Latest News
Stats Revision/Armor & Weapons Patch
Posted On: 4/11/2019 12:52 AM
Revised On: 4/11/2019 1:03 AM
By: Chris The Avatar

On April 13th we will be releasing a large revision to the stat system in the game as well as a large update to weapons and armor. Below is a summary list of the changes:

  1. Players will now only gain 3 status points per level for assignment.
  2. Players may now level their characters to level 95.
  3. New players will start with an additional 8 status points to assign. (Total starting status points increased to 118).
  4. Upon reaching level 95, a player will have a maximum of 400 stat points that they could have assigned throughout play. 
  5. All existing players will be retroactively fixed under the new stat point system. Each player will receive 118 points + 3 points per level they gained. The stats will be evenly divided between their stats. Each player will be given one stat reassignment ticket they can use to readjust there status points to their liking.
  6. Stat Reassignment Tickets will be added to the market place shortly after release if you wish to change your stats in the future.
  7. New palyers may no longer select a homeland for a bonus. Homelands will be replaced by a different system in the future. We will be circling back around to remove homeland skill bonuses from existing players in our summer patch.
  8. Weapons now require a minimum amount strength to use. Ranged weapons including bows and whips/flails also require intelligence to use.
  9. Armor now requires a minimum amount stamina to use.
  10. The material in which armor and weapons are crafted out of influence the stat requirements.
  11. Base armor and weapon stats have been tweaked.
  12. Different types of armor have been updated to fall under light and heavy armor (IE all armor with stamina requirement less than 50 is light armor otherwise its heavy armor)
  13. Rogue's armor now gives skill bonus to stealing and hiding.
  14. Wizard's hat now gives skill bonus to druidry, white magic and black magic.
  15. Sword fighting skill has been broken into two skills (Sword fighting and curved blades). Basically the curved blades include sickle (new as a weapon), sabre, shamshir, scimitar, and flambard. The rest are sword fighting skill.
  16. Whips and Black Whips are now repairable with leatherwork skill.
  17. The max stat bonus on armor and weapons is now +3 (Level 1 = +1, Level 2 = +2, Level 3 = +3). Amulets will now only give (Level 1 = +1, Level 2 = +3, Level 3 = +5)

We feel these changes will better diverisfy and help balance the game while still allowing you to freely build your character the way you want.

Please feel free to contact me on Discord if you have questions. 


Magic Skill Changes Patch
Posted On: 3/23/2019 2:16 PM
Revised On: 3/23/2019 2:18 PM
By: Chris The Avatar

Today we released numerous changes to the magic skill system. While we were originally going to release this with some changes to stats/weapons/armor we decided to release this seperately as the stat patch is turning into quite a large patch on its own. You can expect that patch at the beginning of April sometime.

The largest change was that Mundane Magic as a skill was removed from the game. Its spells were dispersed among the other magic types. The reason we decided to do this, is after eliminating the class skill sets, the skill system no longer made sense to have a "lower" skill level of magic, we thought it would be more flavorful to gameplay to just fold the existing spells into other skills.

If you had Mundane Magic as a skill then it will no longer appear in your active skill list and you should have another slot to select a new skill. Mundane Magic runes were also removed from the game, if you had any in your posession please note that those items will no longer be where you left them.

In addition to the Mundane Magic changes we moved some spells from black magic to Druidry where we felt they fit better. Poison cloud and Magic Reflection were both moved from Black Magic to Druidry. 

Finally we also reworked nearly every spells casting requirements in terms of knowledge, faith, minimum casting and perfected casting (perfected casting means you dont fail on the spell ever once reaching that skill level. Note that some upper spells have been reduced in terms of knowledge/faith requirements in preperation for our stat changes patch to further balance the game. 

Below is a table of each skill/spell. Note that when we release the chapter two updates there will be some new spells that get released so this list is not a final spell list by any means but what is in the game right now.

Skill Spell Min Skill Perfect Skill Mana Spirit Life Faith Knowl
Black Magic Fire 5 25 8 0 0 5 10
Black Magic Dark Feedback 10 35 8 5 0 10 15
Black Magic Blood For Blood 20 60 15 7 10 20 20
Black Magic Blast 35 70 10 0 0 10 25
Black Magic Bloodlust 45 80 15 10 0 30 30
Black Magic Fireball 50 90 12 0 0 25 35
Black Magic Blaze 65 105 20 5 0 35 40
Black Magic Fire Ring 70 110 25 0 0 35 45
Black Magic Dark Flux 80 120 20 10 0 40 50
Black Magic Cold Fire 100 150 22 7 0 40 50
Black Magic Dark Bolt 120 180 30 15 0 50 50
Black Magic Hellfire 160 220 65 65 0 60 80
Druidry Create Food 5 30 10 2 0 5 10
Druidry Light 5 20 4 0 0 5 10
Druidry Regenerate 10 35 7 0 0 10 15
Druidry Enchant Weapon 15 40 12 3 0 20 20
Druidry Cure 25 60 9 0 0 25 25
Druidry Telekinesis 30 60 6 0 0 30 25
Druidry Magic Reflection 35 70 9 9 0 30 35
Druidry Reveal 40 80 7 0 0 35 35
Druidry Magic Bolt 45 100 16 0 0 35 40
Druidry Channel 55 110 0 10 0 40 40
Druidry Poison Cloud 65 130 15 0 0 40 45
Druidry Magic Blast 75 140 25 0 0 40 50
Druidry Dispel 85 140 20 0 0 45 50
Druidry Create Arrows 120 200 30 0 0 50 50
Druidry Earthquake 160 220 75 40 0 60 80
Necromancy Befoul Weapon 10 35 0 5 1 25 20
Necromancy Curse 15 40 15 8 0 30 20
Necromancy Rot 15 40 10 4 0 30 20
Necromancy Raise Dead 25 75 10 3 5 35 25
Necromancy Animate Bones 45 95 15 7 3 40 35
Necromancy Drain Life 70 100 15 10 0 40 40
Prayer Holy Light 5 30 5 3 0 15 10
Prayer Consecrate Weapon 10 35 0 5 0 25 20
Prayer Bless 40 90 7 8 0 30 25
Prayer Exorcism 60 100 0 10 0 30 35
Prayer Restoration 75 110 0 30 0 40 35
Prayer Holy Ground 95 130 7 12 0 45 35
Prayer Resurrection 125 155 0 40 0 50 40
Summoning Summon Ratman 5 25 6 2 0 10 10
Summoning Summon Wolf 20 35 10 3 0 15 15
Summoning Summon Swamp Monster 50 85 20 6 0 30 30
Summoning Summon Cave Recluse 70 95 25 8 0 35 35
Summoning Living Fungus 75 100 15 12 0 40 40
Summoning Summon Earth Elemental 100 125 25 10 0 50 50
Summoning Summon Fairy 130 165 30 15 0 55 55
Summoning Summon Water Elemental 150 180 35 25 0 55 55
White Magic Lesser Heal 5 30 5 0 0 5 10
White Magic Shock 5 30 5 0 0 5 10
White Magic Chill 10 35 3 0 0 10 15
White Magic Shield 15 40 4 3 0 15 15
White Magic Freeze 30 60 6 2 0 20 25
White Magic Heal 35 70 7 2 0 25 30
White Magic Ensnare 40 80 15 0 0 30 35
White Magic Bolt Ray 50 100 8 0 0 35 35
White Magic Ensnaring Wall 60 110 30 0 0 35 40
White Magic Lightning Bolt 80 120 20 4 0 40 45
White Magic Slow 90 150 14 0 0 40 50
White Magic Cold Blast 100 160 18 6 0 45 50
White Magic Super Natural Storm 160 220 65 65 0 60 80

 


Small Fix Released
Posted On: 3/11/2019 3:16 AM
By: Chris The Avatar

A small fix/change was released tonight to fix the Demon Possession skill. Players can now possess evil characters now (like undead/orcs and goblins). Certain characters will not be possessable like Keepers of the Dead/Reapers of Life but most monsters will be.

The next small update I am working on will eliminate the "Mundane Magic" skill. The spells will be dispersed among other Magic skills. Additionally this update will also add status requirements and bonuses to weapons and armor for their use, so that there is more motivation to wear light armor/and use certain weapon types.We plan to have that update done for the end of March/Beginning of April.

From there we will be starting on our major update for late spring/early summer in June/July time frame.


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