News
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
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
There might be changes in the schedule.
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.
* 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.
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.
2006-12-23:
On to the elements..
(Updates)
There have been changes to the combat elemental spells.
Since now you are allowed to trigger a combo that produces an affect resulting in:
-Fire: burning of your opponent;
-Cold: disabling your opponent;
-Lightning: resolving the problem.
These affects will work if you succeed in your primary offensive magic three times to know. Religious attempts count.
We have also divided the levels of Survival Specialist to three. This way you will gain 2 hp/level each time you gain the proficiency in the Specialist Survivor.
Since now you are allowed to trigger a combo that produces an affect resulting in:
-Fire: burning of your opponent;
-Cold: disabling your opponent;
-Lightning: resolving the problem.
These affects will work if you succeed in your primary offensive magic three times to know. Religious attempts count.
We have also divided the levels of Survival Specialist to three. This way you will gain 2 hp/level each time you gain the proficiency in the Specialist Survivor.
2006-12-20:
Enchant Scrolls
(Updates)
Items, level of which is higher than 260, will be enchanted by scrolls of 260th.
There were pieces of equipment distilled to shops that will allow you to extract and alloy essence of fabulity.
You can now use the wimpy command with an argument to set and reset the level of health in percents you would like your characters to try fleeing the combat.
Cure Self and Heal spells effect is now divided by two if it is you yourself a target. It works formally otherwise.
There were pieces of equipment distilled to shops that will allow you to extract and alloy essence of fabulity.
You can now use the wimpy command with an argument to set and reset the level of health in percents you would like your characters to try fleeing the combat.
Cure Self and Heal spells effect is now divided by two if it is you yourself a target. It works formally otherwise.
2006-12-19:
Change List pt.2.
(Updates)
There were changes to Dual Wield skill allowing the user to handle weapon abnormally resulting to a penalty to those, who try to disarm them.
Tigers Strength, Owls Wisdom, Feline Grace and Steel Body now consolidate in a guild named the guild of Enchanters.
Affects of parameter affecting spells are in a field of numbers instead of values now. This is why they will only affect you for 16 through 224 of points. The initiual value held depends on native value of this or other parameters (as in 112 for an orc with 64 + 16 of Strength or same with a Drow).
Tigers Strength, Owls Wisdom, Feline Grace and Steel Body now consolidate in a guild named the guild of Enchanters.
Affects of parameter affecting spells are in a field of numbers instead of values now. This is why they will only affect you for 16 through 224 of points. The initiual value held depends on native value of this or other parameters (as in 112 for an orc with 64 + 16 of Strength or same with a Drow).
2006-12-07:
Change List
(Updates)
Sweeping Swing: This skills allows those who posses it to literally bring the opponents to their knees. Characters knocked down suffer double damage if hit by physical weapon.
Counter Attack: This allows a character which hit misses or is being parried to act in the same round with target. This produces an out-of-turn hit. The hit is handled if it were dealt to the attacker.
We have moved the Bachelor of Magick skill to 15th level of Academy of Combat Magic.
Counter Attack: This allows a character which hit misses or is being parried to act in the same round with target. This produces an out-of-turn hit. The hit is handled if it were dealt to the attacker.
We have moved the Bachelor of Magick skill to 15th level of Academy of Combat Magic.
2006-12-06:
Update Notes for 1.1.0.0
(Updates)
There were changes to the games overall balance.
This way, weve decided to remove the following skills and spells: Firm Grip, Massacring Blow and Striking Blade.
In order to keep the balance the following changes have been made:
Layered Defense is now available in the Academy of Protection. This skill allows the character to carry her HP onto the shield once in 150 secibds, This way the characters in question ceases losing hits while under teh affect of the skill. This action lasts for 10 minutes and is reusable every 150 seconds.
Break Shield: this skill acts upon a successful attack and negates any bonuses on the off-hand weapon or shield of opponent. The affect lasts for 5 combat ticks.
Disembowel: Upon learning this craft in the schools of barbarian skill one learned, if wielding an axe, is able to gut the opponent causing them to lose points in Maximum HP value of theirs. This affect lasts for up to 5 combat rounds.
Carnage: This skill allows a character to dissolve the essense of their target, leaving them 5% of health and mana points less and under the affect of Searing Pain. This affect prevents one from using empowered spells.
This way, weve decided to remove the following skills and spells: Firm Grip, Massacring Blow and Striking Blade.
In order to keep the balance the following changes have been made:
Layered Defense is now available in the Academy of Protection. This skill allows the character to carry her HP onto the shield once in 150 secibds, This way the characters in question ceases losing hits while under teh affect of the skill. This action lasts for 10 minutes and is reusable every 150 seconds.
Break Shield: this skill acts upon a successful attack and negates any bonuses on the off-hand weapon or shield of opponent. The affect lasts for 5 combat ticks.
Disembowel: Upon learning this craft in the schools of barbarian skill one learned, if wielding an axe, is able to gut the opponent causing them to lose points in Maximum HP value of theirs. This affect lasts for up to 5 combat rounds.
Carnage: This skill allows a character to dissolve the essense of their target, leaving them 5% of health and mana points less and under the affect of Searing Pain. This affect prevents one from using empowered spells.