burden in that you must feed the peasants in order to maintain their morale.  After owning your kingdom for a certain period of time, however, the peasants will become organized enough to grow their own food.

Food

Food is a measure of the amount of provisions your kingdom has stored.  Food is necessary for, and consumed by the kingdom's population.  Failure to maintain an adequate amount of food will affect the morale of your peasants.

Treasury

A kingdom's treasury is simply its gold stores.  When taxes are collected they go into the treasury, not to the king himself.

Army

Soldiers

Soldiers dish out and take the most damage of any unit. When soldiers attack they first must get past enemy defenses to do any damage. Soldiers are highly susceptible to walls and moats, which lowers the effect of the soldiers attack but does not cause any casualties. Cannons on the other hand take out a large number of soldiers during their charge. After soldiers get past these defenses they will do heavy damage to enemy soldiers, archers, catapults, trebuchets, and all fortifications in the direction of the attack. Soldiers will take heavy losses during this attacking period from enemy soldiers and archers, and mediocre losses from catapults.

Archers

Archers do less damage and take less damage than soldiers. Archers, however, attack different from soldiers and thus are only minorly inconvenienced by walls and moats and will take less casualties from cannon fire. Archers will then do mediocre damage to enemy soldiers, archers, catapults, and trebuchets, and even less damage to all fortifications in the direction of the attack. Archers will only take mediocre damage from enemy archers and catapults during their attack, however, due to their distanced attacked.

Catapults

Catapults are an important tool for dismantling enemy fortifications. Catapults are not hindered by moats or walls and are out of range of enemy cannons. During an attack catapults decimate enemy catapults, trebuchets, and fortifications in the direction of the attack but do very little damage to enemy troops. During the attack catapults take minimal damage from enemy archers and trebuchets and a substantial amount of damage from enemy catapults.

Trebuchets

Trebuchets are a very unique unit because they can attack kingdoms that are two squares away. Trebuchets are, of course, not hindered at all by enemy fortifications. When attacking trebuchets do very little damage to enemy troops and catapults, but a fair amount of damage to enemy trebuchets and fortifications on all sides of the kingdom. The only damage they take in their attack is from enemy trebuchets no matter how close the attacked kingdom is.
Special Notes
Whenever attacking a kingdom only the fortifications in the opposing direction of your attack will affect you. For example, if you are attacking to the East, only the West fortifications of your target will affect your attack. If you are lucky enough to build your kingdom on the edge of the game map then you will not need to fortify in all directions. If you attack with all units, the order of the attack will be Trebuchets, Catapults, Archers, Soldiers. You can attack with each type of unit individually if you wish, but you can only ever attack once per hour per unit type. If you first attack with your trebuchets, for example, and then choose to attack with "everything" in the same hour, your trebuchets will not function in that attack. Strategy is very important in taking down a well fortified kingdom. Rushing in with massive amounts of the wrong unit will only result in massive losses.

Walls

Walls severely inhibit the rushing power of advancing troops.  When attacking a kingdom that is heavily fortified with such structures you'll find yourself taking much more, and causing far fewer casualties with your soldiers and archers.  Like moats and cannons, walls must be built on either the North, South, East, or West border of your kingdom.

Moats

Moats stop advancement in the same way as do walls.  However, it is to your benefit to have a good balance of both walls and moats in order to defend your kingdom to the fullest extent.

Cannons

Cannons not only stop advancing troops, they destroy them.  Their power cannot be denied and are an essential element of a punishing defense.

Relics

Titus Series

Strong Arm - Boosts strength.
Archer's Eye - Boosts dexterity.
Cat's Feet - Boosts agility.
Merlin's Insight - Boosts intelligence.
Mental Focus - Boosts concentration.
Impediment - Boosts contravention.
Priest's Touch - Boosts health.
The Calling of Titus - All of the above.

Cassius Series

Debilitator - Lowers enemy strength.
Maladroit - Lowers enemy dexterity.
Dawdle - Lowers enemy agility.
Stupidify - Lowers enemy intelligence.
Distraction - Lowers enemy concentration.
Mind Pierce - Lowers enemy contravention.
Touch of the Damned - Lowers enemy health.
The Calling of Cassius - All of the above.

Lestat Series

Siphon Strength - Steals strength.
Stolen Hands - Steals dexterity.
Filched Feet - Steals agility.
Pilfered Intellect - Steals intelligence.
Lifted Thoughts - Steals concentration.
Purloinment - Steals contravention.
Blood Pinch - Steals health.
The Calling of Lestat - All of the above.

Special Relics

Confusion - Randomly mesmerizes enemy.
Life Roulette - 50% chance of healing you greatly.
Annulment - Cancels two of enemies relics/enchantments.
Damage Shield - Increases effectiveness of healing and armor.
Damage Capacitor - Increases effectiveness of weapons and casts.
The Calling of Cara - The Calling of Titus & Confusion & Damage Shield & Damage Capacitor.



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