Religious System

The integral part of gaming process in Dark Swords, as well as in other collective role-playing games, is duels between characters (PVP or player-versus-player combat). In Dark Swords players, which don't want to participate in those combats, safety concern combines with global conflict, which is integrated into the game and which lets players realize their talents in fighting against living enemies.

Neutral characters in Dark Swords can't attack and be attacked by other player characters outside special locations - Arenas and free battle territories - Chaos Zones.

Character level limitation on fighting between characters, as well as within Chaos Zones, is set: only those characters, which level is not more than 2 times lower than character level, could be attacked, and, correspondingly, can be attacked only by characters, which level is not more than 2 times higher.

The religious conflict between Sun and Moon followers is the system of encouraging and restrictive factors to observe natural, and at the same time, encouraged fighting actions between player characters, conditions.

The conflict is based on opposition of force sides - Sun and Moon - which follower could become every character, which achieved 15th level, after performing the ritual on one of corresponding side's Altars. Altar locations are marked on map with signs Sun Altar and Moon Altar. Special items - Zombie Heart for Moon and Sinner Heart - for Sun, are used for either side admittance. Player could activate location menu (key «Enter») and, pressing button ADOPT in location menu, join either side, while being in Altar location and having corresponding item in the inventory. The certain icon appears on character image on information panels and in playing character list, when joining one side of force.

Renunciation of chosen force side is also performed in Altar location. The button DISOWN in location menu is used for that purpose. Only characters, who don't have "penalty points" can renounce. It's possible to join or renounce chosen conflict side not more than once during 24 hours of real time.

Each Altar location menu also has a counter, which shows quantity of defeated opposite side followers. Its value resets once a week.

Attention! Characters, which deny their force side, irretrievably lose all gained religious experience, levels and obtained skills.

During religious conflict characters, which participate in it, get the right to attack other characters, which have inimical religious tendency, and can also be attacked. Character can attack only characters, which level is not more than 2 times lower than it has.

One cult supporter task is cause losses to other cult supporters. Religious experience is added for victories in religious combats. Its value depends only on killed enemy religious level, but not on his regular fighting level. Besides this, gained for victory religious experience value will be lesser, if more enemy souls are sacrificed on character cult altar, than on antipode side altar. Character religious experience is represented in line "Experience" on general information panel after your fighting experience; religious experience is represented the same way after character fighting level.

Character, killed by enemy during conflict, looses religious, but not fighting experience. Here, as in fights with world inhabitants and monsters, religious experience halves. Moreover character receives a penalty point (marked with sign by health index on information panel). Thus experience and penalty point calculation is made in Arena locations.

When character gains 3 penalty points, he temporarily looses his side's means and becomes functionally neutral. He can't attack and be attacked by other player characters in such condition. It's possible to restore abilities and rejoin global conflict by applying certain item, Heart, the same, which is used for carrying out the join one force side ritual. It's possible to use those items not more than once during 24 hours of real time. Characters, which have penalty points, don't have the right to renounce their religion.

Guilds Which Belong to the Religious System

Religious conflict in Dark Swords has the bonus system for success in player character combats, realized through character additional possibility development. Religious experience, gained for victories over enemies, is used for religious level-ups in different guilds. Guilds, pertaining to religious system, are situated in the corresponding Altars neighbourhood.

Thus for Moon followers are available:

  • Guild of Surprise Hit, teaches the art of performing a kick during the fight. The strength of such hits equals basic value of character damage and doesn't take into account opponent's damage absorption value(ABS).
  • Guild of Triple Hit, which teaches how to perform triple hit sequences, i.e. triple hit serial, which is carried out during one fighting round.
  • Guild of Mental Hit, teaches the art of intellect power application to cause additional damage during fight. The strength of such a hit depends on character Intelligence. Mental hit belonging to certain elements is defined by random.
  • Guild of Triple Magic, which teaches triple spell casting, which is carried out during one fighting round, consequently. In case of successful triple casting, mana expenditure for spell series is correspondingly tripled.

For Sun followers are available:

  • Guild of Critical Hit, develops the ability of critical hit, which has double strength.
  • Guild of Double Hit, teaches art of double hit series during one fighting round.
  • Guild of Critical Magic, which develops abilities to inflict double losses by magic.
  • Guild of Double Magic, which teaches double spell sorcery, which is carried out during one fighting round. In case of successful work of this ability, mana expenditure for spell series correspondingly doubles.

Learning those skills means chance of using either special mode in fight increase. It should be noticed that religious skills effect could be combined: thus character, which successfully accomplishes double hit, could make those hits as ritical; this also applies to spells.

Addition and loss of religious experience:

  • In case of death you lose Your level of religion*2, that means if you have 4th level, then when dying you lose 8 points of experience;
  • In case of winning you get the level of religion of your rival*2, that means if the rival has 4th level you get 8 points;
  • In that way, the loss of the rival=an experience added to you;
  • Attention!!! The amount of experience get/lost depends on correlation of souls of righteous men and sinners;
  • A religious experience can have a negative value. This means if you have 0 of experience and you die again, your experience goes to minus calculated from formula given above;
  • As soon as the amount of your experience gets equal to the amount of experience needed for increasing your current level that has a negative value, religious bonuses stop to be valid for your character, that means if for example you have 10th level of religion, then for increasing it you will need 280 points. As your experience gets -281 points – religious bonuses stop to be valid. Bonuses will be valid again only when your experience will be closer to 0 than -280.

Bonuses:

  • +20% falling out of gold in all regions of DS. This means to the standard falling out of items in religious areas and areas of order + 20%, in chaos areas +40%;
  • Additional skills studied in religious guilds.

Changes in religious guilds:

  • Representatives of light and dark religions will be able to study as triple strokes and kicks, as double with critical strokes. In this way you will be able to accept religion coming out of the preferences of the clan, of friends etc.
  • Additional skills, that will be studied in religious guilds will be divided in such way for it would be interesting as for players who wish to get from religion maximum chance of killing, as for players, who wish to get a maximum chance to protect themselves.

Additional information:

  • A system of hearts and restoration of religion is operating after same scheme. The hearts stay the same and are received in the same way;
  • Falling out of gold is available from 1st level of religion;
  • Players who have 0 level of religion can be attacked only by players who have 0 level of religion ;
  • The inquisition will be watchful and presents to dischargers will be guaranteed. A discharge by mults will cause banning of all charaters;
  • In the group experience its added after the system of addition of usual experience proceeding from experience lost by character.

Religion Statuses

Pontific, Heresiarch, Legate, Nameless — the highest religion statuses. To get such statuses character needs to have 0 deaths and the biggest number of combat rating points in whole religion. Experience gains and loses by the formula: "religion level*8". Experience gain for killing by the formula: "religion level*20". Additional bonuses: +10% chance to break through the enemy group shields, +15% chance to trigger the attacking religion skills.

Patriarch, Heretic, Tribune, Chosen — the second leading religion statuses. To get such statuses character needs to have the biggest number of combat rating points in whole religion. Experience gains and loses by the formula: "religion level*6". xperience gain for killing by the formula: "religion level*10". Additional bonuses: +8% chance to break through the enemy group shields, +10% chance to trigger the attacking religion skills.

Inquisitor, Fanatic, Prefect, Implacable — the highest religion statuses in religion range. To get such statuses character needs to have the biggest number of combat rating points in a combat group. Experience gains and loses by the formula: "religion level*4". xperience gain for killing by the formula: "religion level*6". Additional bonuses: +5% chance to break through the enemy group shields, +5% chance to trigger the attacking religion skills.

Bishop, Adept, Centurion, Anarchist — the second leading religion statuses in religion range. To get such statuses character should take second place by the number of combat rating points in a combat group. Experience gains and loses by the formula: "religion level*4". xperience gain for killing by the formula: "religion level*6". Additional bonuses: +3% chance to break through the enemy group shields, +3% chance to trigger the attacking religion skills.

Cleric, Cultist, Optio, Rebel — the third leading religion statuses in religion range. To get such statuses character should take third place by the number of combat rating points in a combat group. Experience gains and loses by the formula: "religion level*4". xperience gain for killing by the formula: "religion level*6". Additional bonuses: +3% chance to break through the enemy group shields, +3% chance to trigger the attacking religion skills.

Neophyte, Sectarian, Legionary, Postal — the fourth leading religion statuses in religion range. To get such statuses character should take fourth place by the number of combat rating points in a combat group. Experience gains and loses by the formula: "religion level*4". xperience gain for killing by the formula: "religion level*6". Additional bonuses: +3% chance to break through the enemy group shields, +3% chance to trigger the attacking religion skills.



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