Overview:
Shimlar is a multiplayer online RPG. It is free
to play and only requires Internet Explorer 5 or higher to play.
You start by creating your character. You give yourself a name, and select
race and gender.
You can log in right away, email is only for password
recovery purposes now.
After login, you find yourself in the starting area of your race at the position
of 1,1.
You will see your name and statistics on the upper left, movement directions on
the upper right,
a combat option just below, and the chat in the bottom part of the screen.
You can start attacking monsters right away, but you can move around a bit first
to get to know
where the important stuff is. There are four "special" places in your area:
1. Shop (S). Here you can buy weapons &
armor, as well as sell any item.
2. Magic Tower (M). Here you buy new spells,
as well as enchant items.
You can also locate other players for the price of 20k gold here
3. Shrine (R). Here you go if you are dead
to resurrect.
You can also teleport to other zones for 20k gold from shrines.
4. Bank (B). Bank is used for storing gold
as well as transferring it between characters.
You can only purchase equipment with gold not in the bank. However you can
only transfer banked gold.
Initially you will have 100 gold in the bank. This is enough to buy two pieces
of the lowest quality equipment.
Once you get out of your starting area, you can duel other players at the
same location by choosing
"duel" instead of "new fight" near the monster list. Duels only work in some
zones.
When you press "new fight", you do engage in a fight with a fierce and fearsome enemy. No one would like to encounter someone way stronger, but once you decide to fight... FIGHT!
If you meet an enemy and press "new fight" before even battling it, you'll loose all your gold at hand (less weight to do the chicken run!). It's better to be a poor guy then a dead guy, isn't it?
Now, if during the battle you notice this is not really in your interest... you can still press "new fight" and run. Since the enemy is injured by your strikes or casts, he can't run that fast neither and you don't loose all your gold.
You however leave some coinage to keep the monster busy collecting for a while. The formula to calculate loss is gold at hand divided by (highest health(you or monster) divided by lowest health(you or monster)).
An example to make it clear:
Races:
The land of Shimlar is populated with many sorts
of creatures. A player can chose one of the following races,
each have their own distinct characteristics:
Human | Humans are average at everything. They start with some very basic knowledge in all skills, and can master every skill to a high level, however, they won't be the best in any profession |
Elf | Elves are frailer and a bit weaker than humans. However, they are very wise, and excel in any magic. Elves can master any type of magic to the maximum, and prefer to fight with either swords or staves. |
Dark Elf | A tribe of elves that worships the Dark Gods. They were forced to live in the north, and that increased their strength. Being mad about power, they lost some of the elven wisdom, however still being more intelligent than a human. Dark elves are masters of the blades, being very quick and intelligent. |
Dwarf | Dwarves live in mountains, often underground. They are very tough, and are hard to kill. Dwarven skill with mining and metals is well known, and they have an advanced knowledge of axes, being capable of mastering this weapon to the highest limit. Dwarves aren't good at magic, however their knowledge of heat gives them some resistance to fire. |
Giant | Giants are huge humanoids, living in the forests or plains. Their strength is outmatched, while their wits leave to be desired. Giants have very limited magical talents, and they can only master mace type weapons to a high level. |
Troll | Trolls are a tribal race. They have very high regeneration rate, which enables them to have the most vitality amongst the races of Shimlar. Trolls have great strength, too. Trolls are afraid of fire, but can master some air based magic. They can use all weapons efficiently, but don't like axes much. |
Goblin | Goblins are small and quick. While having low life, they can be both good swordsmen and sorcerers. Goblins are shunned by most races, as they are very greedy and not trustworthy. They don't have great strength, so mace type weapons and heavy armor isn't very efficient for them. |
Angel | Believed to be the messenger of the Gods, there has recently been a sighting of Angels starting a settlement in Shimlar. While this is rumored to be a sign of some great battle approaching, the Angels are usually peaceful. Angels have intelligence beyond the human understanding, and their celestial bodies can withstand some heavy damage. While angels know all the skills by a fair amount, they won't master any weapon beyond mediocrity, as they dislike close combat. They can master air magic to any extent. |
Gargoyle | With the opening of the Demon Gate, people started gathering up there in huge numbers trying to vanquish these creatures of evil. One of the more intelligent demon races decided to start a permanent settlement in the Outworld. Known as Gargoyles, these creatures are both powerful mages, preferring the power of cold and air, and decent swordsmen. |
Stats:
There are five basic stats:
Str: -strength, the
measure of how much damage you can deal.
Dex: - dexterity, your chance to hit enemies and to
dodge blows
Ntl: - intelligence, the amount of your magical
power, affects the damage done with spells.
Wis: - wisdom, affects your chance to cast a spell
successfully and to disturb enemy spell casting
Vit: - vitality, determines your maximum health
points.
You character also has the following:
Gold - the currency used to buy items. You get gold from monsters and players.
Exp - experience, you get this for killing monsters.
Lvl - level, you gain stats each
level, you can see how much exp you need for next level.
Level affects what equipment you can use, where you can go, and even your
ability
to chat and use some chat commands.
You always have "free exp". That means each time you get the exp for a new
level, the
remaining exp is "free". You loose 20% of the next level cost from your free exp if you die.
Your free exp can't go below 0. This also means that you can't lose a level.
Weapons and Armor:
While the statistics determine the strengths and weaknesses of a character,
items are the key
to success. You can't get far by using your dagger only. Armor is important
for decreasing enemy damage.
There are 4 classes of items: Swords, Axes, Staves and Maces.
Shields are equipped as weapons, and are used to increase armor value
as well as chance to dodge.
You can have 2 weapons or even two shields equipped at once.
In each zone the shops sell certain equipment. Good equipment can only
be purchased from places
that need a high level to get to. You cause 3 times more damage
if you use only one weapon (no shields).
Spells:
While a warrior relies on his blade, a magician uses his mind.
There are 4 classes of magic Spells: Fire, Cold, Air and Arcane (healing).
Each race is better at some and worse at some. If you are using an
arcane spell, it is
suggested you equip it in Spell One slot, so you would heal before
damage, ensuring a heal
every turn. You cause/heal 3 times more damage if you use only one
spell.
Special Items:
Sometimes the monsters you meet carry items their leaders don't know about. Usually their origin is rather unknown,
maybe from a previous battle, the last rampage they went on,...
Nevertheless, these items are quite ok, and commonly referred to as Shadow Items.
They allow two gems to be inserted even in lowest base items and can be upgraded
to Mystic Items for a price at the Temple of Shadows.
When a monster carrying these is killed, it often feels guilty for what happened, and then it drops a weapon for you.
How do monsters drop these things?
First, they look at what equip you have and they choose one of the five items you can wear as a base for the forging.
Second,
Mystic Items can be upgraded from the same base
Shadow Items at the Temple of Shadows,
which is found at 15, 21 in the
Outworld (near the University). The cost to upgrade
is very high,
20 million x roman for I-IV and 40 million x
roman for V+. However, they are worth the deal,
which can be seen from the table below:
(Mystic items require 100 levels higher than shadow
to equip)
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sword | Mystic Blade | +4% Dex, -2% enemy Ntl (x roman) |
axe | Mystic Hatchet | +4% Dex, +2% Str (x roman) |
staff | Mystic Wand | +4% Dex, +5% gold (x roman) |
mace | Mystic Maul | +4% Dex, -2% enemy Dex (x roman) |
fire | Mythic Flame | +4% Wis, -2% enemy Wis (x roman) |
cold | Mythic Frost | +4% Wis, +2% Ntl (x roman) |
air | Mythic Storm | +4% Wis, -2% enemy Str (x roman) |
heal | Mythic Cure | +4% Wis, +1 ac (x roman) |
armor | Saintly Plate | regenerates 4% life per roman numeral |
shield | Spiked Shield | can be used as a weapon 5 class lower,
+0.5 ac (x roman) |
Masteries:
If a starting fighter gets the best weapon, he won't be very good with it.
An apprentice magician
may learn even the most complex incantation, but the odds of it being properly
used are low.
With time, you will get more skill in a chosen weapon or spell, increasing you
mastery of it.
Mastery affects chance to hit and chance to score critical damage. You mastery
can increase
after a certain number of successful hits, and each % is harder to get. Each
race also has a certain
maximum mastery in each type of item that can be achieved as well as a certain
starting bonus.
Starting bonus can be negative, as for example Giants are very bad at magic.
There is a special mastery called "doublehit". It
allows you to attack or cast two times a round with
each weapon or spell. Every race starts with 1% of
doublehit chance, and it increases very slowly.
You can't increase it in the temple, but you don't lose it in reincarnation.
Your chance to hit twice is
exactly your % in this mastery, meaning that 50% will make you attack twice 50%
of the battles.
The Royal Academy, is located at 14, 21 in
outworld. It offers the ability to evaluate your masteries
for 100 gold per level.
Gems:
Gems are magical stones that can be inserted into items for various effects.
Gems can be found in most zones,
the chance to find a gem is 1/600.
Gemmed items still sell for base price.
Gems themselves can be sold at the shop for 10,000 gold
(10k) per grade.
There are four gem grades.
Gem Name | Effect | Grade * | Grade ** | Grade *** | Grade **** |
amethyst | adds strength | +5% | +10% | +20% | +35% |
emerald | adds dexterity | +5% | +10% | +20% | +35% |
ruby | heal | +5% | +10% | +20% | +35% |
sapphire | adds intelligence | +5% | +10% | +20% | +35% |
pearl | adds wisdom | +5% | +10% | +20% | +35% |
quartz | decreases enemy strength | -5% | -10% | -20% | -35% |
opal | decreases enemy dexterity | -5% | -10% | -20% | -35% |
tourmaline | damages enemy | -15%* | -20%* | -30%* | -45%* |
tanzanite | decreases enemy intelligence | -5% | -10% | -20% | -35% |
black pearl | decreases enemy wisdom | -5% | -10% | -20% | -35% |
topaz | steal enemy strength | 4%* | 8%* | 16%* | 32%* |
moonstone | steal enemy dexterity | 4%* | 8%* | 16%* | 32%* |
bloodrock | steal enemy life | 4%* | 8%* | 16%* | 32%* |
malachite | steal enemy intelligence | 4%* | 8%* | 16%* | 32%* |
corundum | steal enemy wisdom | 4%* | 8%* | 16%* | 32%* |
dragon fang | increases weapon class | +1 | +2 | +4 | +6 |
demon fang | increases spell class | +1 | +2 | +4 | +6 |
frozen tear | increases armor class | +1 | +2 | +4 | +6 |
diamond | increases gold gain from monsters | +5% | +10% | +25% | +50% |
atmashidade | increases exp gain from monsters | +2% | +4% | +10% | +20% |
jade | increases chance of initiative | +5% | +10% | +25% | +50% |
* = the damage is based on your or enemy stat, whichever is smaller
Removing Gems:
Gems can only be removed at a temple, since the process of enchanting binds
the gem to the item and
alters the item's structure. You never know what will happen when you try to
remove the gem from the
item, but the following might happen:
-you get the gem out and the item remains as well (40%)
-you get the gem, but the item is destroyed (30%)
-the gem is destroyed, but the item remains (30%)
Items with two gems produce both gems out if the item is destroyed.
It costs 100,000 gold to attempt disenchanting gemmed items. Temples are marked
by a G on the local map.
(It might take two attempts to fully disenchant an item with two gems).
Zones:
You start in a city owned by your race. Once you grow in power, you may
leave this zone. Leaving
any zone is possible once you have reached a needed level and most exits are at 0,
0.
When you leave a zone, you find yourself in the Outworld.
It is also a kind of zone, albeit without any
shops, a kind of world map. In outworld, other zones
can be found. Each requires a certain level to
enter, contains new monsters, and possibly shops that sell better stuff. New
zones are being added
once in a while, and certain zones can be closed at some times.
Newbie zones are safe from dueling, so are a few others.
You can teleport from one zone to another from
any shrine for 20,000 gold. This will
undoubtedly save time compared to walking to the zone.
You can find where a zone is found from by typing /zone
zonename in chat, like /zone bladeforge.
Chat:
The lower part of the screen is devoted to chat. Just type in your message
and it will appear there.
Chat is available after reaching level 25. You can get a link to the manual and
help site
by typing /help in chat (however since you are reading this you obviously
don't need it).
Old messages stay until they are replaced by new ones. If you wish to send a
message to a player,
either click their name in chat window, or type in
the chat box: /m name: message
Normal players see their names in blue, gold or red text. If you wish to do an emote (*something*),
type /e before your message.
After reaching level 50, you can set your last name by typing /last
yourlastname
Your last name can be removed
by typing /last null
You can check other players level and idle status by typing /id
playername
You can ignore messages from players below certain level (not chat, just
pms) by setting
your ignore level using a /ignlvl level
command. You will always get messages from
moderators and higher, and you can't set this number below 1 or above your
level.
A Sales channel exists for all the buy/sell messages, do not put them in
general
There is also a Roleplay
Channel. It is mean for RP only, and any selling or trash talk there
will lead to mute.
Clan/Race chat:
The fourth chat channel is special, as the messages in there can only be
seen by people
of either same clan or race as you. Typing a normal message here will make it be
tagged with the clan name, and will appear to all clan members.
Typing /r message anywhere will send a message to this channel to all
players of your race.
Note: for security issues, mods can see all races,
and archwizards can see everything, they
can still only send messages as everyone else. If you are not in any clan, your
message will
not be sent to anyone. PK messages, quests and Official Announcements are sent
here as well.
Clan leaders can send a message to every clan member (even offline) by typing
/mc message.
Moderators:
Moderator, or MOD is a person with the power to mute and curse others. Mods can be
found using the Mod link at the bottom of the screen.
Mute syntax is /mute player: hours
You don't have to CAP the
first letter. 48 hours is the maximum mute,
except for a perma mute. The syntax for a perma mute is /perma playername.
If a player is not spamming but still annoying there is a curse command.
The syntax is /curse player and it lasts for an hour. It makes
them write backwards.
For players that use excessive CAPS there is a capscurse.
The syntax is /caps player and it also lasts an hour. All text they type will be in lowercase.
Mods can send the link to the
helpsite to other players by a
/new player command.
Mods also have RP only commands. They are /d for bold white text (descriptions),
there is /dp for dark priest/demon priest, and
/p for The Priest.
All moderators and above can use the /w command to make the text appear
to mods only.
This option outputs to general only, so you talk with other
mods no matter what room you are
monitoring. The text will come out in orange, and your name in green.
All mods+ can send a message to every other mod by
typing /mm message.
Bold Blue means
ArchWizard. They can zap annoying players in
addition to mute.
Arches can also jail and locate players anywhere for free. Arches can /voice
name to
unmute
or uncurse a player before the time expires, but it
is highly unrecommended to do so.
Special
Monster Types:
Currently there are 14 of them, each having around 1% chance of appearing.
If a character can drop purses, it can additionally leave extra turns for TB's.
Merchant | this creature has 4 times the gold |
Veteran | this hard train monster gives 4x the experience and 2x the gold, but has 2x the stats of a normal one and one better armor, weapon and spell. It also has higher chance to drop his loot as a purse. |
Fanatic | this crazy monster has 3x stats and gives out 2x exp. Additionally, it has weapons and spells 1 class higher than the normal creatures. |
King | kings have 3 times the gold and 2x the exp as well, and a much higher chance of dropping a gem or shadow item (4 times as high as other monsters). It also has a higher chance to drop his (fat) purse. |
Fool | has no money whatsoever, but gives 2x exp and has lower armor and weapon than average monster. It can additionally do crazy things! |
Defender | this one has armor 3 classes better than the norm and gives 3x exp and 2x gold. |
Assassin | the stealthy one has 3x gold as well as 2x exp but prepare to face the weapons 3 classes higher. |
Illusionist | has 2x gold and 2x experience, but if you kill one, you are teleported within the zone randomly |
Elder | these special monsters drop 2x the gold as well as increasing the chance to gain a mastery from the death blow 8x. These elder fighters carry so much loot that they loose a purse more often. |
Enigma | one of the above effects, it changes every round. |
Mimic | The mimic has 3x stats, yields 3x gold and provides a higher drop rate. He has a very strange trick in his sleeve he shows only seldom. |
Trainer | The trainer has double stats, returns 2x experience and may often reward you with a filled purse! |
Saint | Killing a saint lowers your align with 1 but gives double experience. |
Undead | Killing an undead adds 1 to your align and it drops 2x gold! |
Quests:
The QuestMaster Hut, found in the outworld, offers quests every hour.
The point of the quest is to kill
a certain "special" monster in some zone, then return to get the reward. You can
only sign up for one
quest at a time, and you can only get reward for a quest you have signed up to.
Many players can sign up
for the same quest, and only the first one to complete it gets the reward.
Quests have level limits, so that
newbies get a chance, and the high level players don't take up quests that are
only chum change for them.
The quest board does not show which exact monster you have to defeat, so that
player have to fight
through a load of opponents to get the quest done, increasing the chance
and making it possible for
players with dialup connection to complete quests.
You can only complete one quest every 8 hours. This is made to prevent
players with high speed
connections or those that are online for long times to gain all the rewards.
Creature Hunts:
Occasionally, a legendary creature will attack some zone. Players in that zone
can all fight the creature,
which has usually millions of HP, but low stats so can be hit by almost anyone.
Damage done to the
creature is divided by your level, and you deal at least 5000 damage to it if
you hit. The one to kill
this beast will receive some rare equipment, and everyone who was attacking it
(and no other monsters)
and is in the zone at the moment of the kill will receive a set amount of gold.
New Worlds (planes):
While there are a lot of zones already, outworld is not the only place to
find them. High level players
may access other Dimensions, which are like other outworlds, but hold more
interesting and challenging
zones. The Dimension of Light is located inside Ta'lorn, while the Dimension of
Chaos is found in Demon
Gate. Search near shrines to find the entrances. Most of DoL is non pk, and the
only place to find ****
gems is also found there, however level 300 is the requirement. DoC needs level
250 to enter and has a
mysterious zone called Shadowmist, a player can't be located exactly while
staying there. The zones in the
Dimensions are generally better than all others, but the monsters are also quite
hard to kill.
Accessory Items:
These items can't be enchanted and don't add to armor or damage, however, they
each has its own effect.
These items are only sold in Temple of Order and Essence of Malice zones. They
are activated after
gems, so the stat boost is same for any player. They work in PvP and normal
creature fights.
Every accessory can be sold back to any Weapon shop for the price of 5
million, no matter what price
it has been sold for, making the expensive accessories a common item for trades.
Accessories have no level or stat requirements.
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"Copper Ring" | +2k str for duration of battle |
"Iron Ring" | +2k ntl for duration of battle |
"Blue Ring" | +2k wis for duration of battle |
"Yellow Ring" | +2k dex for duration of battle |
"Goblin Ring" | +1k vit for duration of battle |
"Wedding Ring" | shows your partner in your ID |
"Band of Defence" | +20% chance to dodge melee attacks |
"Amulet of Flames" | +50% chance to tumble fire spells |
"Amulet of Ice" | +50% chance to tumble cold spells |
"Amulet of Lightning" | +50% chance to tumble air spells |
"Pendant of Durability" | +3k vit & health for duration of battle |
"Orb of Curing" | 2x chance to cast heal spells |
"Orb of Channeling" | 1.5x chance to hit with spells |
"Orb of Power" | +6k ntl for duration of battle |
"Gloves of Skill" | +10% to all mastery limits |
"Gloves of Haste" | 1.5x chance to hit with weapons |
"Gauntlets of Might" | +6k str for duration of battle |
"Helmet of Invisibility" | can't be located |
"Crystal of Relocation" | teleport and locate players cost 0 gold |
"Orb of Learning" | +20% exp from monsters |
"Chalice of Luck" | doubles chance of drops |
"Huggle" | does nothing, just a sign of affection :) |
"Golden Orb of Enlightenment" |
also shows online players, type /g_orb2 |
"Eternal Ring" | 10% gold lost on death instead of 100% |
"Band of the Chosen" | 5% exp lost on death instead of 20% |
Housing:
The game has an Estates (housing) system. Players can own houses for the purpose
of storing
extra items, and well just owning a piece of land and being able to name it. The
Housing zone is
located at 13, 8 and is accessible to levels over 250. The
base cost to buy an estate is 20 million.
You get a 10 items stash and can heal at your estate. You can upgrade the
estate for a price, to
get more items slots in stash (upto 50), and also a custom description line and
even a flag.
You can even share a house with another player if you buy that upgrade. The
other player can
access all the functions (as in take/store items, and heal) except the change of
description, flag
and the owner names.
Temples:
In
the future, this option will play a much bigger role, but for now it offers the
following:
-Ability to remove gems from items (see removing gems)
-Ability to gain random blessings from the gods for money:
you sacrifice a million gold, and hope for the best. The chances of success are
about 7%.
You might get a random mastery boost or a free level if you are lucky.
-Temple of Shadows also has the option for converting shadow items to mystic.
There are three temples currently, Temple of Shadows is found near the University
(15, 21),
Temple of Order is found in the Dimension of Light, and Temple of Chaos is found in
the Dimension of Chaos.
Tavern:
You can find the tavern from a zone in 3, 2, Outworld. You can purchase drinks
from here. The
effect is +20% on the selected statistic for duration of one battle. You can
only have one effect
active at a time, and it does not work in duels. This zone is the only place to duel other players.
Dueling is exactly like killing another player, except that if a player dies from a duel,
no exp or gold is lost, and alignment is not gained or lost from the duel.
The tavern is level 21 to enter and has a shrine, which can be used by those who
fight in Outworld.
You can drink up to 10 drinks (of the same type) at once, but more will get
you cursed for an hour.
This means you can get stat bonuses for up to 10 battles at a time.
Clans:
A player can form a clan of their own or join an already existing clan. At
present there can be various benefits
to being in a clan. These benefits include clan bonus (such as +3 armor, +5% exp
or +50% drops), kingdom
bonuses such as kingdom mine and kingdom miscellaneous items (these are
discussed in kingdoms).
Clans can be created or joined from 2, 2 in the Royal University.
To create a clan you need to be level 300 or
higher and to join a clan you need to be level 100 or higher. To create a clan
costs 10 million gold, to join a
clan costs both the player and the clan 1 million gold each (note some clans may
ask players to pay for the clan
cost). Any player in a clan can leave at any time at the Royal University.
Clan leaders in addition have the follow options:
Second Leader � This person will also receive the leader bonus and
can accept new members and boot members
from the clan (Only the main clan leader has this option). To change the second
leader is free.
Accept Players � Accept new players, to check which players are
available you can use the clan tools link.
To accept players costs 1 million gold.
Remove Players � Allows the leader to remove players from the
clan. Removing players costs nothing.
Clan Bonus � Select what clan bonus the clan will use (the choices
are influenced by clan power). Changing the
clan bonus costs 1 million gold each time it is changed.
Clans have "power", the more power, the more different bonuses are available to
choose. Clan abilities (combat related)
are not active in duels. Clan leaders get 1.25 times the effect from
abilities. The clan power is calculated from the table
below the power of each member is added to give the total clan power:
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Below is the clan bonuses available and the minimum required to be able to
choose that desired bonus.
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Kingdoms:
(Note: still in progress, tax and
structures work, but capturing not yet).
Clans can own a portion of land knows as kingdom. Kingdoms are NOT normal zones,
there is a special
zone found at 22, 11 in the Wilderness that allows to settle kingdoms.
Only a clan leader can settle a kingdom.
Kingdoms have 3 types of structures: a defence, which serves as
protection against possible attackers,
a mine which sometimes makes you get specific extra gems, and a
miscellaneous type which has different
effects that affect combat. The level of defence you can buy depends on clan
power, so that only organized
clans can actually keep a kingdom. Anyone can attack a kingdom.
You can only have one type of mine and misc.
structure active at a time, and you have to pay full price
every time you change them.
There is a kingdom treasury and a tax %. No matter where and what you fight, a
certain part of it goes
to the kingdom, and can be taken freely by both clan leaders. Minimal tax is
1% and maximal is 99%.
Each clan can only have one kingdom, so that
everyone gets a chance to have one.
Clan defense structures in tabulated form. (Note only sentry tower can be bought
at the present time)
Defence structure |
Clan Power Needed |
Cost |
EQ Class |
Hit Points |
Wood Fence |
1 |
free |
40 |
10 M |
Sentry Tower |
30 |
1 M |
45 |
20 M |
Guard Tower |
45 |
2 M |
50 |
30 M |
Orc Fort |
60 |
4 M |
55 |
40 M |
Mystic Fort |
75 |
8 M |
60 |
50 M |
Dragon Tower |
90 |
16 M |
65 |
60 M |
Flame Stronghold |
105 |
32 M |
70 |
70 M |
Troll Fortress |
120 |
64 M |
75 |
80 M |
Frozen Keep |
135 |
128 M |
80 |
90 M |
Black Citadel |
150 |
256 M |
85 |
100 M |
Celestial Castle |
165 |
512 B |
90 |
110 M |
Chaos Keep |
180 |
1024 B |
95 |
120 M |
??? |
195 |
2048 B |
100 |
200 M |
Clan mine structures in tabulated form.
Mine Type |
Effect |
Cost |
Shallow Mine |
random */** gem |
10 M |
Deep Mine |
random */**/*** gem |
20 M |
Ancient Excavation |
random */**/*** gem, but 25% chance to have a dragon fang
or |
40 M |
Fountain of Sorrow |
random */**/*** gem, but 25% chance to have a frozen tear |
80 M |
Diamond Caves |
random diamond gem */**/*** |
160 M |
Rare Elements Facility |
the new gems |
320 M (not active yet) |
Mines produce a gem once in about every 3000 battles, no matter what and where you fight
Clan miscellaneous structures in tabulated form
Misc. Stucture |
Effect |
Cost |
Magic Barrier |
enemy
spells have 15% less chance |
10 M |
Blade Sharpener |
+20% based
on the existing hit chance, |
20 M |
Concentration Magnifier |
+30% based
on the existing cast chance, |
40 M |
Force of Friendship |
+20% based
on the existing hit chance, |
80 M |
Black Market |
sell any item for 50% more gold |
160 M |
Tracker Academy |
3x more chance for a "special" monster |
320 M |
Battle effects do not work in duels (to balance the characters who do not like clans).
Alignment represents your faction, neutral, evil or good. It mainly
affects the cost of sacrifice at different temples.
Temple of Order sacrifices cost less for those on the positive side, while
Temple of Chaos is for the evil players.
Temple of Shadows costs are same for everyone, and slightly more than others.
Sacrificing gold at a temple can change your alignment to the one of the temple
a bit.
However, the real way to change it is to kill another player. If you kill a
player with positive alignment, you will
lose 1 alignment. If you kill a player
with a negative alignment, you gain 1 alignment, unless the player is at least
a certain level. You also can get a (+/-1) alignment change from fighting monsters in some zones.
Ta'lorn and Demon Gate are known for increasing alignment, while Gem Pond
and Essence of Malice lower it.
Alignment over 99 is good and shows in chat in yellow color, while below -99 is evil and shows in dark red.
Alignments below -500 are not allowed in Ta'lorn, Dimension of Light,
Triumph Battlefields, Enchanted Forest and ToO.
Alignments above 500 are not allowed in Lair of Temptation, Dimension of
Chaos and Forest of Jewels.
What is it? | Concepts |
What is the purpose? | Differences |
Apart from the normal way of playing, where you can click an unlimited amount of time, the turn based way is limited in some aspects and extended in others.
First of all, to create a turn based char, you simply go to the login page and create a char. On the bottom of the page is now a drop down box. If you select "turn based", you create a turn based char.
So, you validated your char and you're ready to log in... just do it. It'll all be the same.
Chat is shared, so that the entire player base can talk to each other. This also means you can't have the same char name turn based and normal. You can just start clicking away...
Perhaps you'll notice a number decreasing below your name. It's the number of free turns you have. Every time you click "new fight", it goes down with one. When it's at 0, you can't fight anymore against monsters.
Fighting against players is always possible!! You can even see the normal players.
Now, as turns get depleted, they're refilled as well. Every hour, you get 45 turns with a max of 5400 turns (that's 5 days).
As time and resources are limited, it'll force you to define a better strategy for your char's development, while still maintaining a decent level of luck.
Fame is a calculation based upon your level, your gold, the number of pk's (and also the level of your opponent), the quests you do and clanpower.
It's a very powerful calculated value that'll get the top list moving faster then ever (if you buy stuff, you'll drop!!).
Fame is how turn based players are ranked.
No trade is implemented to weed out twinks, item sharing and loans. It's less problems for me, and will force you to focus on your own character.
You won't get pk'ed by twinked chars neither. Your friend won't get banned with your stuff on him/her. If you want something, you'll have to obtain it yourself.
For that purpose, smash prices in the shops are higher.
No gold exchange, apart from clan vaults. This is done to avoid people running 154865 chars for gold.
Clans will be either for turn based, or not for turn based players. This is to avoid the awarding of additional gold to turn based chars.
Don't ask for use in an online game :-). What I try to obtain is that people depend less on who they know or how much time they have.
While community counts in your fame through clanpower, you're basically on your own for the way to the top. So plan carefully, don't buy the first item you think of.
The main purpose is however to stop nagging the players in the normal version with anti-macro measures. The turn based version is a fun and different style of playing, which makes it less interesting to run macro's.
The limit on the fights you can do every day. PK'ing does not count!!
The pk system is different as a whole. If you pk a player lower then your level, you will loose the difference in lvl * 100 fame. If your target is higher, you'll win the difference in level * 1000 fame.
Apart from that, every pk is worth 1000 fame points. Which means that if you pk someone 10 levels lower, you'll get 0 points. If you pk someone 10 levels higher, you'll get 11000 points.
When killing another player, be it a normal or a turnbased one, the turnbased player receives:
- between 1 and 10% of the targetted player's gold
- fame, according to the other player's level
The targetted player looses, like before, his gold and free experience.
The gold loss is to cover the costs the Shimlar Governement makes to clean up the mess after the kill :)
Smash prices are three times higher for gems and accessories.
Drop chances are overall way higher (up to 3 times!) in TB.
The drop system itself is different as well.
- if you get a gem, you have two chances to get the higher grade (+1*) of a gem plugged in an equipped item
- if two chances aren't enough to find a gem, a random * gem is generated
- if there is a gem found and it's already ****, then it's duplicated
This means that the more gems you have equipped, and the better they are, the better your gems will be.
Concerning items, if an item drops, it'll be a DUPLICATE of ONE item you have equipped, INCLUDING the gems.
As you're so eager to get it, it's equipped straight away while your previous item is "dropped" and placed elsewhere in your inventory.
If the chosen item however is a shadow or higher, it's DUPLICATED.
Turns can drop too, in fact, if nothing else drops, you have a 1/500 chance to receive between 1 and 540 turns.
Murphy's Law in Shimlar:
Thanks to Mech Dragon
Drops: