Player's Manual

"I seem to be departing from the usual practice of authors, which has always been to dedicate their works to some Archmage....So, to avoid that mistake, I have chosen to dedicate my discourses not to those who are Archmages, but those who, on account of their innumerable good qualities, deserve to be..."
- Ex Liber Beholder

I. How to Start
  A. Creating Your Mage
  B. Validating Your Mage
  C. Navigating through Archmage

II. Interior
  A. Exploring
  B. Building
    1. Farmland and Population
    2. Towns and Geld
    3. Workshops
    4. Barracks
    5. Nodes
    6. Academies
    7. Fortresses
    8. Barriers
  C. Recruiting troops
  D. Gelding
  E. Destroying Buildings
  F. Disbanding Troops
  G. Upkeep: Why Your Units and Spells May Disappear

III. Magic
  A. Casting Spells, Armageddon
  B. Using items
  C. Researching Spells
  D. MP Charging
  E. Assigning Spells and Items
  F. Dispelling Enchantments and Spells
  G. Luck

IV. War
  A. Attack Limitation, Protection
  B. Types of Combat
    1. Pillage
    2. Regular
    3. Siege
  C. How Battles are Won and Lost
  D. Fine Points of Combat

V. Diplomacy
  A. Selecting an Ally
  B. Registering an Alliance
  C. Breaking an Alliance
  D. Why Allies are Useful
  E. Exchanging Knowledge With Your Ally
  F. Joining a Guild
  G. The Difference between Allies and Guildmates
  H. NAPs

VI. Soothsayer
  A. Chronicle Terra
  B. Quest for Glory
  C. Arena Archmage
  D. Encyclopedia
  E. Ranking
  F. Black Market
    1. Bidding
    2. Antique Store, Purchasing Unique Items and Ancient Spells
    3. Spawning Hatchery
    4. Tavern o' Heroes, General Hero Information
    5. Swords for Hire
    6. Exotic Mageware
    7. Altar of Darkness
    8. Apparent Anomalies with Selling Goods

VII. Throne Room
  A. Archmail
  B. Options
    1. Meditation
    2. Changing Your Password
    3. Deleting Your Mage
    4. Your Mage Description
  C. Status Report
  D. Audience

VIII. Miscellaneous
  A. The Decalogue, Punishment, and Reporting Misconduct
  B. How to Appeal when You are Punished
  C. Trouble Logging In
  D. Your Entry Has Expired
  E. Fallen Units
  F. Logging Out
  G. Unique Items, The Holy Grail
  H. Bulletin Boards
    1. The Banquet Hall
    2. The Hall of Sages
    3. The Union of Honor
    4. The Conservatory
    5. The General Assembly
  I. Social Norms
    1. Multi Attacking
    2. Arrow Messages
    3. Checking Mage Descriptions

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CHAPTER I: HOW TO START

A. Creating Your Mage
To play Archmage you need to choose a server, click on "Create New Mage," enter all the required data, and then click on the cross symbol with the word "Reincarnation" below it. Doing this should take you to a screen where your mage name and password appear. From here you must return to the main menu and choose "Play Archmage." A mage can only be accessed and played on the server on which it is originally created. Next you must enter your mage name and password EXACTLY as you originally selected them - even the slightest deviation in spelling or spacing will cause an error message to appear when you try to enter the game.

B. Validating Your Mage
Once you have created your mage a message containing your validation code will be sent to the email address you supplied when registering your account. The validation code is to be entered when you are logging in to your account. It only needs to be entered successfully once. This applies to all server except Apprentice, which does not require a validation code. If your validation code isn't entered by the time you've taken 99 turns you won't be able to play the game, as you will be blocked by the "Quest for Destiny" page until you validate your mage. Note that if you supply an invalid email address the message with validation code is bounced back to us. You can correct this on the "Quest for Destiny" page by reentering your correct e-mail address. If you do not receive your validation code after one hour please reenter it on the "Quest for Destiny" page or use a new email address (hotmail addresses work well). If you still do not receive a validation code after this point please contact us so we can help. If your account has not been validated within three days our system deletes the mage automatically.

C. Navigating through Archmage
When playing Archmage it is important to use the links to navigate from page to page. Using your browser buttons will not update your page (unless you click Reload or Refresh), and not having current information has proven disastrous for more than one mage.

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CHAPTER II: INTERIOR

A. Exploring
There are three ways to gain wilderness acres in Archmage: you can win land by defeating another mage in battle; you can use spells or magical items to gain land; you can explore (only up to 3500 acres on all servers excepting the two Ager servers). You need to have wilderness acres if you wish to build structures.

B. Building

1. Farmland and Population
Farmland produces food for your people and thus affects the max population that can be fed. Generally one farmland unit can support 500 people. However, some troops may reduce max population space. Check the "unit" section under the encyclopedia to see how much population space each creature needs. Note that not all summoned creatures count toward your max population.
Population growth is a constant 1.5% of your total population each turn. There are several factors that can alter your population growth and max population, such as certain enchantments, unique items, units (mind rippers, vampires, etc.) that have population upkeep, and (as already discussed) recruiting barracks troops.

2. Towns and Geld
Towns affect the amount of geld you gain per turn. If you have less than 10% towns, expect to gain less than one geld per population. If you have more than 10%, expect to gain more than one geld per population. You can check your percentage of towns in the building menu.

3. Workshops
Workshops function very simply: the more workshops you have, the faster you build (the fewer turns you will need to build something). The building rate is linear.

4. Barracks
Barracks only contribute to the recruit rate of normal units (militia, phalanx, etc.) and special units (dependant upon a mage's magic type). The more barracks you have the faster you will be able to recruit normal and special units.

5. Nodes
Each node generates 10 magic power per turn. This rule only applies if the number of nodes you have is equal to or less than 10% of your total land. If you have more than 10% nodes the excessive nodes still generate magic power, but the rate is decreased. Note that if you build too many nodes you will exhaust your country's MP and your nodes will cease generating MP.
Each node can hold 1000 magic power, so expect the maximum magic power your country can hold to equal 1000 multiplied by your number of nodes.

6. Academies
The speed with which you are able to research new spells is dependant upon how many Academies you have. Also, when you own at least one mage Academy you will have a small chance of generating lesser artifacts every turn. The chance of generating an artifact can be quite high if you own many Academies but is quite low if you own only a few. Note that Academies have a high geld upkeep, so it can be difficult to keep too many around.

7. Fortresses
The fortress has two functions. First, it grants bonuses to you when you are defending from attacks. If 1.25% of your land is fortresses, expect to have a small bonus when you are defending. Having fortresses at 2.5 % of your land is the optimum ratio. When at least 2.5% of your land is covered by fortresses you get a high defense bonus.
The second function of fortresses is that they are comparable to the "hitpoints" of your country. If you lose your last fortress, your mage dies. Fortresses have a very high geld upkeep.

8. Barriers
Barriers count toward the spell resistance (%) of your country. If you have at least one barrier you will have a very slight chance of resisting any incoming item, enchantment, or combat spell. If 1.25% of your land is barriers you have a good chance of blocking items and spells. Having barriers at 2.5% of your land is the optimum ratio. If 2.5% of your land is barriers you have a good chance of blocking items and spells. Note that barriers have a very high MP upkeep.

C. Recruiting Troops
You need troops to ward off invasions and to make attacks. There are 3 types of troops: basic normal units (militia, phalanx, pikemen, archer, cavalry); special units (each magic specialty has different units, phantasm has none); and summoned creatures (each magic specialty has different units, and you need to learn the proper spells before you can summon them).
You can recruit basic and normal units from your barracks. Though they are generally not as powerful as the units you can summon, each unit can be useful if implemented into a strong army properly (note that you can send up to 10 different unit types into any one battle). There are advantages and disadvantages to recruiting more than one group of units, which you will discover after a bit of trial and error. If you have no recruited troops or summoned units you are completely defenseless. Anyone within range can attack your country, butcher your citizens, and raze your land. You must always make sure to have some kind of defense.

D. Gelding
Gelding allows you to increase the amount of money you get from your citizens. Think of it as taxing. If you are existing on a frail budget, it is a good way to obtain some quick money. The amount of geld you get per turn of gelding depends on the size of your population and number of towns in your country.

E. Destroying Buildings
If you need to get rid of some buildings to avoid breaking your economy or to free up land for different buildings you must use this feature. Be careful, as once you destroy them you cannot undo your action.

F. Disbanding Troops
If you need to get rid of some troops to avoid breaking your economy or to adjust your stacking you must use this feature. Note that troops with a population upkeep requirement (liches, mind rippers, etc.) are not disbandable.

G. Upkeep: Why Your Units and Spells May Disappear
Buildings, troops, spells in effect, heroes, etc. all have maintenance, or "upkeep" costs. There are three types of upkeep: geld, population, and MP. You may check your Status Report to view your geld, population, and MP budgets. All resources have two aspects: the total amount you currently have (listed on your main menu page) and the current amount you gain or lose per turn (listed on the status report page). If you find you are running a negative budget you can destroy buildings, dispel enchantments, dismiss heroes, or disband troops to attempt to stabilize your economic situation.
Not all units/spells/buildings require each manner of upkeep (Archangels require only geld, e.g.), though some do. You must carefully monitor your upkeep costs to ensure that they are not excessively greater than your income. If your upkeep cost is greater than your income you will lose geld, population, and/or MP each turn until you have no resources to pay for your buildings/troops/spells, which will cause the buildings/troops/spells to disappear. Note that it is entirely possible for you to have a positive geld and MP income but to still be in danger of running out of population, and vice versa.

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CHAPTER III: MAGIC

A. Casting Spells, Armageddon
Your mage must be specialized in one sort of magic. You can still cast spells (provided you have successfully researched them) from other magic specialties. However, you can never be as adept at casting spells from a different magic type as the mage specializing in that magic. There is always a chance of failure when casting average and complex spells from other magic specialties, and you may only learn and cast ultimate spells of your own magic specialty. Each magic specialty has two magic specialties opposing it. The breakdown is as follows:
The opposing schools for Eradication are Phantasm and Ascendant.
For Ascendant they are Eradication and Nether.
For Nether they are Ascendant and Verdant.
For Phantasm they are Eradication and Verdant.
For Verdant they are Nether and Phantasm.

Also, if you wish to cast Armageddon you must select the spell and cast it (just like any other spell). You will be taken to a page with a large graphic. If you click on the graphic, you will cast Armageddon.
Before casting any spell be sure that you have sufficient MP or you will break your economy. If you cast an offensive enchantment on an opponent (Meteor Storm) you must pay the spell upkeep for each turn the targeted mage takes. If you cast an enchantment on yourself (Love and Peace) you must pay the spell upkeep for each turn you take.
Take care when casting spells - be sure you enter the correct target and the correct number of times you wish to cast, as mistakes will not be undone by customer support.

B. Using Items
There are three types of items: unique items, which affect your country as long as you are in possession of them (with the exception of one-use uniques, such as the Efreeti Bottle); lesser instant items, which you can use at any time by clicking on the "Use Item" link; and battle items, which may only be used in combat. You can determine what type an item is by looking the item up in the encyclopedia.

C. Researching Spells
Your mage must be specialized in one sort of magic, but you can research spells from all magic specialties provided you have sufficient turns to do so. You can research up to the average spells of opposing magic specialties, up to the complex spells of close magic specialties, and up to the ultimate spells of your own magic specialty. It costs more turns and there is a chance of failure when you research spells from other magic specialties (these penalties are larger for the opposing specialties and a bit less for the close specialties).
All ancient spells, with the exception of Armageddon, may only be researched by a mage with the same magic specialty as the spell (e.g. only Nether can research Corruption). Ancient spells can only be obtained from scrolls, which you must either buy from Exotic Mageware on the Black Market, find by using a treasure chest or map, or steal from another mage. Armageddon is the exception to this rule, as it may be researched.

D. M.P. Charging
Magic power charging will give you magic power if you spend at least one turn on it and if your M.P. income is not too much in the negative. If you are in magic power trouble you can choose between magic power charging or managing your resources in other ways (such as disbanding troops). When casting expensive spells and enchantments it is good idea to charge magic power first. While magic power charging it is important to understand that you get all of the turns worth of charging, and then all of those turns worth of upkeep is subtracted from the total amount charged. This is important, because if you max out your magic power while charging, any extra turns spent on charging will not add to the total, but will add to the upkeep. The only way you can avoid M.P. charging is to run a positive M.P. budget (so you gain M.P. every turn you take).

E. Assigning Spells and Items
When someone attacks your country your units will automatically fight back. You can't control this, so it is necessary to set a "defense mode" for your units. You can assign an item and a spell for defense. You may also set whether or not the item and spell will be used, based on the size of the invading army vs. your own army size. When you are attacked you will use the assigned item and cast the assigned spell (if the attack satisfies the conditions you set and if you still have the item you originally assigned).
To select your spell and item, click the "assignment" link in the main menu. There you can pick from your available spell and item choices. Each time you enter the assignment page be sure to select a spell and item and their conditions for use so you are not left defenseless (the assignment resets to nothing if you do not make set it each time you enter the "assignment page). You can check your current spell and item assignment on your status report page. Picking the right spell and item for defense is a complicated matter, but you will be able to learn what you should assign as you become a more experienced player.

F. Dispelling Enchantments and Spells
Very simple - if you or someone else casts an enchantment or spell on your country you may attempt to dispel it. Some enchantments require you to use M.P. to dispel, while others do not require M.P. You will learn how much M.P. to allocate to a dispel attempt as you become a more experienced player. Be sure to research the Ascendant spell "Dispel Magic," as it will give you a bonus when attempting to dispel. You do not need to cast this spell - you only need to research it.

G. Luck
If you click on the ad banners while in the game you will have a chance to get favor from Lady Luck. You may need to click on a few different banners to get Her favor. You can always check the top lines in your status report to find out if you have gained luck. Having luck gives you bonuses when you are casting spells, attacking, defending, and exploring. You should try to get Lady Luck's favor before engaging in combat, exploring, or casting spells.

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CHAPTER IV: WAR

A. Attack Limitation, Protection
Generally when attacking you may target mages who have up to twice your power down to mages who have only 80% of your power. This rule only fails to apply when you have a counter attack. You are granted a counter attack when another mage successfully attacks you (takes acres) or when the Goddess of Revenge winks at you after you have been targeted by spells or items. When this occurs you are allotted a counterattack. You are allowed to take counterattacks until the 24 hours expires or until you inflict an amount of damage equal to that which you originally sustained.
There will be times when you can neither make an attack nor take a counter attack against a mage. This occurs when a mage is under protection. There are three types of protection: Newbie, 24 hour, and Council.
Newbie protection lasts for a new mage's first 120 turns. Any mage that has not taken 120 turns cannot be targeted for offensive action.
You will be placed under 24 hour protection when you lose more than 20% of your net-worth within 24 hours. When this occurs you cannot be attacked for 24 hours unless you attack someone successfully and they take a counter against you.
Council Protection occurs when you lose all of your units and your land is reduced to less than 1500 acres. When under Council Protection you cannot be attacked until you take a turn, which removes the protection.

B. Types of Combat

1. Pillage
When you pillage you send your troops to the target mage's country and attempt to raid his/her geld and land. If you are successful in your pillage attempt you will burn buildings, steal geld, possibly steal an item, and gain a portion of your target's population. If you are unsuccessful your troops will be detected and attacked with no chance to defend themselves as they flee like thieves in the night.

2. Regular
Regular is the most basic form of attack. You send your troops to engage an enemy mage in the field of battle. If you win you will get a small portion of the defeated mage's land, burning several acres to ash in the process.

3. Siege
If a siege attack is successful, you will gain land and a possibly a fortress from the defeated mage. The targeted mage is granted bonuses when defending against a siege attack. You will both gain and destroy more acres of your opponent's lands if you are victorious in a siege attack, but a siege attack is significantly more difficult to win than a regular.

C. How Battles are Won and Lost
In order to win a battle you must accomplish two things: first, you must inflict a base amount of damage on the defender; second, you must cause your opponent to lose a larger percentage of his/her military power than the percentage of power you lose in the battle. So, to successfully defend you must either sustain a relatively small amount of damage or cause your opponent to lose a larger percentage of his/her military power than you lose.

D. Fine Points of Combat

1. Gaining Land
The amount of land you gain in an attack is dependant upon the size of the force you send into battle. If you send only a few units, those few units will not be able to occupy a large amount of land. However, if you send several thousand units, you will gain several acres when you are victorious.

2. Losing a Battle without Losing Troops
It is possible to lose an attack without losing any troops. If you attack someone and kill a few hundred, or even a few thousand troops, lose no troops yourself, and still lose the battle it is because you did not inflict the required base amount of damage on your opponent.

3. Your Enemy has Disappeared
Sometimes you will attempt to attack a mage and receive a message that the mage no longer exists. There are several possibilities as to why a mage will turn up as not existing when you are looking for him/her. The mage may have died in battle, chosen to delete his/her account, or (most commonly) you may have mistyped the mage's number.

4. Initiative
A unit's initiative is the speed with which it attacks. Some units have more than one attack. In these cases, each attack has an initiative number. Units with a high attack initiative (maximum of 7) will attack first in battle, while units with lower initiative will attack later in the battle. If two units have the same initiative it is randomly determined which will attack first. Note that there are spells and items that can raise and decrease initiative. A unit with an initiative of 1 that is affected by a spell or item that lowers initiative will not be able to attack at all. You can view a unit's attack initiative(s) in the Encyclopdia.

5. Why Units Don't Attack
In certain cases you will find that not all of your different stacks of troops attack. Reasons for this can be paralyzation, initiative lowered to zero, the stack is annihilated before it has a chance to attack, or the units' attack type cannot affect the opponent's units (for example, if you have troops who only have melee attacks and you attack someone who has only flying troops, your troops will not be able to attack them unless you have used an item that gives your troops flight).

6. Extra Attack Capabilities
Units that have the extra attack ability can attack once, then attack again immediately.

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CHAPTER V: DIPLOMACY

A. Selecting an Ally
You are allowed to have two allies on guild servers and one ally on non-guild servers (with the exception of Blits Solo, which forbids any alliances).
If you are having trouble finding a mage you perceive to be worthy of an alliance you may post a message in the Union of Honor section of the Bulletin Boards. Otherwise you may simply wish to scan the mages that appear in your ranking list and request an alliance with one of them. You may under no condition send a mass email to request alliances (or for any other reason).

B. Registering an Alliance
Once you have found a mage with whom you would like to ally you may send him or her an alliance offer by clicking on Diplomacy, entering the number of the mage, and clicking "Execute." The mage will receive your offer and either accept it or refuse it. If he/she accepts it, your alliance is registered. You can have two registered allies at any given time except on the non-guild servers (Ager Non-Guild, Server Non-Guild, and Blitz Solo).

C. Breaking an Alliance
If you wish to end an alliance you may do so by using the Diplomacy link.

D. Why Allies are Useful
When you have an ally he/she will send you reinforcements to attack and defend provided he/she has three or more groups of units. Also, as is obvious, you may ask your ally for assistance when you are at war with other mages. Keep in mind that when you are playing non-guild servers you may only work with your registered ally. If you play a non-guild server and are found to be working with an unregistered ally you will be punished by customer support for illegal guild activity.

E. Exchanging Knowledge with Your Ally
There are four conditions you must satisfy in order to successfully exchange knowledge:
1) You and your ally must be specialized in the same magic type.
2) The spells to be exchanged must be of your magic type.
3) The spells to be exchanged must be of the same difficulty (either average, or complex)
4) The spells to be exchanged must be ones that the other mage does not have yet.
In other words, you can exchange knowledge with your ally provided you are specialized in the same magic type, you each know a spell the other does not, said spells are of the same ranking, and said spells are of the magic type in which you both specialize. Ultimate and Ancient spells cannot be exchanged. All of the exchange knowledge transactions take 3 turns. If you have 2 allies, then the computer will randomly choose which one it thinks you want to exchange knowledge with. There is a 50/50 chance each time that it will try to exchange with either one of the allies, so keep trying.

F. Joining a Guild
If you play on a server that allows guilds you may find it helpful to join a guild, which is a group of mages who have decided to work together. The motivations of the guilds differ - some strive for power, some for camaraderie, and some simply like to coordinate attacks to pound on other mages. You may view the registered guilds by clicking on "guild of terra." If you wish to join one of these guilds you may message the guild leader and request membership. If he/she accepts, you're in - if not, keep looking. Occasionally a guild will take interest in you and offer you a membership. Your best bet to find a guild that's good for you is to check the Union of Honor on the Universal Bulletin Boards.

G. The Difference Between Allies and Guildmates
There are few differences between allies and guildmates. Obviously guildmates will not be able to send you reinforcements or exchange knowledge with you. Also, you do not need to register your alliance with guildmates, as the alliance is automatic upon joining the same guild. Another difference is that it is impossible to attack a registered ally, while it is possible (although illegal) to attack a guildmate. Any mage found to be attacking guildmates will be punished by customer support for illegal guild activity and possibly for milking.

H. NAPs
A NAP is an acronym that stands for Non-Aggression Pact. It is an agreement between two mages to not attack each other. A NAP is not an alliance, meaning that mages who share a NAP may not share in-game information, may not make attacks or threaten other mages to not attack their NAP, and may not coordinate attacks. NAPs are legal on all servers with the exception of the Blitz Solo server, where past player NAP abuse (treating NAPs as allies) has caused the customer support team to outlaw NAPs.

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CHAPTER VI: SOOTHSAYER

A. Chronicle Terra
You may use this feature to check the battle record of a mage. It is useful to use when choosing a target, because you can select a mage whose resources may be exhausted from battle. It is also useful in that you can see who your enemies and friends have been at war with.

B. Quest for Glory
The Quest for Glory has not yet been implemented into the game. Customer support will make a broad post when the feature is ready. Until that time, please hold all questions regarding Quest.

C. Arena Archmage
Here you may check the description and stats (total acres, power, rank, etc.) of a mage by entering his/her mage name or mage number. When you are playing guild servers it is a good idea to know who you are attacking, or you may find yourself in the middle of a guild war.

D. Encyclopedia
The Encyclopedia contains basic information (descriptions, costs, etc.) regarding units, spells, items, heroes, and buildings. It is an invaluable asset for resource management and for planning your army (the unit, hero, and spell specifics are delineated here).

E. Ranking
This link will take you to a screen that shows those mages who are close to you in power (you will see the 30 mages ranked immediately higher than you and the 30 mages ranked immediately lower than you). You will also find a listing of the current top ten players, which are the ten players with the highest amount of power. The ranking screen can be useful in finding targets or in finding mages with who you think you may like to ally.

F. Black Market

1. Bidding
When you place a bid for something on the Black Market every other mage on the server is given 30 minutes to attempt to outbid you. If you are outbid you will receive a message via Archmail informing you of the situation and offering you a quick link back to the Black Market to reestablish a bid. Also, when you are outbid all the geld you originally paid for the item is returned to your account.
Take care when buying - be sure you bid on the correct item and you enter the correct amount you wish to bid, as customer support will not undo errors you make.

2. Antique Store, Purchasing Unique Items and Ancient Spells
Here you may buy or sell items. To sell an item click on the link that reads "sell item," scroll to the bottom of your item list, select an item to sell with the drag-down menu, and click "sell." To buy an item click the circle next to the item you wish to buy, place your bid, and click "order." Unique items and Ancient spell scrolls occasionally appear in the Antique Store, but remember that they are very rare and will not appear often - so if you are attempting to require an Ancient spell or a unique item you must be very vigilant and very patient. Furthermore, when you acquire an Ancient Spell you have a CHANCE to research it successfully. Remember you may only research Ancient spells of your own magic type.

3. Spawning Hatchery
The Spawning Hatchery is a breeding ground for various creatures of Terra. You will find creatures up to the Complex level (no Ultimates or Ancients) for sale here. To purchase these creatures you must place your bid and click "order."

4. Tavern o' Heroes, General Hero Information
The great heroes of Terra can often be found cavorting in this famous ale house. If you wish to hire one of these great leaders you must make an offer, then click "order." Keep in mind that you may only have one of each type of hero at any time. For example, if you have a 13th level Berserker and hire a 14th level Berserker, the 13th level hero will get jealous and leave your country (the highest level hero will stay). Once you a hire a hero you cannot try to sell him or her back to the Tavern - no hero would stand for such indignity as to be bought and sold like cattle. However, if you wish your hero to leave you may dismiss him or her by clicking on the "audience" link.
Note that heroes can gain levels (but we're not telling you how they gain experience or what the experience tables are - that's up to you to discover).
Note also that each hero has certain abilities. Each ability has a number in parenthesis next to it. This number is the level the hero must be to use the ability. A level 8 Valkyrie does not have a Valor (9) ability until she reaches 9th level.
Finally, all battle heroes automatically join the fight when you go to war. Generally your highest level hero will take control of your top stack of troops, your second highest level hero will take control of your second stack, etc. If the stack that a hero is commanding is annihilated, the hero will almost surely be killed.

5. Swords for Hire
There are always various mercenary groups looking to earn some money by hiring out their skills. When you click on "Swords for Hire" you will have the option of hiring small bands of mercenaries, which are generally barracks troops from the various Magic Specialties. If you wish to hire them you must make them an offer and click "order."

6. Exotic Mageware
Here you may purchase books containing Simple, Average, Complex, and Ancient spells. Do not purchase spells that you have already researched, as it will simply be a waste of geld. It is rare to find a spell for sale that you are not able to research, but it can be very beneficial to acquire such a spell (because each researched spell increases a mage's spell level).

7. Altar of Darkness
At the Altar of Darkness you may offer geld to one of the seven Gods of Terra. If your offering pleases a God you will gain favor, and the God will do something to benefit your country. If the God is not swayed to either favor or disfavor by your offering, nothing will happen (but you still lose the geld).
If your offering displeases one of the Gods, He or She will do something to harm your country. Gaining favor is a very tricky matter - if you want advice on how to do so your best bet is to check the backlogs of the bulletin boards, namely the Union of Honor.

8. Apparent Anomalies with Selling Goods
When you put an item up for sale you may notice that you receive less geld for the item than what was bid on it (e.g. you received 5 million for your Carpet of Flying, but the last bid on the item was 10 million). This happens because there are two prices for any item on the Black Market: the selling price of an item and the return price that the seller actually receives. The return price is lower than the selling price in order to prevent abuse of the Black Market (especially by multimages who might use the Black Market to transfer funds between accounts). The return price fluctuates depending on the selling price of an item, so don't be surprised if another mage receives more or less geld for the same item sold.
At times you will try to sell an item and it won't appear on the Black Market for a time. This is because all items mages attempt to sell are placed on the market randomly within 48 hours, so it may take some time for your item to appear on the market and for you to get your geld.

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CHAPTER VII: THRONEROOM

A. Archmail
Archmage provides players with a simple messaging system to contact one another. If you wish to send another player a message via Archmail simply click "send message," then enter the mage's number or aliad, type your message, and click "send." Be warned that using foul and harassing language and mass messaging are strictly prohibited. Anyone caught spamming or using inappropriate language will be punished by customer support.

B. Options

1. Meditation
If you need to take a break from Archmage you may place your mage into a meditative state. Meditation lasts for 3 days, and you may enter mediation once every seven days. While in this state no other mages will be able to take action against your mage, nor will you be able to access your mage account. You may only enter meditation if you have not taken an offensive action against another mage in the past 24 hours. Also, you may not enter meditation if the Fifth Seal leading to Armageddon has broken.
To enter meditation click on "options," on the next page scroll down to the section on meditation, click both boxes that state you want to meditate, then click "change."

2. Changing Your Password
If you wish to change your password you must click on "options," check the "change password" box, type your new password and your old password into the appropriate boxes, and click "change." If you suspect someone is trying to hack your account it is a good idea to change your password to something only you would know. Be sure to never tell anyone your password. Keep in mind when selecting your password that it must have at least six characters and at least one must be a number or a punctuation mark.

3. Deleting Your Mage
If you wish to delete your mage you must click on "options," check the "depart from Terra" box, type your password, and click "change." You may only delete if you have not taken an offensive action within 24 hours.

4. Your Mage Description
By clicking on "options" you will be taken to a screen at which you can enter a short description for your mage. All you must do is type the description you wish (avoid using foul or harassing language, as you will be punished by customer support for an inappropriate description) and then click "change." Other mages will see your description when they look you up on Arena Archmage.

C. Status Report
Your Status Report summarizes the most important information about your country. Here you may monitor your MP, geld, and population budget. It is important to check your status report frequently to be sure you are not in danger of running your country to ruin through poor resource management. By monitoring your Status Report you can determine how many buildings and troops your economy can support. The most common problem new players have is improperly managing their resources, which causes their buildings and troops to disappear.

D. Audience
Here you may view your hero's statistics and dismiss him/her if you so wish.

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CHAPTER VIII: MISCELLANEOUS

A. The Decalogue, Punishment, and Reporting Misconduct
The rules of Archmage are delineated in the Decalogue of Terra, which breaks the policies into ten sections. Before playing Archmage you must be aware of these rules, for if you violate any one of them your mage will be punished by customer support. Ignorance of the rules is not an excuse for misconduct, as each player is requested to read the policies before playing.
If you come under investigation by customer support and are found guilty of violating the Decalogue of Terra your mage will be punished. Most commonly the Fury of God, an extremely deadly spell will be placed on your mage. In less extreme circumstances turns will be taken away from your mage, while in more extreme circumstances your mage will be deleted, and in some cases an IP address may be banned.
If you wish to report another mage for violating the Decalogue of Terra click on the "Contact Us" link that is found at the bottom of almost every page.

B. How to Appeal when You are Punished
If you are found guilty of an offence a message stating why you are being punished and what the punishment is will be sent to your registered email address. If you feel that you are being reprimanded unfairly you may respond to the customer support administrator who has punished you. When doing so be sure to state your mage name, the server you are playing, and why you believe your appeal should be accepted.

C. Trouble Logging In
At times you may experience difficulty logging in to your mage account. Every day starting at 3 AM Pacific Standard Time our servers are undergoing standard maintenance checks and hence are unavailable for a short period of time.
If you have trouble logging in at other hours it is likely because the server is very busy and is unable to support more players at the moment. In this case you should continue attempting to log in until you succeed or you should wait until a later time.
This is an imperfect world, and from time to time our servers will be down. We are generally alerted to this almost as soon as it happens, and will work to have the servers up and running asap when trouble occurs.

D. Your Entry Has Expired
You may receive a message reading "Your Entry Has Expired" every now and then when you are playing Archmage. This message indicates that your cookie information has expired, meaning you need to log back in to refresh the information. Generally you will only need to do this once, though occasionally you will receive this message several times, which means the server is too busy for you to be able to enter. In this case you should try to enter at a later time.

E. Fallen Units
To obtain Fallen units you must be playing a Nether mage. Wait for the Nether Parchment to appear in the Exotic Mageware shop of the Black Market, and win it in a bidding war. This will give you a CHANCE to learn the ancient spell called Corruption. This is a battle spell that has a chance to corrupt Angel type units (Angels, Archangels, Dominions). To make this work, all of the following must be true if you are attacking:
1) You are a Nether mage.
2) You have Corruption.
3) You use Corruption as your spell in battle.
4) You are in battle against an army with Angels.
5) The Corruption spell does not fizzle when you cast it.
6) Your spell makes it through the Nether resistance of the kingdom you attack.
7) You kill Angel types.
8) The dead Angels miss their Nether resistance.

You can also set Corruption as your defense in expectation that some Angels will come visiting. In which case:
1) You are a Nether mage.
2) You have Corruption.
3) You assign Corruption as your defensive spell.
4) You are in battle against an army with Angels.
5) You kill Angel types.
6) The dead Angels miss their Nether resistance.

It is tough to do, but hey - it's an Ancient spell and the units you can get are pretty amazing.

F. Logging Out
You do not need to log out of your mage account when you are done playing, as your information will be secure once you exit the site. However, you should disconnect from the internet or close your browser so no one using the computer after you can use the browser button to click back to your mage.

G. Unique Items, The Holy Grail
Unique items are very difficult to obtain. You may either attempt to purchase one from the Antique Store, get lucky with a treasure map/chest or Blood Stained Map, attempt to steal one from another mage by using spells or items, be granted one by a God, or wish one into existence (such as the Efreeti Bottle). Each unique item has powerful effects. We do not reveal what these effects are, because we want it to remain mysterious. If you are searching for information regarding a specific Unique Item, your best bet is to check the Bulletin Boards.
The Holy Grail is a Unique Item that is one of the greatest mysteries of Archmage. You will find that as soon as you obtain one it may disappear, and even if you can keep it, you will have trouble discerning what it does. We think mysteries are fun - if you don't, stay away from the Grail.

H. Bulletin Boards
The Universal Bulletin Boards are accessible by all Archmage players. However, to post to the boards you must create a UBB account.

1. The Banquet Hall
This board is for general discussion purposes.

2. The Hall of Sages
This board is for discussing tactics.

3. The Union of Honor (except on Blitz Solo)
This Board is for locating potential allies or guildmates (on servers that allow guilds).

4. The Conservatory
This is where players may post their own original poetry and prose.

5. The General Assembly
While each server has its own Banquet Hall, Hall of Sages, and Union of Honor, the General Assembly contains these three boards in a non-server-specific setting. It is a place for everyone who wishes to post to the general Archmage community.

Note that all boards are moderated by grizzled, ornery Archmage veterans who will dismember you if you violate any of the policies delineated in the Decalogue of Terra when posting. You may report abuse of the bulleting boards by other mages to the Moderators or to the customer support team.

I. Social Norms

1. Multi Attacking
Multi attacking is engaging in more than one offensive action against one mage within a 24 hour period. This is not illegal, though it is widely considered to be unethical by the Archmage community. If you multi attack a player, he or she will often receive it as an act of war and retaliate in kind.

2. Arrow Messages
When you attack another mage you are given the option to type a message. There are a few common messages that you will need to know: "random" indicates a attack that is not an act of war, but rather is a simple attempt at a land grab by a mage who bears no grudge; "counter" indicates an attack that is a response to an attack made on you; if someone types something like "need pop" they are likely pillaging you to get people before their economies break (common among Nether mages). Most arrow messages are quite self-explanatory, but it is wise to use them so your opponent is clear as to what your intentions are.

3. Checking Mage Descriptions
It is always wise to check a mage's description before attacking. By doing this you can avoid attacking mages who are warring with other mages or guilds. It is common practice to avoid attacking mages who are involved in guild wars (mainly because their guild will take it badly and target you).

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