Updates

2007-01-22: Studying of characters and monster (Updates)
A new option in game called: “Examine”. It is used through the magic menu but will not interfere with use of any current fighting spells.
“Examine” enable you to learn a lot of information about monsters (everything from their parameters and down to quantity of money and chances of drops), but only if you have killed enough of monsters of adequate level.
2007-01-19: Victory Day (Updates)
In celebration of the defeat of fascism in World War II the gold and experience point rates are increased (to 3x and 2x normal amount respectively). Also, the chaos zones today become religion war zones.

Added nomelee command that toggles nomelee mode, which allows user to select whether they want their character to use physical attacks or not.

Made fixes to magical damage elemental differential modifier, burning damage, protect, riposte, and monster religion skills. Some monsters will no longer have their abilities being set randomly, and some other ones has had their parameters boosted.
2007-01-15: Runaway Prison and soccer balls… (Updates)
Today (01.05.07) there is going to be a small quest for high levels.
Background information: Runaway Prison has escaped from Prison and managed to steal football balls from FIFA Federation. FIFA Federation has placed a bounty of total 100.000 gold on his head. Soccer balls have to be found and returned, so the championship will go as planned. Everybody who is online will get one official euro football as appreciation from FIFA Federation in case of success.
Time: At 21.00 GTM (London time), Runaway Prisoner will appear at Travelers Well and make his way to Port Zarijam.
Mission: It is essential that he is stopped before he reaches harbor and escapes once again on a boat.
2007-01-05: Backstab Fix (Updates)
Fixed a bug with Frenzy affecting backstab damage. Anyone who spent any Reset Uses has received an additional one.
2006-12-27: Recent updates.. (Updates)
Library The section on Magics and Skills have been updated.

Guilds have been moved.
- You need Elite Guild of Healers in order to take Guild of Enchanters and School of Alteration.

- You need to have completed Middle School of Might to be able to train in School of Survival.

- You need Middle school of Mind to start School of Wisdom.

The "Human" race has received racial bonuses +15 % to influence each of the base characteristic (Power, Health, Dexterity, Mind). These bonuses will be reflected in parameters of the character in the new client, but will be in affect already now.

Final addition - Web Spell can now be learned in School of Alteration.

- In Academy of the Life and Protection the opportunity to study skill Expert on Survival has been added.

- Elemental Mastery has been added to the Guild of Sorcerers.

- In School of Wisdom you will now find the skill Self-hypnosisAutohypnosis which allows the character to recycle in a condition of meditation on 50 % from maximal mana for 1 cycle of regeneration.

Schools of Athletics have been added and built up. In them following skills are studied: - Titanic Might raises the carrying capacity of the character according to your lvls in might + your starting stats in constitution. Artefacts and items are not taken into consideration.

- Vigor increases the health of the character by lvl of skill * the chars natural constitution. Example: with 50 lvls in constitution, every lvl in Vigor will give +50 HP.
It also increase HP regeneration of the character by a level of skill which = the root of base of constitution guilds. Example: the square root of 50 lvls in constitution gives +7 HP regeneration.

- Extreme Metabolism reduces the intervals of regeneration of the character (regenerate faster). The spaces between regeneration will look like this: up to 4-4-2 steps at 1st level, 3-3-3-1 step at 2nd level and 2-2-2-2-2 at the 3rd level of skill.

Magic Damage: the damage of the staff (that is a level of a staff and bonuses from Dragonhead Staff). Now the minimum and maximum damage of a staff has been doubled.

1) Magical Damage. The damage of the spell is accumulated like this: DAM= (ND+ND*LS)*R*(1+C)+MDAM*(1+[SMnD...SMxD]/100)
ND - A nominal damage of a spell;
LS - Level of Combat Magic;
R - Coefficient of scattering of magic;
MDAM - Magic damage of character;
SMnD ... SMxD - A random chosen number between minimum and maximum damage of staff (taking into account the skill of Dragon Staff);
C - Effect of Astral Carnival expressed as decimal fraction, i.e. 0.1, 0.2...1.0

2) Skills: Dagger Mastery, Axe Mastery and similar, now also influence on the bonus (magic, artifact, "wonderful") damage of the weapon.

3) Harmony of elements. The skill that negates the differences in Elemental damage. Now makes damage of any attack spell 1.3 times the regular spell damage.

4) Everyone is invited to visit a new zone: Mutant Chine on Dr. Kronys Island

2006-12-27: Client revision 1.1.0.1 (Updates)
Among the other things which may happen not to be to your liking we have added a hotkey to swap weapons in your main and off-hand. This can now be done by pressing "X" key.
2006-12-26: Guild Manifest (Updates)
Way of Dragon, Order of Dragon and Magistrate of Dragon guilds have now officially been disbanded.

Guild of Warriors has closed its doors to students, and lifts all the responsibility for its students. We ask not much - do understand and remember us, fellow warriors, keep the standard high, - told us now ex-Master Warrior.

In light of recent events the powers that be grant each and everyone a FREE preliminary character guild reset which will be followed with a

Final Character Guild Reset 30th of April



There might be changes in the schedule.
2006-12-26: Balance Improvement (Updates)
* Backstab skill now only treats the right hand of your character in order to determine the damage. The damage dealt is rougly equal to the right-hand weapon damage increased by Dagger Mastery skills and spells like Frenzy multiplied by half of her skill in Backstab.
* Guild and Academy of Robbery were replaced by School, Middle School and Elite School Fencing.
* Sleight of Hand skill has been transferred to the Assasins Guilds.
* We have added the Dagger Mastery skill to the Schools of Fencing which brings your faithful dagger damage up.
* We have also moved the Tumble skill into the Schools of Fencing.
* Elite School of Fencing is also proud to present the Weapon Parry skill that allows user to treat an off-hand weapon as a shield in terms of parrying blows.
* Guilds of Martial Arts do not stand aside the overall improvement. The guildmasters has added a whole new guild on top of Guild and (now) Elite Guild of Martial Arts - the Academy of Martial Arts.
* Sorcerer Guilds now feature the passive learnable ability to master the art of combat magic with the Elemental Mastery skill, that adds more power to the innate damage of the elemental spells the character is learned in.
* Martial Arts teachers now feature the Seeking Blade skill that will make your character hit even while she misses; they also teach those, who are worthy to deal more damage with their swords and more effectively deflect blows with their shields - both magical and physical. The Reflect Shield skill allows the student to be as efficient with a shield as with a wand and also double the effectiveness of shield block. It also gives an innate chance to add your physical damage Absorb value to the reduction of magical damage in percents of damage dealt.
* Dragon-head Staff and Uncanny Dodge skills practice has moved to the Schools of Wisdom.
* Armor of Faith ability can now be learned by those, who master the arts of Nature as a Barbarian (i.e. Barbarian Guilds).
* Firm Grip ability has been removed. Dual Wielding skills now have its affect, but only up to 90% invulnerability to Disarm and the such.
* We have made changes to more linearly scale magical damage and also made some changes to the Stealth skill.
2006-12-26: Extracting and Brewing Essences (Updates)
Miraclous items have the very essence of Mother Nature only waiting to be extracted. There is even a tool for that sold in Alchemist Shops everywhere. There is of course a part of Natures essence to be extracted and the chance to successfully extract it depends on the amount of this certain level of Her care bestowed on the item. The chance roughly is Current Durability divided by 156 yet not less than 5% and no higher than 50.

In order to enchant an item with such an essence you will need a blueprint matching the level of the item you want to enchant and the item itself. Blueprints are known to be sold by certain dwarves in the depths of Undercity.