Unique features and additional changes
Scripts
Items in loot of monsters
Item | Description | Where to find | Chance to find | |
---|---|---|---|---|
Balron's Horn | You need this to charge Fire Hand crossbow. You need this to craft Bone Penetrator, Soul Blade, Daemon Slayer. | Balron | Always | |
Crystal Ball | You need this to craft Crystall Ball of Reputation. | Balron | Seldom | |
Batwings | You need this to grind Shrink Potion. | Subterranean Mongbat | Always | |
Bloodspawn | You need this to grind Auto Doc Potion. | Blood Elemental | Always | |
Bones | You need this to craft practically all vampire armors adn weapons. | Skeleton Knight, Skeleton Mage | Always | |
Daemon Bone | You need this to craft Daemon Armor. | Daemon, Daemon Knight | Always | |
Daemon Sword | Sword, wich has damage like +5 weapon, which makes fire damage. | Daemon, Daemon Knight | Seldom | |
Daemon Teeth | You need them to craft Daemon Necklace, Daemon Bracelet, Daemon Slayer. | Balron | Always | |
Dead Wood | You need this to make many different items. | Reaper | Always | |
Dragon Blood | You need this to craft Golden weapons. | Dragons & Drakes | Always | |
Dragon eye | You need this to craft weapons of Dragon Breath, Vampire Robe, Holy Body Sash. | Dragons | Seldom | |
Dragon Meat | Grandmaster Chef can cook this. Cooked dragon meat restore amount of hitpoints which depend on your skill Taste Identification. If you have 100.0% TasteID it will restore 50 Hits. | Dragons, count Dracula | Always | |
Dragon Slayer | Very powerfull bonus against dragons | Wyrm | Seldom | |
Elements | You need this to craft Elemental Bane weapons. You can find four types of elements: earth, water, air e fire. | Earth Elemental, Water Elemental, Air Elemental, Fire Elemental | Seldom | |
Eyes of Newt | You need this to grind Mana Refresh e Total Mana Refresh. | Titan | Always | |
Fertile Dirt | You need this to plant trees | Earth Elemental, Goblins | Always | |
Gargoyle Hides | You need this to craft Gargoyle Studded Armor, Knight's Cloak, Helm Of The Leader. | Gargoyle, Stone Gargoyle | Always | |
Glacial Staff | Staff charged with spell Ice Ball | Ice Serpent | Seldom | |
Hammer of Titans | Gives you +10 Str and +15.0% of Resisting Spells skill. | Titans | Seldom | |
Lizard Sword, Lizard Spear, Lizard Mace | Weapon, like +5 weapon, wich poison the enemy sometimes. | Lizards | Seldom | |
Magic Robe & Magic Cloak | Magic clothes charged with different spells. | Any Monster | Seldom | |
Magic Water | You need this to craft lots of magic items. | Evil eye, Lord Evil eye, Liche, Liche lord | Seldom | |
Necromancer's Book | Allows to use spell Astral Projection. | Liche, Liche lord | Extremely seldom | |
Ophidian Bardiche | Suck out mana of the enemy. | Ophidian Mage, Ophidian Knight, Ophidian Warrior, Ophidian Queen | Seldom | |
Ophidian Hides | You need this to craft Ophidian Studded Armor, Helm Of The Leader, Knight's Cloak. | Ophidian Knight, Ophidian Mage, Ophidian Warrior, Ophidian Queen, Ophidian Archmage | Always | |
Orc Leader Mask | Gives you +5 Str, +15.0% Tactics and +15.0% Mace Fighting. | Orcs | Seldom | |
Orcish Lord Helm | Gives you +10 Str and +10 Dex. | Orcs | Seldom | |
Ratman Mask | Gives you +10 Dex, +10.0% Stealth and increases speed of using Hiding and Stealth if these skills are 100.0%. | Ratmans | Seldom | |
Ring of Life | It can give you hits, stamina and mana up to maximum with probability 1/3 upon death | Efreet | Seldom | |
Rock | You need this to make Stone Brick. | Ogres, Titans, Trolls, Ettins, Cyclopes | Always | |
Scorpion Hides | You need this to craft Scorpion Studded Armor, Helm Of The Leader, Knight's Cloak. | Scorpion King, Scorpion Queen, Scorpion Prince | Always | |
Scorpion Sting | You need this to grind Lethal Poison Potion, craft Scorpion weapons and Soul Blade. | Scorpion King, Scorpion Queen, Scorpion Prince | Seldom | |
Sea Serpent Hides | You need this to craft Sea Serpent Armor, Knight's Cloak | Sea Serpent, Deep Sea Serpent, Sea Monster | Always | |
Serpent's Scales | You need this to craft Wired Serpent's Scales | Ice Serpent, Lava Serpent, Giant Serpent | Always | |
Silver Blood | You need this to craft Silver weapons, some items for paladins. | Silver Drake, Silver Serpent | Always | |
Spider Wire | You need this to craft Spider Bow. | Spiders | Seldom | |
Staff of Air | Makes damage with spell Lightning. | Air Elemental | Seldom | |
Staff of Earth | The enemy will have stamina 0 with critical of this weapon. | Earth Elemental | Seldom | |
Staff of Fire | Makes damage with spell Flame Strike. | Fire Elemental | Seldom | |
Staff of Water | Sometimes poison the enemy | Water Elemental. | Seldom | |
Statues of Monsters | Statues of monsters, which speak if you make double click on them. | All Monsters | Seldom | |
Tattered Treasure Map | You need this to find treasure. | All Monsters | Seldom | |
Troll Beads | Restores Hits, Mana and Stamina. This item doesn't regen stamina to vampires. | Trolls | Seldom |
Items that you can craft
Item | Description | Skill | |
---|---|---|---|
Wizard's Hat | Gives you +15.0% Evaluating Intelligence, +20.0% Magery and +50 Int. You need 100.0% Evaluating Intelligence to equip this. | Tailoring | |
Shroud | Gives you +30.0% Meditation, +25.0% Resisting Spells. Replenishes every two seconds 10 mana. You need 100.0% Resisting Spells to equip this. | Tailoring | |
Thieves Cloak | Gives you +25.0% Stealth, +20.0% Snooping and +20 Dex. You need 100.0% Begging to equip this. | Tailoring | |
Elven Cloak | Gives you +10.0% Archery and +10 Dex. You need 100.0% Archery to equip this. | Tailoring | |
Elven Gloves | Gives you +10.0% Archery and +10 Dex. You need 100.0% Archery to equip this. | Tailoring | |
Knight's Cloak | Gives you +10.0% Parrying. | Tailoring | |
Helm of The Leader | Gives you +20.0% Tactics, +20 Str and increases speed of using skill Detecting Hidden if you are grandmaster in this skill. You need 100.0% Tracking to equip this. | Tailoring | |
Full Apron of Abyss | Gives you +30.0% Blacksmithing. You need Blacksmithing more than 70.0% to equip this. | Tailoring | |
Bandana of Abyss | Gives you +30.0% Alchemy. You need Alchemy more than 70.0% to equip this. | Tailoring | |
Sea Serpent Studded Armor | Armor crafted from Sea Serpent Hides, which gives you 5-30.0% Resisting Spells. Armor class - 55. | Tailoring | |
Scorpion Studded Armor | Armor crafted from Scorpion Hides. Armor class - 65. | Tailoring | |
Ophidian Studded Armor | Armor crafted from Ophidian Hides. Armor class - 60. | Tailoring | |
Gargoyle Studded Armor | Armor crafted from Gargoyle Hides Armor class - 55. | Tailoring | |
Serpent Armor | Magic Armor, which cures you from poison, but only when you equip full armor.Armor class - 50. | Blacksmithing | |
Vampire Robe | Robe of Vampires, which gives you +10.0% Tactics, +10.0% Swordsmanship, 5 Str and 5 Dex. Robe is newbie. Only Vampires can equip this. | Tailoring | |
Holy Body Sash | Invulnerable paladin's body sash gives 20.0% Parrying skill, 10.0% Healing skill, 10.0% Meditation skill, 10 Str, 30 Int. Body sash is newbie. Can be wear only by paladins. | Tailoring | |
Abysscycles | Circus one-wheeled bicycles on which it is possible to move. | Tinkering | |
Unlimited Recall Rune | Magic rune with unlimited charges. After marking rune you must pick it up one time. | Tinkering | |
Daemon Armor | Magic Armor, which protects you with Reactive Armor spell, but only when you equip full armor. Armor class - 60. | Tinkering | |
Daemon Necklace | Magic Necklace, wich gives you 5 Str and regenerates hits. If you wear it with Daemon Bracelet, it regenerates more hits. | Tinkering | |
Daemon Bracelet | Magic Bracelet, with gives you 5 Str and +15.0% Healing. | Tinkering | |
Newbie Key Ring | Newbie Keyring for keys. | Tinkering | |
Crystal Ball of Reputation | Shows your Karma, Fame, Kills, Food, Necromancy skill. | Tinkering | |
Magic Pickaxes | Magic pickaxes which give you + Mining. Crystal Pickaxe - 1.0% Mining Scorpion Pickaxe - 1.5% Mining Berserker Pickaxe - 2.0% Mining First Blood Pickaxe - 2.5% Mining Acid Maniac Pickaxe - 3.0% Mining Reptile Pickaxe - 4.0% Mining Mytheril Pickaxe - 4.5% Mining Black Rock Pickaxe - 5.0% Mining Titanium Pickaxe - 6.0% Mining Pickaxe of Fire - 7.0% Mining Pickaxe of Heaven - 8.0% Mining Pickaxe of Abyss - 10.0% Mining |
Tinkering | |
Magic Axes | Magic hatchets which give you + Lumberjacking. Elven Hatchet - 1.0% Lumberjacking Sandwood Hatchet - 1.5% Lumberjacking Amarant Hatchet - 2.0% Lumberjacking Ice Hatchet - 4.0% Lumberjacking Mouldy Hatchet - 4.5% Lumberjacking Obsidian Hatchet - 6.0% Lumberjacking Angelic Hatchet - 7.0% Lumberjacking |
Tinkering | |
Magic Fishing Poles | Magic fishing poles which give you + Fishing. Obsidian Fishing Pole - 1.0% Fishing Angelic Fishing Pole - 2.0% Fishing Fishing Pole of Water - 3.0% Fishing Fishing Pole of Air - 4.0% Fishing Fishing Pole of Fire - 5.0% Fishing |
Carpentry | |
Solar Staff | This weapon has damage bonus against drakes & dragons. | Carpentry | |
Ghost Staff | This weapon has damage bonus against undeads. | Carpentry | |
Staff of Air | Makes damage with spell Lightning. | Carpentry | |
Staff of Fire | Makes damage with spell Flame Strike. | Carpentry | |
Staff of Water | Sometimes poison the enemy | Carpentry | |
Armor of Water | Armor crafted from water ingots. Gives you full immune to fire. Must be GM Magic Resistance to wear it. Armor class - 60. | Blacksmithing | |
Crystal Weapons | Weapon crafted from Crystal Ingots and having damage like +3 weapon. | Blacksmithing | |
First Blood Weapons | Weapon crafted from First Blood Ingots and having damage like +5 weapon. | Blacksmithing | |
Mytheril Weapons | Weapon crafted from Mytheril Ingots and having damage like +7 weapon. | Blacksmithing | |
Silver Weapons | These weapons have damage bonus against undeads and vampires and having damage like +5 weapon.. | Blacksmithing | |
Golden Weapons | These weapons have damage bonus against drakes & dragons and having damage like +5 weapon. | Blacksmithing | |
Elemental Bane Weapons | These weapons have damage bonus against all elementals and having damage like +5 weapon. | Blacksmithing | |
Scorpion Weapons | These weapons have damage bonus against all scorpions and having damage like +7 weapon, also can poison the enemy. | Blacksmithing | |
Dragon Breath Weapons | Weapons, which are like +5 weapon, making damage with fire. You need Resisting Spells 100.0% to equip this. Have damage bonus against reaper, elder reaper, kraken, swamp tentacles, corpser. | Blacksmithing | |
Daemon Slayer | Magical Kryss with damage bonus against all daemons and having damage like +5 weapon. | Blacksmithing | |
Soul Blade | Sword, wich is like +5 weapon. Poisones the enemy with Greater poison with chance 1/10. You can equip this only if you have more than 3000 fame. Weapon has big bonus against players who are protected with bless spell. Weapon has bonus against paladins. Only Vampires can equip this. | Blacksmithing | |
Exorcist | Viking Sword, which is like +7 weapon. You can equip this only if you have more than 3000 fame. Weapon has bonus against undeads and vampires. Only Paladins can equip this. | Blacksmithing | |
Undead Basher | Mace, which is like +5 weapon. You can equip this only if your fame is more than 3000. Each hit gives you 20 Mana. Weapon has big bonus against undeads and vampires. Only Paladins can equip this. | Blacksmithing | |
Ancient Dragon Armor | Magic Armor which gives you protection against Paralize Field, but only if you equip full armor. Armor class - 45. | Fishing | |
Bone Penetrator | Bow, which is like +5 weapon. You can equip this only if you have more than 2000 fame. Each hit gives you 10 Hits. Weapon has big bonus against players protected by bless spell. Only Vampires can equip this. | Bowcraft | |
Spider Bow | Magic bow, which shoot using web, sometimes poison the enemy and knocks of the enemy's stamina and having damage like +7 weapon. | Bowcraft | |
Elven Bow | Gives you +10.0% Archery, +15.0% Tactics. | Bowcraft | |
Elven Crossbow | Gives you +15.0% Archery, +20.0% Tactics. | Bowcraft | |
Elven Heavy Crossbow | Gives you +20.0% Archery, +25.0% Tactics. | Bowcraft | |
Fire Hand | Crossbow, which is like +5 weapon. You can enchant it with Balron's Horn to increase the chanse of Critical Hit. | Bowcraft | |
Auto Doc Potion | Regenerates Hits. | Alchemy | |
Silver Fish Potion | Restores 10 Mana. You can drink it without time-out. | Alchemy | |
Golden Fish Potion | Restores 10 Mana, cast Protection & Bless spells on you, restores stamina. You can drink it without time-out if you are not protected yet by Protection or Bless spells. | Alchemy |
Houses and Rafts
Basic:
A person skilled in Tinkering can make a special item called a newbie Key Ring, that will stay in your backpack after death. To take they keys off the Key
Ring, double click on the key ring, and click with the crosshair on itself. Do not lock down stackable items to the floor, for there is a great possibility
that you will lose those items.
House Ownership:
Houses are made by a person skilled in the field of Carpentry. Only the owner and freinds of the house have access to the locked down containers (Read
further on how to add freinds to the house).
KEYS:
Keys are made by a person skilled in Tinkering. All the keys on the shard are NOT newbie, they will stay in the corpse after death.
HOUSE OWNERSHIP MENU:
To open the house ownership menu double click on the brass sign of the house. Only the person who placed the house, or the person to whom the ownership was
transfered (read more about that in the "Transfer House" section), has access to the house ownership menu. At this moment, the house ownership menu provides
you with these options:
Change sign: allows you to change the look of your brass sign to one of the 28 types. This service is free.
Get a copy of key: allows you to instantly receive a copy of the house key. The cost of this service is 500 gp.
Transfer House: allows you to instantly transfer the rights to the house to any other player.
Demolish House: allows you to turn the house back into a deed. Folding the house will delete all the items currently locked down to it. Don't forget to unlock them! This service will cost you 10000 gp.
House Friends: allows you to add the maximum of two house friends. Read above about who are the house friends. This service is free.
FENCES AND GATES:
Fences are made by Black Smiths and Carpenters. There are two types of fences - wooden and iron. To lock down the fence you need to double click on the
house key and click on the fence with the crosshair. You have to be in the range of one sqare from the fence. You can only lock down the fence if you have
the house key of the house which is placed on the territoty you're placing the fence on. To install a gate, place it on the ground, lock it down like the
fence and double click on it. The key from the gate will be placed in your backpack. At this moment anly Game Masters can delete the fence.
SAFES:
Safes and the keys for them can be made by a preson skilled in Tinkering. To install a safe, first lock it down with the house key. Then double click on
the safe key and click on the locked down safe with the crosshair. You can use the safe now. To open a safe, double click on te safe key for it. Safe keys
are newbie. The most copies of a safe key you can make is three.
Raft Ownership:
Rafts can be crafted by a skilled Carpenter. If you die on a raft that is in motion, your corpse will stay on the raft and not in the water.
KEYS:
Keys are made by a person skilled in Tinkering. All the raft keys on the shard are NOT newbie, after your death they will stay in the corpse. If you have
lost your raft, go to the market, zoo, or museum, double click on your raft key and click with the crosshair on yourself. You will be then instantly
teleported on the raft the key was for. The cost of this service is 1000 gp.
RAFT OWNERSHIP MENU:
To open the raft ownership menu you need to double click on the raftsman. Sometimes rafts go in shallow waters and get destroyed. You can
only access the raft ownership menu is the tiller man is present. If he's absent, the raft will not be refunded or reconstructed. raft ownership menu is
only available only to the person that placed the raft, or to the person the rights to the raft were transfered to (read more about it in "Tansfer Raft"
section). At the moment, the raft ownership menu provides you with these options:
Get a copy of key: allows you to instantly receive a copy of a raft key. This service will cost you 500 gp.
Transfer Raft: allows you to instantly transfer the ship ownership rights to any other player.
Demolish Raft: allows you to turn the raft back into a deed. The cost of this service is 2000 gp.
A person skilled in Tinkering can make a special item called a newbie Key Ring, that will stay in your backpack after death. To take they keys off the Key
Ring, double click on the key ring, and click with the crosshair on itself. Do not lock down stackable items to the floor, for there is a great possibility
that you will lose those items.
House Ownership:
Houses are made by a person skilled in the field of Carpentry. Only the owner and freinds of the house have access to the locked down containers (Read
further on how to add freinds to the house).
KEYS:
Keys are made by a person skilled in Tinkering. All the keys on the shard are NOT newbie, they will stay in the corpse after death.
HOUSE OWNERSHIP MENU:
To open the house ownership menu double click on the brass sign of the house. Only the person who placed the house, or the person to whom the ownership was
transfered (read more about that in the "Transfer House" section), has access to the house ownership menu. At this moment, the house ownership menu provides
you with these options:
Change sign: allows you to change the look of your brass sign to one of the 28 types. This service is free.
Get a copy of key: allows you to instantly receive a copy of the house key. The cost of this service is 500 gp.
Transfer House: allows you to instantly transfer the rights to the house to any other player.
Demolish House: allows you to turn the house back into a deed. Folding the house will delete all the items currently locked down to it. Don't forget to unlock them! This service will cost you 10000 gp.
House Friends: allows you to add the maximum of two house friends. Read above about who are the house friends. This service is free.
FENCES AND GATES:
Fences are made by Black Smiths and Carpenters. There are two types of fences - wooden and iron. To lock down the fence you need to double click on the
house key and click on the fence with the crosshair. You have to be in the range of one sqare from the fence. You can only lock down the fence if you have
the house key of the house which is placed on the territoty you're placing the fence on. To install a gate, place it on the ground, lock it down like the
fence and double click on it. The key from the gate will be placed in your backpack. At this moment anly Game Masters can delete the fence.
SAFES:
Safes and the keys for them can be made by a preson skilled in Tinkering. To install a safe, first lock it down with the house key. Then double click on
the safe key and click on the locked down safe with the crosshair. You can use the safe now. To open a safe, double click on te safe key for it. Safe keys
are newbie. The most copies of a safe key you can make is three.
Raft Ownership:
Rafts can be crafted by a skilled Carpenter. If you die on a raft that is in motion, your corpse will stay on the raft and not in the water.
KEYS:
Keys are made by a person skilled in Tinkering. All the raft keys on the shard are NOT newbie, after your death they will stay in the corpse. If you have
lost your raft, go to the market, zoo, or museum, double click on your raft key and click with the crosshair on yourself. You will be then instantly
teleported on the raft the key was for. The cost of this service is 1000 gp.
RAFT OWNERSHIP MENU:
To open the raft ownership menu you need to double click on the raftsman. Sometimes rafts go in shallow waters and get destroyed. You can
only access the raft ownership menu is the tiller man is present. If he's absent, the raft will not be refunded or reconstructed. raft ownership menu is
only available only to the person that placed the raft, or to the person the rights to the raft were transfered to (read more about it in "Tansfer Raft"
section). At the moment, the raft ownership menu provides you with these options:
Get a copy of key: allows you to instantly receive a copy of a raft key. This service will cost you 500 gp.
Transfer Raft: allows you to instantly transfer the ship ownership rights to any other player.
Demolish Raft: allows you to turn the raft back into a deed. The cost of this service is 2000 gp.
Murders and criminals
Criminal:
You can be criminal by 2 ways:
when you are criminal for all or when you a criminal for one man.
If you a criminal for all, you will have a Criminal sign before your name.
Any criminal status holding no more then 5 minutes.
Criminal for all: you'll became a criminal for all if you'll
cast any good spell on a criminal or a murderer or will try to heal them
by bandages, if you'll loot a player with blue highlight or gray highlight
(only if he is not a criminal), if you'll kill a player with blue highlight
or with gray highlight (not a criminal).
Criminal for chosen ones: There are a 2 types of this. When player can call guards on you and when he can attack you and you couldn't call guards. Often, the 2nd type always goes with 1st type. If a player is a criminal for you, you can kill, loot, snoop wherever you want and where you wantand he will not call a guards on you. 1st Criminal type for chosen ones can be owned by next way: attack a player with blue highlight, snoop a player with blue highlight by use Snooping skill. 2nd Criminal type for chosen ones can be owned, if you'll attack a player with gray or brown name highlight, snoop a player with gray or brown highlight by use Snooping skillKills:Kills are allowed anywhere and anyway if this is not a bug way. Player will gain murder status after 3 kills. Kills giving for killing gray and blue by carma players. If kills count will be more than 2, then your name highlight will be red and you'll gain Murdere sign before your name. Players with red highlight name will be killing by guards in a guard zone. You lose 1 kill after 16 hours online or 8 hours if Professional Pack is connected.
Murders:
Murding is allow anywhere and anyway you want, which can't be determine as a bug. "Murder" status will be giving to player after 3 kills. Kills are giving for killing gray and blue players (by carma). If kills counter will be more than 3, then your name highlight will be red and you will gain Murderer sign before your name. Players with red name highlight are killing by guards in a guard zone of towns. Each kill removes from "kills counter" every 16 hours online (8 hours for "Professional" packet users).
You can be criminal by 2 ways:
when you are criminal for all or when you a criminal for one man.
If you a criminal for all, you will have a Criminal sign before your name.
Any criminal status holding no more then 5 minutes.
Criminal for all: you'll became a criminal for all if you'll
cast any good spell on a criminal or a murderer or will try to heal them
by bandages, if you'll loot a player with blue highlight or gray highlight
(only if he is not a criminal), if you'll kill a player with blue highlight
or with gray highlight (not a criminal).
Criminal for chosen ones: There are a 2 types of this. When player can call guards on you and when he can attack you and you couldn't call guards. Often, the 2nd type always goes with 1st type. If a player is a criminal for you, you can kill, loot, snoop wherever you want and where you wantand he will not call a guards on you. 1st Criminal type for chosen ones can be owned by next way: attack a player with blue highlight, snoop a player with blue highlight by use Snooping skill. 2nd Criminal type for chosen ones can be owned, if you'll attack a player with gray or brown name highlight, snoop a player with gray or brown highlight by use Snooping skillKills:Kills are allowed anywhere and anyway if this is not a bug way. Player will gain murder status after 3 kills. Kills giving for killing gray and blue by carma players. If kills count will be more than 2, then your name highlight will be red and you'll gain Murdere sign before your name. Players with red highlight name will be killing by guards in a guard zone. You lose 1 kill after 16 hours online or 8 hours if Professional Pack is connected.
Murders:
Murding is allow anywhere and anyway you want, which can't be determine as a bug. "Murder" status will be giving to player after 3 kills. Kills are giving for killing gray and blue players (by carma). If kills counter will be more than 3, then your name highlight will be red and you will gain Murderer sign before your name. Players with red name highlight are killing by guards in a guard zone of towns. Each kill removes from "kills counter" every 16 hours online (8 hours for "Professional" packet users).
Looting
Basic:
You can loot NPCs anywhere. Reasons for you to get a criminal status were told in the "Criminals and Killers" section.
Player looting:
If you name has a title "the Newbie", you can NOT loot a corpse of any one except for people with a "Murderer" header. The Snooping skill will be needed to
loot corpses with blue, grey, red or brown name. With Snooping at 100.0% you will open the corpse on the first try. If it's lower, you would have to spend
some time trying to get in the corpse. Every time you try to open a corpse with blue, grey or brown name you will loose 100 karma. The lowest amout of karma
you can get this way is -2000.
Guard Zone: Only the owner of the corpse, a guildmate of the owner, and the killer can loot it instantly. In 15 minutes the corpse will be lootable by
everybody.
Territory where dealing damage is imposible: the corpse can be looted only by the owner.
Other territory: first 30 seconds of the corpse only the killer, the owner and the guildmate of the owner can loot the corpse. After that any one can loot
it.
Looting a player with "the Newbie" ttitle: only the owner of the corpse can loot it.
You can loot NPCs anywhere. Reasons for you to get a criminal status were told in the "Criminals and Killers" section.
Player looting:
If you name has a title "the Newbie", you can NOT loot a corpse of any one except for people with a "Murderer" header. The Snooping skill will be needed to
loot corpses with blue, grey, red or brown name. With Snooping at 100.0% you will open the corpse on the first try. If it's lower, you would have to spend
some time trying to get in the corpse. Every time you try to open a corpse with blue, grey or brown name you will loose 100 karma. The lowest amout of karma
you can get this way is -2000.
Guard Zone: Only the owner of the corpse, a guildmate of the owner, and the killer can loot it instantly. In 15 minutes the corpse will be lootable by
everybody.
Territory where dealing damage is imposible: the corpse can be looted only by the owner.
Other territory: first 30 seconds of the corpse only the killer, the owner and the guildmate of the owner can loot the corpse. After that any one can loot
it.
Looting a player with "the Newbie" ttitle: only the owner of the corpse can loot it.
Treasure Hunting
General:
Tattered treasure maps can be found in any type of a monster. After finding map you have 12 hours to find and dig treasure out. After map's deciphering you have 4 hours to dig it out. If you'll don't do that in time, the map and the treasure will be disappeared. After 6 hours the maps get "old" sign.
Map's deciphering:
Maps of a 1st level can be deciphered even if skill Cartography is 0. For decipher maps of a 2nd level you need skill Cartography equal to 60%, for 3rd level maps-75% Cartography, for 4 level maps - 90.0% of skill Cartography. 5 level maps can only be deciphered if your Cartography skill is 100.0%.
Searching for treasure:
After maps' decipher you have to find where the treasure is by map and go to that location.
Treasure dig out:
Treasure can be dig out only by player with map. You also need a shovel or a pickaxe for that. The chest with treasure is under ground and you can't see it. To start digging treasure you must double click on a position wich showing at your treasure map. This stage in a treasure hunting is most difficult then others, only players with a great patience can complite it. When you'll find a treasure, there are 3 monster will be respawned ( monster's power depends on level of a treasure ). You have to kill all monsters and use Lockpicking skill on a chest to open it. You have only 1.5 hours to open chest and kill all monsters. After killing of all monsters, guarding the treasure you will gain access to chest.
Treasures:
1st level treasure: 300-500 gold, reagents of each type 30-50, sometimes weapon of ruin, sometimes armor of defense, magic ingots.
2nd level treasure: 700-1000 gold, reagents of each type 80-100, magic clothe, weapon of ruin, sometimes weapon of might, armor of defense, sometimes armor of guarding.
magic ingots.
3rd level treasure: 2000-3000 gold, reagents of each type 150-200, 2 magic clothes, very seldom magic water, seldom diamond, Seldom dye with 1 charge, 10-20 Dragon or Silver blood, weapon of might, sometimes weapon of force, armor of guarding, sometimes armor of hardening, very seldom Magic Water.
4th level treasure: 5000-7000 gold, reagents of each type 250-300, 3 magic clothes, seldom magic water, sometimes diamond, Seldom dye with 3 charges, 30-40 Dragon or Silver blood, weapon of force, sometimes weapon of power, armor of hardening, sometimes armor of fortification, colored horse, seldom Magic Water.
5th level treasure: 10000-15000 gold, reagents of each type 400-500, 4 magic clothes, sometimes magic water, diamond, Seldom dye with 6 charges, 50-100 Dragon or Silver blood, weapon of power, seldom weapon of vanquishing, armor of fortification, sometimes armor of invulnerability, mustang, sometimes Magic Water.
Treasure guards:
1st level treasure: 6 monsters from the following list - Corpser, Spectre, Skeleton.
2nd level treasure: 6 monsters from the following list - Zombie, Orc, Harpy, Lizard Man, Terathan Drone, Imp, Lava Serpent.
3rd level treasure: 6 monsters from the following list - Ogre, Ettin, Gargoyle, Gazer, Troll, Ophidian Warrior, Wyvern, Stone Harpy, Mummy, Efreet.
4th level treasure: 6 monsters from the following list - Dragon, Titan, Blood Elemental, Ogre Lord, Liche Lord, Poison Elemental.
5th level treasure: 6 monsters from the following list - Ancient Wyrm, Balron.
Lockpicking:
You need any size of Lockpicking skill to open 1st level treasure chest.
You need your Lockpicking skill not lesser than 30.0% to open 2nd level treasure chest.
You need your Lockpicking skill not lesser than 60.0% to open 3nd level treasure chest.
You need your Lockpicking skill not lesser than 80.0% to open 4th level treasure chest.
You need your Lockpicking skill not lesser than 100.0% to open 5th level treasure chest.
Tattered treasure maps can be found in any type of a monster. After finding map you have 12 hours to find and dig treasure out. After map's deciphering you have 4 hours to dig it out. If you'll don't do that in time, the map and the treasure will be disappeared. After 6 hours the maps get "old" sign.
Map's deciphering:
Maps of a 1st level can be deciphered even if skill Cartography is 0. For decipher maps of a 2nd level you need skill Cartography equal to 60%, for 3rd level maps-75% Cartography, for 4 level maps - 90.0% of skill Cartography. 5 level maps can only be deciphered if your Cartography skill is 100.0%.
Searching for treasure:
After maps' decipher you have to find where the treasure is by map and go to that location.
Treasure dig out:
Treasure can be dig out only by player with map. You also need a shovel or a pickaxe for that. The chest with treasure is under ground and you can't see it. To start digging treasure you must double click on a position wich showing at your treasure map. This stage in a treasure hunting is most difficult then others, only players with a great patience can complite it. When you'll find a treasure, there are 3 monster will be respawned ( monster's power depends on level of a treasure ). You have to kill all monsters and use Lockpicking skill on a chest to open it. You have only 1.5 hours to open chest and kill all monsters. After killing of all monsters, guarding the treasure you will gain access to chest.
Treasures:
1st level treasure: 300-500 gold, reagents of each type 30-50, sometimes weapon of ruin, sometimes armor of defense, magic ingots.
2nd level treasure: 700-1000 gold, reagents of each type 80-100, magic clothe, weapon of ruin, sometimes weapon of might, armor of defense, sometimes armor of guarding.
magic ingots.
3rd level treasure: 2000-3000 gold, reagents of each type 150-200, 2 magic clothes, very seldom magic water, seldom diamond, Seldom dye with 1 charge, 10-20 Dragon or Silver blood, weapon of might, sometimes weapon of force, armor of guarding, sometimes armor of hardening, very seldom Magic Water.
4th level treasure: 5000-7000 gold, reagents of each type 250-300, 3 magic clothes, seldom magic water, sometimes diamond, Seldom dye with 3 charges, 30-40 Dragon or Silver blood, weapon of force, sometimes weapon of power, armor of hardening, sometimes armor of fortification, colored horse, seldom Magic Water.
5th level treasure: 10000-15000 gold, reagents of each type 400-500, 4 magic clothes, sometimes magic water, diamond, Seldom dye with 6 charges, 50-100 Dragon or Silver blood, weapon of power, seldom weapon of vanquishing, armor of fortification, sometimes armor of invulnerability, mustang, sometimes Magic Water.
Treasure guards:
1st level treasure: 6 monsters from the following list - Corpser, Spectre, Skeleton.
2nd level treasure: 6 monsters from the following list - Zombie, Orc, Harpy, Lizard Man, Terathan Drone, Imp, Lava Serpent.
3rd level treasure: 6 monsters from the following list - Ogre, Ettin, Gargoyle, Gazer, Troll, Ophidian Warrior, Wyvern, Stone Harpy, Mummy, Efreet.
4th level treasure: 6 monsters from the following list - Dragon, Titan, Blood Elemental, Ogre Lord, Liche Lord, Poison Elemental.
5th level treasure: 6 monsters from the following list - Ancient Wyrm, Balron.
Lockpicking:
You need any size of Lockpicking skill to open 1st level treasure chest.
You need your Lockpicking skill not lesser than 30.0% to open 2nd level treasure chest.
You need your Lockpicking skill not lesser than 60.0% to open 3nd level treasure chest.
You need your Lockpicking skill not lesser than 80.0% to open 4th level treasure chest.
You need your Lockpicking skill not lesser than 100.0% to open 5th level treasure chest.
Vendors
General:
Everyone can buy vendor on a market by finding an empty table and double click on it. The cost of a vendor is 3.000.000 gp. At the same time vendor has 500 gp. You must have "Professional" pack to own vendor.
Commands for operating vendor:
Cash - get money from vendor's bill.
Price - set price for selling item.
Buy - open vendor's price list.
Status - showing the status of your bill.
Selling items:
You put the item you wish to sell in a vendor. After that you should say "buy" - the price list will be open ( item price there will be with a large amount if zeros. This won't allow steal your item from vendor by anyone while you setting price ), say price and target an item in your price list ( If you want to sell items in a bag you should use a bag rename tools and rename bug with a name of items in it ).
Warning: before saying comands to vendor you must close all trade windows and use skill hiding for invisibility state. Other way you may lose yours gp or items.
Important:
Every hour of a real time a 500 gp removing from your bank. You should have them or vendor will be deleted.
Deny to move vendor anywhere. Deny to sell empty bags, bags with uncomplete items, bags with broken goods.
Everyone can buy vendor on a market by finding an empty table and double click on it. The cost of a vendor is 3.000.000 gp. At the same time vendor has 500 gp. You must have "Professional" pack to own vendor.
Commands for operating vendor:
Cash - get money from vendor's bill.
Price - set price for selling item.
Buy - open vendor's price list.
Status - showing the status of your bill.
Selling items:
You put the item you wish to sell in a vendor. After that you should say "buy" - the price list will be open ( item price there will be with a large amount if zeros. This won't allow steal your item from vendor by anyone while you setting price ), say price
Warning: before saying comands to vendor you must close all trade windows and use skill hiding for invisibility state. Other way you may lose yours gp or items.
Important:
Every hour of a real time a 500 gp removing from your bank. You should have them or vendor will be deleted.
Deny to move vendor anywhere. Deny to sell empty bags, bags with uncomplete items, bags with broken goods.
Chaos and Order
General:
Every guild can choose 3 ways Neutral, Chaos and Order. Neutral don't give any pluses or minuses for guild and all of it members. If your guild Chaos or Order you will have an additional abbreviation after guild's abbreviation and the full abbreviation will be: [Guildname][Chaos] or [Guildname][Order].
Shields:
Members of Chaos or Order guilds can gain an Order or Chaos shield. For this you should go to a guard and say "shield". After that he will give you for 10.000 gp newbie undestroyable Chaos or Order shield ( depending from your guild aligment ). Only you can wear this shield. You can dye this shield spending 3 charges of Seldom dye.
Battle actions:
Chaos against Order and Order against Chaos: Chaos can attack and kill Order and Order can attack and kill Chaos in any place where damage is possible. Player will not give a murder status and will not get a kill. After attacking in a gaurd zone guards can't be called on you.
Chaos against Chaos and Order against Order: For killing you will gain a murder status and 1 kill. For attack in a guard zone guards can be called on you.
Every guild can choose 3 ways Neutral, Chaos and Order. Neutral don't give any pluses or minuses for guild and all of it members. If your guild Chaos or Order you will have an additional abbreviation after guild's abbreviation and the full abbreviation will be: [Guildname][Chaos] or [Guildname][Order].
Shields:
Members of Chaos or Order guilds can gain an Order or Chaos shield. For this you should go to a guard and say "shield". After that he will give you for 10.000 gp newbie undestroyable Chaos or Order shield ( depending from your guild aligment ). Only you can wear this shield. You can dye this shield spending 3 charges of Seldom dye.
Battle actions:
Chaos against Order and Order against Chaos: Chaos can attack and kill Order and Order can attack and kill Chaos in any place where damage is possible. Player will not give a murder status and will not get a kill. After attacking in a gaurd zone guards can't be called on you.
Chaos against Chaos and Order against Order: For killing you will gain a murder status and 1 kill. For attack in a guard zone guards can be called on you.
Bag rename tools
General:
Necessity in bag renaming is caused by selling many items in one time. Bags are using for this. To decribe what in a bag you should put runes or books and change they names to names of bag's items. To simplify this problem there are a Bags Rename Tool in a game wich allows to get bags any names, giving selling items names and they prices.
Where get a tool:
Bag Rename Tool can be crafted by a Carpenter.
Use of a tool:
1. Setting a new name: to enter a new name you should doubleclick on a tool, then click on it again. There will be a menu, where you should type letters by mouse.
2. Changing bag's name: to change a bag's name you should doubleclick on a tool, and then click on a bag. The bag should be in your backpack.
3. Value of menu buttons:
Clear - complete clear the text field.
Exit - exit from the text field without saving a text.
Store - save current text and exit from text field.
Rename Bag - changing the name of a bag from text field.
caps Lock - switch large/small letters.
Space - switch trigger wich make a next letter type with space before it (only for one symbol).
Necessity in bag renaming is caused by selling many items in one time. Bags are using for this. To decribe what in a bag you should put runes or books and change they names to names of bag's items. To simplify this problem there are a Bags Rename Tool in a game wich allows to get bags any names, giving selling items names and they prices.
Where get a tool:
Bag Rename Tool can be crafted by a Carpenter.
Use of a tool:
1. Setting a new name: to enter a new name you should doubleclick on a tool, then click on it again. There will be a menu, where you should type letters by mouse.
2. Changing bag's name: to change a bag's name you should doubleclick on a tool, and then click on a bag. The bag should be in your backpack.
3. Value of menu buttons:
Clear - complete clear the text field.
Exit - exit from the text field without saving a text.
Store - save current text and exit from text field.
Rename Bag - changing the name of a bag from text field.
caps Lock - switch large/small letters.
Space - switch trigger wich make a next letter type with space before it (only for one symbol).
Buying machine
Rules of owning and using a buying machine:
Any player can own a buying machine. When you own machine, you loose 100gp from your bank account each hour. It is neccesary to have them, othwerise your machine will be removed.
For setting type of buying resource you should click on a machine and target money in your backpack. Maximum amount of gold loading into a machine is 30.000. If there is a money lesser then 30.000 gp in a stock then the whole amount will be load into a machine, if it is more, then 30.000 will be load.Money loading into a machine can be ONLY after it complete unload.
After money loading into a machine there will be an image of buying resource and the menu where you can choose a resource you want to buy, by choosing one you go then to a menu of a buying price. Price is setting by + and - buttons to raise or down it.
In case that there is a buying resources or a gold in a machine, after using it there will be a menu of unloading bought resource. To get it you must click on a bag nearby showing amount of bought resources. Also, there is showing an amount of goods wich will be unload.Also, there is a delete button, by this button you can unload resources and reset type of buying resource. You can change type of buying resource ONLY if your machine is completely unload. When there is no money left in a machine, it becomes red color and if will be deleted after 2 days if you don't get all resources which it has.
ALL RESOURCES AFTER IT UNLOADING ARE FALLING INTO A BACKPACK IN AMOUNT WHICH ALLOW PLAYER TO MOVE.
To sell resource to machine you must use it and then target at resource in your backpack. After that you will get money, the amount depends on resource cost setting by owner of a machine and how much items you've sold.
Color indication:
Yellow color - machine doesn't has an owner and can be used by any player according to rules.
White color - machine has been loading by money and buying resource.
Blue color - machine is operating by it's owner at the moment.
Red color - There is no more money in a macnine, it should be loaded with more gold or unload.
Black color - machine don't has any resources and will be free after 5 minutes.
Clicking on a machine showing it's owner and how much 1 item cost.
Clicking on a resource showing how much of this item can be sold to a machine at this moment.
Any player can own a buying machine. When you own machine, you loose 100gp from your bank account each hour. It is neccesary to have them, othwerise your machine will be removed.
For setting type of buying resource you should click on a machine and target money in your backpack. Maximum amount of gold loading into a machine is 30.000. If there is a money lesser then 30.000 gp in a stock then the whole amount will be load into a machine, if it is more, then 30.000 will be load.Money loading into a machine can be ONLY after it complete unload.
After money loading into a machine there will be an image of buying resource and the menu where you can choose a resource you want to buy, by choosing one you go then to a menu of a buying price. Price is setting by + and - buttons to raise or down it.
In case that there is a buying resources or a gold in a machine, after using it there will be a menu of unloading bought resource. To get it you must click on a bag nearby showing amount of bought resources. Also, there is showing an amount of goods wich will be unload.Also, there is a delete button, by this button you can unload resources and reset type of buying resource. You can change type of buying resource ONLY if your machine is completely unload. When there is no money left in a machine, it becomes red color and if will be deleted after 2 days if you don't get all resources which it has.
ALL RESOURCES AFTER IT UNLOADING ARE FALLING INTO A BACKPACK IN AMOUNT WHICH ALLOW PLAYER TO MOVE.
To sell resource to machine you must use it and then target at resource in your backpack. After that you will get money, the amount depends on resource cost setting by owner of a machine and how much items you've sold.
Color indication:
Yellow color - machine doesn't has an owner and can be used by any player according to rules.
White color - machine has been loading by money and buying resource.
Blue color - machine is operating by it's owner at the moment.
Red color - There is no more money in a macnine, it should be loaded with more gold or unload.
Black color - machine don't has any resources and will be free after 5 minutes.
Clicking on a machine showing it's owner and how much 1 item cost.
Clicking on a resource showing how much of this item can be sold to a machine at this moment.
Races
To change a race, it is necessary to have a service pack "Professional" and to find a special Place of Force. The price of morph depens on the popularity of the given race and costs not less than 100 000 gold coins. Also you must have more than 100.000 gametime.
Logging in the game without 'Professional package' removes race and class from the character. Lost race and class will not be restored upon 'Professional package' reactivation. To preserve your class and race do not log in the game until 'Profesional package' is activated. Do not misinterpret 'Professional package' purchase and activation. Race and class once lost will not be restored by TheAbyss staff regardless of circumstances.
Vampires:
External attributes:
Skin color like a ghost's skin color- a dead player's.
Title, depends on vampire's level.
After using Animal Lore skill on a Vampire there will be saying that it is a Vampire.
Vampire is always gray or red by karma. There is no blue vampires.
Pluses and minuses:
Vampires can't eat food. To feed themselves they have to drink blood of other players.
Vampires can heal themselves and other vampires using bloody bandages, if they have 100.0% of Healing skill.
Vampires can't heal themselves using clean bandages. Vampires can't be healed using clean bandages.
Vampires can be ressurected by blood bandages.
Silver weapons has highly damage against vampires.
Vampires can't be poisoned by some poisons.
Vampires can't wear Heater shields.
Vampires can't wear Wizard's Hat.
Vampires can't wear silver weapons and armor.
Vampires can't change they title.
Vampires can bandage self and cast any fast spell at one moment.
Vampires don't have fails when they use bloody bandages in dark time of day.
Vampires can't cast Bless spell. Vampires can't be casted by Bless spell.
Racial items:
Racial sword - Soul Blade - sword powerful as +7 weapon and affected by deadly poison with 1/10 chance to poison an opponent. Can be wear only if you have not lesser than 3000 fame. Sword is extra powerful against creatures affected by Bless spell. Sword is extra powerful against paladins. Can be wear only by vampires. Can be crafted by vampire-blacksmith.
Temporary not available. Racial bow - Bone Penetrator - Bow powerful as +3 weapon. Can be wear only if you have not lesser than 3000 fame. Restore 10 hits with each shot damage to opponent. Weapon is extra powerful against creatures affected by Bless spell. Can be wear only by vampires. Can be crafted by vampire-bowcrafter.
Racial robe - Vampire Robe - Invulnerable robe of vampires. Adds different characteristics depending on level of vampire. Robe is a newbie. Can be wear only by vampires. Can be crafted by vampire-tailor.
Blood Log - needed to craft vampire shield, vampire bow and vampire katana. Can be hatched by vampire-lumberjacker.
Paladins:
External attributes:
Color skin is yellow.
Title, depends on paladin's level.
After using Animal Lore skill on a Paladin there will be saying that it is a Paladin.
Paladins are usially blue by karma.
In case if paladin became gray by karma or a murder he will be a Fallen paladin and he will not have some paladin's bonuses.
Pluses and minuses:
Paladins have bonuses for resurrecting with bandages.
Can't wear any bone armor.
Paladins can't change their title.
Paladins have eternal Reactive Armor spell since the certain level.
Shroud doesn't add Meditation to paladins. If Shroud and Holy Body Sash are equiped, mana is regenerated only by Shroud.
If you use poison potions you will loose less karma.
Racial items:
Racial sword - Exorcist - viking sword powerful as +7 weapon, can be wear only if you have not lesser than 3000 fame. Sword is extra powerful against dead creatures. Sword is extra powerful against vampires. Can be wear only by paladins. Can be crafted by paladin-blacksmith.
Racial mace - Undead Basher - mace powerful as +3 weapon. Can be wear only if you have not lesser than 3000 fame. Restore 20 mana with each hit to opponent. Can be wear only by paladins. Can be crafted by paladin-blacksmith.
Racial body sash - Holy Body Sash - Invulnerable paladin's body sash gives 20.0% Parrying skill, 10.0% Healing skill, 10.0% Meditation skill, 10 Str, 30 Int. Body sash is newbie. Can be wear only by paladins. Can be crafted by paladin-tailor.
Racial log - Holy Log - can be hatched by paladin-lumberjacker.
The given versions of classes is not final. Changes and completions are possible.
Logging in the game without 'Professional package' removes race and class from the character. Lost race and class will not be restored upon 'Professional package' reactivation. To preserve your class and race do not log in the game until 'Profesional package' is activated. Do not misinterpret 'Professional package' purchase and activation. Race and class once lost will not be restored by TheAbyss staff regardless of circumstances.
Vampires:
External attributes:
Skin color like a ghost's skin color- a dead player's.
Title, depends on vampire's level.
After using Animal Lore skill on a Vampire there will be saying that it is a Vampire.
Vampire is always gray or red by karma. There is no blue vampires.
Pluses and minuses:
Vampires can't eat food. To feed themselves they have to drink blood of other players.
Vampires can heal themselves and other vampires using bloody bandages, if they have 100.0% of Healing skill.
Vampires can't heal themselves using clean bandages. Vampires can't be healed using clean bandages.
Vampires can be ressurected by blood bandages.
Silver weapons has highly damage against vampires.
Vampires can't be poisoned by some poisons.
Vampires can't wear Heater shields.
Vampires can't wear Wizard's Hat.
Vampires can't wear silver weapons and armor.
Vampires can't change they title.
Vampires can bandage self and cast any fast spell at one moment.
Vampires don't have fails when they use bloody bandages in dark time of day.
Vampires can't cast Bless spell. Vampires can't be casted by Bless spell.
Racial items:
Level | Rang | Bonuses | Conditions |
---|---|---|---|
1 | Vampire Robe: +5.0% Swordsmanship Bloody Bandages: 15-30 Hits (without fails during dark time of day) Immune: Lesser Poison Blood from ground (players, not vampires): food |
PVP rang: Newbie | |
2 | Vampire Robe: +5.0% Swordsmanship +5 Strength Bloody Bandages: 15-35 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison Blood from ground (players, not vampires): food |
PVP rang: Recruit | |
3 | Vampire Robe: +5.0% Swordsmanship +5 Strength +5 Dexterity Bloody Bandages: 15-40 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison, Greater Poison Blood from ground (players, not vampires): food |
PVP rang: Scout | |
4 | Vampire Robe: +5.0% Swordsmanship +5.0% Tactics +5 Strength +5 Dexterity Bloody Bandages: 15-45 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison, Greater Poison, Deadly Poison Blood from ground (players, not vampires): food |
PVP rang: Corporal | |
5 | Vampire Robe: +5.0% Swordsmanship +10.0% Tactics +5 Strength +5 Dexterity Regenerates 5 Stamina every 2 seconds during dark time of day Bloody Bandages: 20-50 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison, Greater Poison, Deadly Poison Blood from ground (players, not vampires): food |
PVP rang: Sergeant | |
6 | Vampire Robe: +5.0% Swordsmanship +10.0% Tactics +10 Strength +5 Dexterity Regenerates 5 Stamina every 2 seconds during dark time of day Bloody Bandages: 25-60 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison, Greater Poison, Deadly Poison Blood from ground (players, not vampires): food, (0-5 Hits during dark time of day) |
PVP rang: Knight | |
7 | Vampire Robe: +10.0% Swordsmanship +10.0% Tactics +10 Strength +5 Dexterity Regenerates 5 Stamina every 2 seconds during dark time of day Bloody Bandages: 30-65 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison, Greater Poison, Deadly Poison Blood from ground (players, not vampires): food, (0-10 Hits during dark time of day) |
PVP rang: Commander | |
8 | Vampire Robe: +10.0% Swordsmanship +10.0% Tactics +10 Strength +10 Dexterity Regenerates 5 Stamina every 2 seconds during dark time of day Bloody Bandages: 35-70 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison, Greater Poison, Deadly Poison Blood from ground (players, not vampires): food, (0-15 Hits during dark time of day) |
PVP rang: Major | |
9 | Vampire Robe: +20.0% Swordsmanship +10.0% Tactics +10 Strength +10 Dexterity Regenerates 10 Stamina every 2 seconds during dark time of day Bloody Bandages: 40-75 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison, Greater Poison, Deadly Poison Blood from ground (players, not vampires): food, (0-20 Hits during dark time of day) |
PVP rang: Colonel | |
10 | Vampire Robe: +20.0% Swordsmanship +10.0% Tactics +10 Strength +10 Dexterity Regenerates 10 Stamina every 2 seconds during dark time of day Bloody Bandages: 40-80 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison, Greater Poison, Deadly Poison Blood from ground (players, not vampires): food, (0-25 Hits during dark time of day) |
PVP rang: Warlord | |
11 | Vampire Robe: +20.0% Swordsmanship +10.0% Tactics +10 Strength +20 Dexterity Regenerates 10 Stamina every 2 seconds during dark time of day Bloody Bandages: 40-80 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison, Greater Poison, Deadly Poison Blood from ground (players, not vampires): food, (0-30 Hits during dark time of day) |
PVP rang: General | |
12 | Vampire Robe: +20.0% Swordsmanship +10.0% Tactics +20 Strength +20 Dexterity Regenerates 10 Stamina every 2 seconds during dark time of day Bloody Bandages: 40-80 Hits (without fails during dark time of day) Immune: Lesser Poison, Poison, Greater Poison, Deadly Poison, Lethal Poison Blood from ground (players, not vampires): food, (0-35 Hits during dark time of day) |
PVP rang: Marshal |
Paladins:
External attributes:
Color skin is yellow.
Title, depends on paladin's level.
After using Animal Lore skill on a Paladin there will be saying that it is a Paladin.
Paladins are usially blue by karma.
In case if paladin became gray by karma or a murder he will be a Fallen paladin and he will not have some paladin's bonuses.
Pluses and minuses:
Paladins have bonuses for resurrecting with bandages.
Can't wear any bone armor.
Paladins can't change their title.
Paladins have eternal Reactive Armor spell since the certain level.
Shroud doesn't add Meditation to paladins. If Shroud and Holy Body Sash are equiped, mana is regenerated only by Shroud.
If you use poison potions you will loose less karma.
Racial items:
Level | Rang | Bonuses | Conditions |
---|---|---|---|
1 | Holy Body Sash: +10.0% Healing Meditation bonus: +1 Mana |
PVP rang: Newbie or PVM rang: Mad Hamster | |
2 | Holy Body Sash: +10.0% Healing +5 Strength Meditation bonus: +2 Mana Ressurect using bandages: healer has 3/4 of health. |
PVP rang: Recruit or PVM rang: Full Raccoon | |
3 | Holy Body Sash: +10.0% Healing +5 Strength +10 Intelligence Meditation bonus: +3 Mana Ressurect using bandages: healer has full health. |
PVP rang: Scout or PVM rang: Singing Wolf | |
4 | Holy Body Sash: +10.0% Healing +10.0% Meditation +5 Strength +10 Intelligence Meditation bonus: +4 Mana Ressurect using bandages: resurrected player has 3/4 of health, healer has full health. |
PVP rang: Corporal or PVM rang: Dark Elk | |
5 | Holy Body Sash: +10.0% Healing +10.0% Meditation +10.0% Parrying +5 Strength +10 Intelligence Meditation bonus: +5 Mana Ressurect using bandages: resurrected player has full health, healer has full health. Reactive Armor: eternal |
PVP rang: Sergeant or PVM rang: Destroying Bull | |
6 | Holy Body Sash: +10.0% Healing +10.0% Meditation +10.0% Parrying +5 Strength +15 Intelligence Meditation bonus: +6 Mana Regenerates 5 Mana every 2 seconds during light time of day and in dungeons Ressurect using bandages: resurrected player has full health (+ spell Protection during light time of day and in dungeons), healer has full health. Reactive Armor: eternal |
PVP rang: Knight or PVM rang: Strict Whale | |
7 | Holy Body Sash: +10.0% Healing +10.0% Meditation +10.0% Parrying +10 Strength +15 Intelligence Meditation bonus: +7 Mana Regenerates 5 Mana every 2 seconds during light time of day and in dungeons Ressurect using bandages: resurrected player has full health (+ spell Protection during light time of day and in dungeons), healer has full health. Reactive Armor: eternal |
PVP rang: Commander or PVM rang: Silent Lion | |
8 | Holy Body Sash: +10.0% Healing +10.0% Meditation +10.0% Parrying +10 Strength +20 Intelligence Meditation bonus: +8 Mana Regenerates 5 Mana every 2 seconds during light time of day and in dungeons Ressurect using bandages: resurrected player has full health (+ spells Protection, Bless during light time of day and in dungeons), healer has full health. Reactive Armor: eternal |
PVP rang: Major or PVM rang: Huge Bear | |
9 | Holy Body Sash: +10.0% Healing +10.0% Meditation +10.0% Parrying +10 Strength +25 Intelligence Meditation bonus: +9 Mana Regenerates 5 Mana (10 in dungeons) every 2 seconds during light time of day Ressurect using bandages: resurrected player has full health (+ spells Protection, Bless during light time of day and in dungeons), healer has full health. Reactive Armor: eternal |
PVP rang: Colonel or PVM rang: Severe Snake | |
10 | Holy Body Sash: +10.0% Healing +10.0% Meditation +20.0% Parrying +10 Strength +25 Intelligence Meditation bonus: +10 Mana Regenerates 5 Mana (10 in dungeons) every 2 seconds during light time of day Ressurect using bandages: resurrected player has full health (+ spells Protection, Bless, Magic Reflection during light time of day and in dungeons), healer has full health. Reactive Armor: eternal |
PVP rang: Warlord or PVM rang: Bloody Predator | |
11 | Holy Body Sash: +10.0% Healing +10.0% Meditation +20.0% Parrying +10 Strength +30 Intelligence Meditation bonus: +11 Mana Regenerates 5 Mana (10 in dungeons) every 2 seconds during light time of day Ressurect using bandages: resurrected player has full health (+ spells Protection, Bless, Magic Reflection during light time of day and in dungeons), healer has full health. Reactive Armor: eternal |
PVP rang: General or PVM rang: Fiery Dragon | |
12 | Holy Body Sash: +10.0% Healing +10.0% Meditation +20.0% Parrying +20 Strength +30 Intelligence Meditation bonus: +15 Mana Regenerates 5 Mana (10 in dungeons) every 2 seconds during light time of day Ressurect using bandages: resurrected player has full health (+ spells Protection, Bless, Magic Reflection, Invisibility during light time of day and in dungeons), healer has full health. Reactive Armor: eternal Bandages: ability to cure Lethal Poison |
PVP rang: Marshal or PVM rang: An awful Demon |
The given versions of classes is not final. Changes and completions are possible.
Classes
Classes is that whom can become race by learning one of professions listed below. To become a class (to be trained in any profession), it is necessary to have a service pack "Professional" and to find a special Place of Force. The price of morph depens on the popularity of the given class and costs not less than 50.000 gold coins. Also you must have more than 150.000 gametime.
Logging in the game without 'Professional package' removes race and class from the character. Lost race and class will not be restored upon 'Professional package' reactivation. To preserve your class and race do not log in the game until 'Profesional package' is activated. Do not misinterpret 'Professional package' purchase and activation. Race and class once lost will not be restored by TheAbyss staff regardless of circumstances.
1. The Monk.
Monk - the great wizard. Using class skill, creates mirror illusion-clone of the body. Illusion vanishes when character moves. You can't step over illusion if your stamina is not full. It cannot get damage, and it can't attack anybody. One use of skill demands 5 Eyes of Newt.
2. The Hunter.
Hunter have ability to craft graceful traps. Using class skill, he can create invisible trap under himself from 20 Spider Silk. When any character triggers trap, it becomes visible and character can't leave web at once. The character can revenge Hunter as if Hunter attacked characted directly. After leaving trap, character have 30-seconds immunity to other traps. The Hunter can not place traps faster that once in 30 seconds. A trap will be selfdestroyed in 10 minutes after creation.
3. The Noble.
Noble have a place of honour in a society. If he is attacked and attacker become a criminal - guards appear instantly even if they are not called. Also Noble, using class skill, can create in 20 seconds a magic mushroom from 10 eyes of newt. The mushroom will be destroyed in 10 minutes. The new mushroom can be put in 30 minutes. The magic mushroom restores 5 mana per second to grey and dark bluecharacters in radius of three steps from it. Exceptions: dead characters, criminals and characters in war mode.
At a morph in a class you have a respective postscript additional to a name. The given versions of classes is not final. Changes and completions are possible.
Quests
General Information:
To start a quest you should tell the corresponding vendor “quest”. Read and compete the task. You must complete the quest within a certain period of time. To learn the time left please use /questtime.
BUTCHER QUEST:
You can get the quest from vendors with inscription "the butcher". To get the record of completing the quest and to get the special award, you must complete the task excellently. Times of passing the quest are not limited, and newbies can use it to earn additional income. You have 30 minutes to complete the quest. After completing the quest (before the expiry) you should come to a vendor and say "quest" once again.
ZOMBIE QUEST:
You can get the quest from a zombie. You have 30 minutes to complete the quest. Times of passing the quest are not limited.
ALCHEMIST QUEST:
You can get this quest from vendors with inscription “the mage”. You have 30 minutes to complete the quest.
To start a quest you should tell the corresponding vendor “quest”. Read and compete the task. You must complete the quest within a certain period of time. To learn the time left please use /questtime.
BUTCHER QUEST:
You can get the quest from vendors with inscription "the butcher". To get the record of completing the quest and to get the special award, you must complete the task excellently. Times of passing the quest are not limited, and newbies can use it to earn additional income. You have 30 minutes to complete the quest. After completing the quest (before the expiry) you should come to a vendor and say "quest" once again.
ZOMBIE QUEST:
You can get the quest from a zombie. You have 30 minutes to complete the quest. Times of passing the quest are not limited.
ALCHEMIST QUEST:
You can get this quest from vendors with inscription “the mage”. You have 30 minutes to complete the quest.
Skills
Alchemy
The effect of the skill:
Alchemist knows how to make new potions: Auto Doc, Lethal Poison. Cure potions are rewritten. Lesser Cure will cure only Lesser Poison and Poison. Cure will cure Lesser Poison, Poison and Greater Poison. Greater Cure will cure Lesser Poison, Poison, Greater Poison, Deadly Poison. You won't be able to cure Lethal Poison with cure potions (More information about kind of poisons read in section Poisoning). All potions which can be prepared by an Alchemist are described in the table of Alchemist.
Using the skill:
You need Taste Identification to be same or more than your Alchemy to grind potions.
Alchemist knows how to make new potions: Auto Doc, Lethal Poison. Cure potions are rewritten. Lesser Cure will cure only Lesser Poison and Poison. Cure will cure Lesser Poison, Poison and Greater Poison. Greater Cure will cure Lesser Poison, Poison, Greater Poison, Deadly Poison. You won't be able to cure Lethal Poison with cure potions (More information about kind of poisons read in section Poisoning). All potions which can be prepared by an Alchemist are described in the table of Alchemist.
Using the skill:
You need Taste Identification to be same or more than your Alchemy to grind potions.
Blacksmithy
The usual repairing of things for sphere v.51 is disabled.
A new script for the repairing skill of armor and weapons has been made.
Using of Repair:
In order to repair armor or weapon it is necessary to make a double click to Anvil and then point target cursor on weapon or armor that should be repaired.
Your Blacksmithing and Arms Lore skills must be 100.0% if you want to repair anything.
The effect of the skill:
All items that can be made by a Blacksmith are described in the table of Blacksmithing.
A new script for the repairing skill of armor and weapons has been made.
Using of Repair:
In order to repair armor or weapon it is necessary to make a double click to Anvil and then point target cursor on weapon or armor that should be repaired.
Your Blacksmithing and Arms Lore skills must be 100.0% if you want to repair anything.
The effect of the skill:
All items that can be made by a Blacksmith are described in the table of Blacksmithing.
Bowcraft
Using skill:
Arrows and shafts can be made from the minimum of 7 logs. Using smaller quantities such as this will increase your Bowcraft skill faster.
Using of Repair:
In order to repair bow or crossbow it is necessary to make a double click on your dagger and then point the target cursor on the desired bow or crossbow that needs repair. For the successful repairing of bows and crossbows it is necessary to use the resources, in a small quantity, which were required for making the item in the first place.
The effect of the skill:
All bows and crossbows which can be made by a Bowcrafter are described in the table of Bowcrafting.
Arrows and shafts can be made from the minimum of 7 logs. Using smaller quantities such as this will increase your Bowcraft skill faster.
Using of Repair:
In order to repair bow or crossbow it is necessary to make a double click on your dagger and then point the target cursor on the desired bow or crossbow that needs repair. For the successful repairing of bows and crossbows it is necessary to use the resources, in a small quantity, which were required for making the item in the first place.
The effect of the skill:
All bows and crossbows which can be made by a Bowcrafter are described in the table of Bowcrafting.
Carpentry
The effect of the skill:
All items which can be made by carpenter are described in the table of Carpentry.
All items which can be made by carpenter are described in the table of Carpentry.
Cooking
Usual skill, nothing is changed.
Fishing
Usual Fishing skill of sphere is strongly changed.
A new script for the Fishing skill has been made.
Using skill:
The use of the Fishing skill is impossible if you are invisible. It is also impossible to use of this skill with anything in the hands but fishing rod. Skill does not grow if you are situated in the zone where it is impossible to take damage. All additional items which can be caught are caught only if you’re fishing aboard the raft and these items are described in the table of Fishing.
Skill improvement:
The rate of growth in the skill depends on your current Fishing skill. The greater it is, the slower skill grows, and grows only on the successful attempts.
The effect of the skill:
The walrus, which you can catch, will only eat fish.
A new script for the Fishing skill has been made.
Using skill:
The use of the Fishing skill is impossible if you are invisible. It is also impossible to use of this skill with anything in the hands but fishing rod. Skill does not grow if you are situated in the zone where it is impossible to take damage. All additional items which can be caught are caught only if you’re fishing aboard the raft and these items are described in the table of Fishing.
Skill improvement:
The rate of growth in the skill depends on your current Fishing skill. The greater it is, the slower skill grows, and grows only on the successful attempts.
The effect of the skill:
The walrus, which you can catch, will only eat fish.
Healing
Usual Healing skill of sphere is strongly changed.
New scripts have been made for the treatment poison with bandages, and for the resurrection of a killed/dead player by using bandages.
Treatment of the poisoning:
Lesser Poison is treated successfully only if your skills Healing & Anatomy are higher than 75.0%.
Poison is treated successfully only if your skills Healing & Anatomy are higher than 80.0%.
Greater Poisonis treated successfully only if your skills Healing & Anatomy are higher than 85.0%.
Deadly Poison is treated successfully only if your skills Healing & Anatomy are higher than 95.0%.
Lethal Poison is treated successfully only if your skills Healing higher than 100.0% and Anatomy is 100.0%.
Resurrection of the player:
For the resurrection of a dead/killed player by bandages instead of 100.0% of by the skill of Healing, additional skills are necessary, as follows: 100.0% of Anatomy, 100.0% of Spirit Speak, 100.0% of Forensic Evaluation.
The resurrection by bandages can be used only on the ghost of another player. For the successful resurrection the distance between you and the ghost must be not more than 2 cells. Having 5 clean bandages in your backpack is also necessary. Resurrection by bandages is impossible in houses and in some areas of anti-magic.
The effect of the skill:
Resurrection of the player:
Half of your HP and 5 bandages is going to be removed with the resurrection, and in that resurrected person will receive half of its strength. In the case of the resurection of a killer or criminal- you will become a criminal.
New scripts have been made for the treatment poison with bandages, and for the resurrection of a killed/dead player by using bandages.
Treatment of the poisoning:
Lesser Poison is treated successfully only if your skills Healing & Anatomy are higher than 75.0%.
Poison is treated successfully only if your skills Healing & Anatomy are higher than 80.0%.
Greater Poisonis treated successfully only if your skills Healing & Anatomy are higher than 85.0%.
Deadly Poison is treated successfully only if your skills Healing & Anatomy are higher than 95.0%.
Lethal Poison is treated successfully only if your skills Healing higher than 100.0% and Anatomy is 100.0%.
Resurrection of the player:
For the resurrection of a dead/killed player by bandages instead of 100.0% of by the skill of Healing, additional skills are necessary, as follows: 100.0% of Anatomy, 100.0% of Spirit Speak, 100.0% of Forensic Evaluation.
The resurrection by bandages can be used only on the ghost of another player. For the successful resurrection the distance between you and the ghost must be not more than 2 cells. Having 5 clean bandages in your backpack is also necessary. Resurrection by bandages is impossible in houses and in some areas of anti-magic.
The effect of the skill:
Resurrection of the player:
Half of your HP and 5 bandages is going to be removed with the resurrection, and in that resurrected person will receive half of its strength. In the case of the resurection of a killer or criminal- you will become a criminal.
Herding
Usual skill, nothing is changed.
Lockpicking
Usual Lockpicking skill of sphere is strongly changed.
A new script for the Lockpicking skill has been made.
Using skill:
You need lockpicks to use this skill, they can be crafted by a tinker. You can use this skill only on treasure chests.
Skill improvement:
You can improve this skill only on opening of treasure chests.
A new script for the Lockpicking skill has been made.
Using skill:
You need lockpicks to use this skill, they can be crafted by a tinker. You can use this skill only on treasure chests.
Skill improvement:
You can improve this skill only on opening of treasure chests.
Lumberjacking
Usual Lumberjacking skill of sphere is strongly changed.
A new script for the Lumberjacking skill has been made.
Using skill:
If your skill in Lumberjacking is lower than 100.0%, you cannot use it in any places where anti-magic is present. It is possible to chop trees into logs with normal or colored hatchets. It is possible to chop only static trees, but not those placed by the administration of the shard.
The effect of the skill:
With the aid of this skill it is possible to obtain colored logs.
A new script for the Lumberjacking skill has been made.
Using skill:
If your skill in Lumberjacking is lower than 100.0%, you cannot use it in any places where anti-magic is present. It is possible to chop trees into logs with normal or colored hatchets. It is possible to chop only static trees, but not those placed by the administration of the shard.
The effect of the skill:
With the aid of this skill it is possible to obtain colored logs.
Magery
Using skill:
USING OF A SKILL FROM SPELLBOOK:
Agility: You won't loose your stats if you have 100-100-100 and cast this spell.
Cunning: You won't loose your stats if you have 100-100-100 and cast this spell.
Strength: You won't loose your stats if you have 100-100-100 and cast this spell.
Bless: You won't loose your stats if you have 100-100-100 and cast this spell. Weapon's Bless effect gives bonus against undeads and vampires.
Poison: The effect of this spell is fully rewritten. This spell doesn't work on (Young) players. Poison starts after 15 seconds after cast. The power of the poison depend on skill Magery and Poisoning who casted it and your skill Resisting Spells. You can cure poison using Healing ore cure potions. More information about kind of poisons you can read in section Poisoning.
Lock: You can't cast this spell on any doors.
Incognito: This spell is fully rewritten. You will have randomise nickname. Incognito will change not only name but also your sex. Your nick won't be gray and you will be able to see your title.
Paralize Field: This spell won't work on the house tettitory, in museum, in zoo, on market.
Poison Field: The effect of this spell is fully rewritten. This spell doesn't work on (Young) players. Poison starts after 15 seconds after cast. The power of the poison depend on skill Magery and Poisoning who casted it and your skill Resisting Spells. You can cure poison using Healing ore cure potions. More information about kind of poisons you can read in section Poisoning.
Summon Creature: New kinds of monsters which you can summon were added. More information you can find in the table of Magery.
Gate Travel: You can't pass the gate if you have something in your hands.
Polymorph: New kinds of monsters which in which you can polymorph were added. More information you can find in the table of Magery.
Energy Field: This spell is fully rewritten. It works only on players and gives them good damage.
On the given moment, casting of the following spells does not work: Cure, Telekinesis, Reactive Armor.
You can cast Lightning, Paralyze and Flame Strike spells only if your Armor Class is at least 20.
USING OF A SKILL FROM SCROLLS: :
To cast from scrolls:
1 circle - Evaluating Intelligence and Magery not smaller than 30.0%, Int not smaller than 30.
2 circle - Evaluating Intelligence and Magery not smaller than 40.0%, Int not smaller than 40.
3 circle - Evaluating Intelligence and Magery not smaller than 50.0%, Int not smaller than 50.
4 circle - Evaluating Intelligence and Magery not smaller than 60.0%, Int not smaller than 60.
5 circle - Evaluating Intelligence and Magery not smaller than 70.0%, Int not smaller than 70.
6 circle - Evaluating Intelligence and Magery not smaller than 80.0%, Int not smaller than 80.
7 circle - Evaluating Intelligence and Magery not smaller than 90.00%, Int not smaller than 90.
8 circle - Evaluating Intelligence and Magery not smaller than 100.0%, Int not smaller than 100
On the given moment, casting from scrolls of the following spells does not work: Cure, Telekinesis, Reactive Armor, Summon Creature, Earthquake.
You can use Lightning, Paralyze and Flame Strike scrolls only if your Armor Class is more than 37. With shield - more than 60.
USING OF A SKILL FROM SPELLBOOK:
Agility: You won't loose your stats if you have 100-100-100 and cast this spell.
Cunning: You won't loose your stats if you have 100-100-100 and cast this spell.
Strength: You won't loose your stats if you have 100-100-100 and cast this spell.
Bless: You won't loose your stats if you have 100-100-100 and cast this spell. Weapon's Bless effect gives bonus against undeads and vampires.
Poison: The effect of this spell is fully rewritten. This spell doesn't work on (Young) players. Poison starts after 15 seconds after cast. The power of the poison depend on skill Magery and Poisoning who casted it and your skill Resisting Spells. You can cure poison using Healing ore cure potions. More information about kind of poisons you can read in section Poisoning.
Lock: You can't cast this spell on any doors.
Incognito: This spell is fully rewritten. You will have randomise nickname. Incognito will change not only name but also your sex. Your nick won't be gray and you will be able to see your title.
Paralize Field: This spell won't work on the house tettitory, in museum, in zoo, on market.
Poison Field: The effect of this spell is fully rewritten. This spell doesn't work on (Young) players. Poison starts after 15 seconds after cast. The power of the poison depend on skill Magery and Poisoning who casted it and your skill Resisting Spells. You can cure poison using Healing ore cure potions. More information about kind of poisons you can read in section Poisoning.
Summon Creature: New kinds of monsters which you can summon were added. More information you can find in the table of Magery.
Gate Travel: You can't pass the gate if you have something in your hands.
Polymorph: New kinds of monsters which in which you can polymorph were added. More information you can find in the table of Magery.
Energy Field: This spell is fully rewritten. It works only on players and gives them good damage.
On the given moment, casting of the following spells does not work: Cure, Telekinesis, Reactive Armor.
You can cast Lightning, Paralyze and Flame Strike spells only if your Armor Class is at least 20.
USING OF A SKILL FROM SCROLLS: :
To cast from scrolls:
1 circle - Evaluating Intelligence and Magery not smaller than 30.0%, Int not smaller than 30.
2 circle - Evaluating Intelligence and Magery not smaller than 40.0%, Int not smaller than 40.
3 circle - Evaluating Intelligence and Magery not smaller than 50.0%, Int not smaller than 50.
4 circle - Evaluating Intelligence and Magery not smaller than 60.0%, Int not smaller than 60.
5 circle - Evaluating Intelligence and Magery not smaller than 70.0%, Int not smaller than 70.
6 circle - Evaluating Intelligence and Magery not smaller than 80.0%, Int not smaller than 80.
7 circle - Evaluating Intelligence and Magery not smaller than 90.00%, Int not smaller than 90.
8 circle - Evaluating Intelligence and Magery not smaller than 100.0%, Int not smaller than 100
On the given moment, casting from scrolls of the following spells does not work: Cure, Telekinesis, Reactive Armor, Summon Creature, Earthquake.
You can use Lightning, Paralyze and Flame Strike scrolls only if your Armor Class is more than 37. With shield - more than 60.
Meditation
The usual Meditation skill of sphere v 51 has been modified.
A new script of the Meditation skill, which works more effectively, if your skill is more than 100.0%, than the usual one has been made.
The effect of the skill:
If you have more than 100.0% of Meditation skill you will gain fast mana regeneration each time you enter a meditative trance.
A new script of the Meditation skill, which works more effectively, if your skill is more than 100.0%, than the usual one has been made.
The effect of the skill:
If you have more than 100.0% of Meditation skill you will gain fast mana regeneration each time you enter a meditative trance.
Mining
Using skill:
Simple ore is smelted into the ingots in the minimum of 5 pieces. If your skill in Mining is lower than 100.0%, you cannot use it in any places where anti-magic is presented.
Simple ore is smelted into the ingots in the minimum of 5 pieces. If your skill in Mining is lower than 100.0%, you cannot use it in any places where anti-magic is presented.
Musicianship
Usual skill, nothing is changed.
Remove Trap
This skill is not working on our shard.
Resisting Spells
The effect of the skill:
With the casting of the spell Poison on you, the power of the action of the Poison depends on your skill Resisting spells.
With the casting of the spell Poison on you, the power of the action of the Poison depends on your skill Resisting spells.
Snooping
The effect of the skill:
You need this skill to loot corpses.
You need this skill to loot corpses.
Stealing
This skill is not working on our shard.
Stealth
The effect of the skill:
This skill works in the following things: Thieves cloak.
This skill works in the following things: Thieves cloak.
Tailoring
The effect of the skill:
All things which can be made by Tailoring, are described in the table of Tailoring.
All things which can be made by Tailoring, are described in the table of Tailoring.
Tinkering
The effect of the skill:
All things which can be made by Tinkering, are described in the table of Tinkering.
All things which can be made by Tinkering, are described in the table of Tinkering.
Veterinary
The effect of the skill:
This skill is necessary for all Animal Tamers. Also, if your skill level is at least 100.0%, you will be able to heal creature "Energy Vortex" with bandages.
This skill is necessary for all Animal Tamers. Also, if your skill level is at least 100.0%, you will be able to heal creature "Energy Vortex" with bandages.
Archery
The usual Archery skill of the sphere has been disabled.
A new script for the Archery skill has been made, which works almost just as the usual one.
Bonuses:
Bonuses of weapons are written after the name of the weapon: “Has <#&rt; Bonus”.
Bonus 1-4 is given depending on your skill Anatomy.
Bonus 3 is given, if you are full of food (not hungry).
Bonus 1-10 is given depending on your skill Bowcraft.
The effect of the skill:
If the “Bless” spell is cast on the weapon, it will inflict additional damage on all undead creatures and vampires.
A new script for the Archery skill has been made, which works almost just as the usual one.
Bonuses:
Bonuses of weapons are written after the name of the weapon: “Has <#&rt; Bonus”.
Bonus 1-4 is given depending on your skill Anatomy.
Bonus 3 is given, if you are full of food (not hungry).
Bonus 1-10 is given depending on your skill Bowcraft.
The effect of the skill:
If the “Bless” spell is cast on the weapon, it will inflict additional damage on all undead creatures and vampires.
Fencing
The standard Fencing skill of sphere v.51 is disabled.
A new script for the Fencing skill has been written. It works almost just as the usual one.
Using skill:
If you use any skill, with the double click on the weapon, the target cursor will not appear.
Bonuses:
Bonuses of weapons are written after the weapon name: “Has <#&rt; Bonus”.
Bonus 1-4 is given depending on your skill Anatomy.
Bonus 3 is given, if you are full of food (not hungry).
Bonuses of the following weapons: Kryss, War Fork, Short Spear.
Bonus 1-16 is given depending on your Dex. This bonus works only if player is not under effect of changins stats spells or potions.
Bonuses of the following weapons: Spear, Pitchfork.
Bonus 1-10 is given depending on your skill of Wrestling.
The effect of the skill:
You have a chance to knock the weapon out of the enemy’s hands or break it, if your weapon has a Bonus or if it is a colored weapon while enemy has an iron weapon. If your weapon is “Blessed”, it will inflict additional damage on all undead creatures and vampires.
A new script for the Fencing skill has been written. It works almost just as the usual one.
Using skill:
If you use any skill, with the double click on the weapon, the target cursor will not appear.
Bonuses:
Bonuses of weapons are written after the weapon name: “Has <#&rt; Bonus”.
Bonus 1-4 is given depending on your skill Anatomy.
Bonus 3 is given, if you are full of food (not hungry).
Bonuses of the following weapons: Kryss, War Fork, Short Spear.
Bonus 1-16 is given depending on your Dex. This bonus works only if player is not under effect of changins stats spells or potions.
Bonuses of the following weapons: Spear, Pitchfork.
Bonus 1-10 is given depending on your skill of Wrestling.
The effect of the skill:
You have a chance to knock the weapon out of the enemy’s hands or break it, if your weapon has a Bonus or if it is a colored weapon while enemy has an iron weapon. If your weapon is “Blessed”, it will inflict additional damage on all undead creatures and vampires.
Mace Fighting
The usual skill of Mace fighting of the sphere v.51 has been disabled.
A new script for the Mace fighting skill has been written, which works almost just as usual.
The effect of the skill:
With the double click on the weapon the target cursor does not appear.
Bonuses:
Bonuses of weapon are written after the weapon name: “Has <#&rt; Bonus”.
Bonus 1-4 is given depending on your skill Anatomy.
Bonus 3 is given, if you are full of food (not hungry).
Bonuses of the staffs:
Bonus 1-10 is given depending on your skill Wrestling. Theese weapoms drains enemies stamina.
Bonuses of the following weapons: Mace, War Mace, Maul, War Axe, Club.
Bonus 1-16 is given depending on your Str. This bonus works only if player is not under effect of changins stats spells or potions. Theese weapoms drains enemies stamina.
Bonuses of the following weapons: Hammer Pick, War Hammer.
Bonus 1-12 is given depending on your skill in Blacksmithing. Theese weapoms drains enemies stamina.
The effect of the skill:
You have chance to knock out the shield of enemy from the hands. If your weapon is “Blessed”, it will inflict additional damage on all undead creatures and vampires.
A new script for the Mace fighting skill has been written, which works almost just as usual.
The effect of the skill:
With the double click on the weapon the target cursor does not appear.
Bonuses:
Bonuses of weapon are written after the weapon name: “Has <#&rt; Bonus”.
Bonus 1-4 is given depending on your skill Anatomy.
Bonus 3 is given, if you are full of food (not hungry).
Bonuses of the staffs:
Bonus 1-10 is given depending on your skill Wrestling. Theese weapoms drains enemies stamina.
Bonuses of the following weapons: Mace, War Mace, Maul, War Axe, Club.
Bonus 1-16 is given depending on your Str. This bonus works only if player is not under effect of changins stats spells or potions. Theese weapoms drains enemies stamina.
Bonuses of the following weapons: Hammer Pick, War Hammer.
Bonus 1-12 is given depending on your skill in Blacksmithing. Theese weapoms drains enemies stamina.
The effect of the skill:
You have chance to knock out the shield of enemy from the hands. If your weapon is “Blessed”, it will inflict additional damage on all undead creatures and vampires.
Parrying
Using skill:
To wear the Buckler Shield it is necessary to have no less than 0% of Parrying skill.
To wear the Wooden Shield - not less than 0% of skill Parrying skill.
To wear the Metal Shield - not less than 60.0% of skill Parrying skill.
To wear the Kite Shield (metal) - not less than 70.0% of skill Parrying skill.
To wear the Kite Shield (wooden) - not less than 80.0% of skill Parrying skill.
To wear the Heater Shield - not less than 90% of skill Parrying skill.
To wear the Buckler Shield it is necessary to have no less than 0% of Parrying skill.
To wear the Wooden Shield - not less than 0% of skill Parrying skill.
To wear the Metal Shield - not less than 60.0% of skill Parrying skill.
To wear the Kite Shield (metal) - not less than 70.0% of skill Parrying skill.
To wear the Kite Shield (wooden) - not less than 80.0% of skill Parrying skill.
To wear the Heater Shield - not less than 90% of skill Parrying skill.
Swordsmanship
The usual skill of Swordsmanship of the sphere v.51 has been disabled.
A new script for Swordsmanship skill has been written, which works almost just as usual.
Using skill:
With the double click on the weapon does not appear the target cursor (exception all axes, Butcher’s knife, broadsword).
Bonuses:
Bonuses of weapon are written after the weapon name: “Has <#&rt; Bonus”.
Bonus 1-4 is given depending on your skill anatomists.
Bonus 3 is given, if you are full of food (not hungry).
Bonuses of the axes:
Bonus 1-13 is given depending on your skill Lumberjacking. You have chance to knock out the shield of enemy from the hands. Theese weapoms drains enemies stamina.
Bonuses of the swords:
Bonus 1-5 is given depending on your skill of Arms Lore.
The effect of the skill:
If your weapon is “Blessed”, it will inflict additional damage on all undead creatures.
A new script for Swordsmanship skill has been written, which works almost just as usual.
Using skill:
With the double click on the weapon does not appear the target cursor (exception all axes, Butcher’s knife, broadsword).
Bonuses:
Bonuses of weapon are written after the weapon name: “Has <#&rt; Bonus”.
Bonus 1-4 is given depending on your skill anatomists.
Bonus 3 is given, if you are full of food (not hungry).
Bonuses of the axes:
Bonus 1-13 is given depending on your skill Lumberjacking. You have chance to knock out the shield of enemy from the hands. Theese weapoms drains enemies stamina.
Bonuses of the swords:
Bonus 1-5 is given depending on your skill of Arms Lore.
The effect of the skill:
If your weapon is “Blessed”, it will inflict additional damage on all undead creatures.
Tactics
Usual skill, nothing is changed.
Wrestling
Usual skill, nothing is changed.
Animal Taming
Usual skill Animal Taming of the sphere v.51 is disabled.
A new script for the Animal Taming skill has been written. The skill no longer works by clicking the button of Animal Taming, alone, but by carrying the special staff called a Tamer's Crook.
Using skill:
For using this skill it is necessary to make a double click on Tamer's Crook and by the appearing of target cursor point on animal. It is possible to tame any animal. The distance between you and your target must be less than three cells. For using this skill the presence of the additional skills is necessary: Animal Lore and Veterinary. The HP of your target must be not less than its strength. It is not possible to tame hungry, poisoned and paralyzed animals. Also it is not possible to use taming in the labyrinth.
Improvement of the skill:
During the unsuccessful using of the Animal Taming skill grows the maximum only till 50.0%. With the successful taming of the animals, that at least once were already tamed, the skill Animal Taming grows maximum only till 50.0%. The rate of growth in the skill depends on your current skill Animal Taming. The greater it is the slower the skill increases.
A new script for the Animal Taming skill has been written. The skill no longer works by clicking the button of Animal Taming, alone, but by carrying the special staff called a Tamer's Crook.
Using skill:
For using this skill it is necessary to make a double click on Tamer's Crook and by the appearing of target cursor point on animal. It is possible to tame any animal. The distance between you and your target must be less than three cells. For using this skill the presence of the additional skills is necessary: Animal Lore and Veterinary. The HP of your target must be not less than its strength. It is not possible to tame hungry, poisoned and paralyzed animals. Also it is not possible to use taming in the labyrinth.
Improvement of the skill:
During the unsuccessful using of the Animal Taming skill grows the maximum only till 50.0%. With the successful taming of the animals, that at least once were already tamed, the skill Animal Taming grows maximum only till 50.0%. The rate of growth in the skill depends on your current skill Animal Taming. The greater it is the slower the skill increases.
Begging
The effect of the skill:
This skill is required to wear special magic items like: Thieves Cloak.
This skill is required to wear special magic items like: Thieves Cloak.
Camping
Errors of the skill:
When making a campfire with a large quantity of kindlings the campfire does not disappear. For example, when making a campfire with 1000 kindlings, instead of 1, your campfire will burn 1000 times longer.
When making a campfire with a large quantity of kindlings the campfire does not disappear. For example, when making a campfire with 1000 kindlings, instead of 1, your campfire will burn 1000 times longer.
Cartography
The usual skill of Cartography on sphere v.51 has been rewritten.
Using skill:
This skill cannot be used in the anti-harm zone. The skill is available to use through double click on blank map.
Using skill:
This skill cannot be used in the anti-harm zone. The skill is available to use through double click on blank map.
Detecting Hidden
Usual skill, nothing is changed.
Enticement
Usual skill, nothing is changed.
Hiding
The effect of the skill:
This skill is required to wear special magic items like: Thieves Cloak.
This skill is required to wear special magic items like: Thieves Cloak.
Inscription
Using skill:
You can scribe only spells that are castable in this spot.
You can scribe only spells that are castable in this spot.
Peacemaking
Usual skill, nothing is changed.
Poisoning
Usual skill Poisoning of the sphere v.51 is disabled.
A new script for the Poisoning skill, which works not through the button Poisoning or "Use Poisoning Skill" but through the bottles with the poison directly, has been written.
Using skill:
For using this skill it is necessary to make a double click to the bottle of poison and then point with the target cursor on weapon or on food. Is possible to poison any weapon except bows, crossbows, staffs, hammers and other Mace class weapons. Weapons and food can be poisoned repeatedly to make it’s effect on enemies stronger, but only if that poison, but you must use the same poison as you used in the first place. Food can be poisoned only by one piece at a time and your skill Cooking must be not less than the current skill Poisoning. During the use of this skill you lose karma. On unsuccessful attempts at the poisoning you will lose 50 karma points. On the successful use of the skill you will lose 100 karma points. The minimum quantity to which it is possible to lower karma by using this skill is -2000.
Lesser Poison is possible to use if your Poisoning skill is 0.0%.
Poison is possible to use if your Poisoning skill is not less than 30.0%.
Greater Poison is possible to use if your Poisoning skill is not less than 60.0%.
Deadly Poison is possible to use if your Poisoning skill is not less than 90.0%.
Lethal Poison is possible to use if your Poisoning skill is not less than 100.0%.
Application of the skill:
From 60.0% to 90.0% the Poisoning Skill can be improved only by making bottles of Greater Poison.
From 90.0%, the Poisoning Skill can be improved only by making bottles of Deadly Poison.
The rate of growth in the skill is divided into four stages:
From 0% to 30%
From 30% to 60%
From 60% to 90%
From 90% to 100%
Skill does not grow if you are inside of the zone where it’s impossible to take damage.
Yooaeo oiaiey:
Lesser Poison - 7 HP per time in 6 seconds.
Poison - 9 HP per time in 5 seconds.
Greater Poison - 11 HP per time in 4 seconds.
Deadly Poison - 13 HP per time in 3 seconds.
Lethal Poison - 18 HP per time in 2 seconds.
Poisoning with the weapon.
Poisoning comes into action instantly.
Poisoning through the food.
Poisoning comes into action after 1 second.
You will lose karma if the person you used the poison on is not killer. The amount of karma lost depends on the territory where you used Poisoning. Karma can be maximally lowered to -2000 by the given method.
A new script for the Poisoning skill, which works not through the button Poisoning or "Use Poisoning Skill" but through the bottles with the poison directly, has been written.
Using skill:
For using this skill it is necessary to make a double click to the bottle of poison and then point with the target cursor on weapon or on food. Is possible to poison any weapon except bows, crossbows, staffs, hammers and other Mace class weapons. Weapons and food can be poisoned repeatedly to make it’s effect on enemies stronger, but only if that poison, but you must use the same poison as you used in the first place. Food can be poisoned only by one piece at a time and your skill Cooking must be not less than the current skill Poisoning. During the use of this skill you lose karma. On unsuccessful attempts at the poisoning you will lose 50 karma points. On the successful use of the skill you will lose 100 karma points. The minimum quantity to which it is possible to lower karma by using this skill is -2000.
Lesser Poison is possible to use if your Poisoning skill is 0.0%.
Poison is possible to use if your Poisoning skill is not less than 30.0%.
Greater Poison is possible to use if your Poisoning skill is not less than 60.0%.
Deadly Poison is possible to use if your Poisoning skill is not less than 90.0%.
Lethal Poison is possible to use if your Poisoning skill is not less than 100.0%.
Application of the skill:
From 60.0% to 90.0% the Poisoning Skill can be improved only by making bottles of Greater Poison.
From 90.0%, the Poisoning Skill can be improved only by making bottles of Deadly Poison.
The rate of growth in the skill is divided into four stages:
From 0% to 30%
From 30% to 60%
From 60% to 90%
From 90% to 100%
Skill does not grow if you are inside of the zone where it’s impossible to take damage.
Yooaeo oiaiey:
Lesser Poison - 7 HP per time in 6 seconds.
Poison - 9 HP per time in 5 seconds.
Greater Poison - 11 HP per time in 4 seconds.
Deadly Poison - 13 HP per time in 3 seconds.
Lethal Poison - 18 HP per time in 2 seconds.
Poisoning with the weapon.
Poisoning comes into action instantly.
Poisoning through the food.
Poisoning comes into action after 1 second.
You will lose karma if the person you used the poison on is not killer. The amount of karma lost depends on the territory where you used Poisoning. Karma can be maximally lowered to -2000 by the given method.
Provocation
Using skill:
You can't use this skill onto players, vendors, animals.
You can't use this skill onto players, vendors, animals.
Spirit Speak
The effect of the skill:
This skill is the necessary for the resurrection of a player by bandages.
This skill is the necessary for the resurrection of a player by bandages.
Tracking
Usual skill, nothing is changed.
Anatomy
The effect of the skill:
This skill adds bonus to your weapon power during the use of any weapon class. Also this skill is the necessary skill for the resurrection of player by bandages and for treating the poison with bandages.
This skill adds bonus to your weapon power during the use of any weapon class. Also this skill is the necessary skill for the resurrection of player by bandages and for treating the poison with bandages.
Animal Lore
The effect of the skill:
This skill is the necessary skill for all tamers of animals.
This skill is the necessary skill for all tamers of animals.
Arms Lore
The effect of the skill:
This skill adds bonus to your weapon power during the use of swords (Skill of Swordsmanship).
This skill adds bonus to your weapon power during the use of swords (Skill of Swordsmanship).
Evaluating Intelligence
The effect of the skill:
This skill is the necessary for using scrolls and for wearing the following items: Shroud.
This skill is the necessary for using scrolls and for wearing the following items: Shroud.
Forensic Evaluation
The effect of the skill:
This skill is the necessary for the resurrection of a player by bandages.
This skill is the necessary for the resurrection of a player by bandages.
Item Identification
Using skill:
Skill is used to sell things through the SHOP.
Skill is used to sell things through the SHOP.
Taste Identifiction
The effect of the skill:
This skill is the necessary for all Alchemists. If your Taste ID skill is 100.0%, your weapon will not fall out from your hands when drinking a potion. A quantity of HP regenerated by the meat of dragon directly depends on the level of this skill.
This skill is the necessary for all Alchemists. If your Taste ID skill is 100.0%, your weapon will not fall out from your hands when drinking a potion. A quantity of HP regenerated by the meat of dragon directly depends on the level of this skill.