Latest News
Christmas Special!
Posted On: 12/18/2018 12:32 AM
Revised On: 12/18/2018 12:37 AM
By: Chris The Avatar

Merry Christmas to all our players!

I pushed out an update this evening in advance of your Christmas present this year. All players will be able to claim one magical Christmas Stocking on December 23rd. Check your stocking after 12:00 AM GMT/UTC December 25th each Christmas! The stocking will be filled with some goodies each year onChristmas Day, so be sure to save it for future years! If you open it late thats ok too, good ol Saint Nicholas wont miss your stocking no matter where you put it, whether its on your mantle or in your bank. Be sure to savor your candy cane it doesn't fill your stomach but fills some other things instead.

Additionally this update contains a update to griffins, they will now be vulnerable to the beast bonus modifier on weapons. Special Thanks to Zplinter for suggestion.

I have already begun working on the next update that will be released sometime early next year. The update will introduce a dueling arena for controlled pvp and non-pvp challenges. Be sure to check back in a few weeks for more information on that.

Thanks for playing and we wish you a Merry Christmas and Happy New Year.   


Class & Allegiance Changes Released
Posted On: 12/13/2018 10:06 PM
By: Chris The Avatar

All class and allegiance changes that were specified in my last post have been released! Additionally we have reenabled the automatic organization in containers. You will have to turn off classic containers in your options menu if you wish to use the new containers. 

Please let us know if there are any issues with the update/classless system. You can email me at support@fantasyrealmonline.com, post in the forums or send me a facebook messsage  if you find any issues.


12/13 Class & Allegiance Changes
Posted On: 12/12/2018 3:00 AM
Revised On: 12/12/2018 3:19 AM
By: Chris The Avatar

We will be releasing class and allegiance system changes as well as some other bug fixes on Thursday 12/13 in the evening. The update includes all of the described changes below as well as some other bug fixes unrelated to classes/allegiances:

  • The number of max skills a player can acheive is changing. This is nessecary to attempt to balance having a completely open skill set. The game will determine your max skills by dividing your current level by 13 and adding 3. So in other words every 13 levels you will be able to have another skill. You can continue to change your skills around in the same manner as you have been. Since the maximum skills has changed, your skill set will automatically be reduced when you login if you are past the new maximum. You will have an opportunity to adjust your skills. (Note: Skill progress will be maintained but skills will become latent and usable if not selected)
  • Good NPCs can no longer be attacked however some NPC creatures have been updated to be neutral so they can be attacked by all players. (These include Fairies, Griffins, Mushroom spawn from faries and a few others).
  • All players are considered neutral themselves. Neutral players can have both skill sets that were previously identified as good or evil.
  • Since there are no more evil players, players will no longer end up at the pit of hell if you would die instead you will end up at heaven's gate.
  • Dark Priests are essentially vendors of the dark arts now. They can also continue to refill all players Spirit Points. (Along with Druids and Reverends)
  • Prior aggressive good/evil spells can be cast on all enemies now rather than having to be of the opposite allegiance. Evil/Good enchanted weapons can now be equipped by all players...
  • Evil towns are being adjusted to be good areas instead.
  • Since there are no more classes Merchant class skills are also available to all players.
  • Classes still exist on character creation to offer assistance to new players by automatically selecting skills for them that would be appropriate for the type of character they want to play.
  • Expect some implementation of rules and restrictions around utilization of certain skills sometime in the future. I want to see how well the new system works prior to looking at any restrictions.
  • Players will receive another stat point to assign rather than a guided stat point based on their class.
  • All stats are capped at a maximum of a 100 (pre-enchantments/bonuses). If you had a stat above 100 then the difference will be reallocated to your total available stat points for assignment.

Other Fixes:

  • A few quest fixes were performed. During my retest of the core quests, I  came across a few bugs which I corrected. Most severely I came across a bug that prevented you from completing the quest where you went to search for husband in the mines and return his ring. The quest was uncompletable due to a misnumbering in quest order and wouldnt trigger the completion. This also prevented you from completing the other core quests. The issue should now be fixed along with some other small bugs.
  • Combat based NPCS that you control should do a better job of automatically attacking other enemies that are attacking you.
  • Counts of healing salve in the item counter area would not always display the correct amount (especially when logging in for first time since your last play). The issue should be resolved now.
  •  

Once we get this out, we will start work on a special release for the Christmas items...  Please stay tuned for more infromation.


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