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List of changes since the last announcement:
* 1/11/21 - Added inventory counter after "last drop" so you know how much of your inventory is full at any given time.
* 1/12/21 - Added gem/shadow/purse/resource columns to the 'find similar monsters' page.
* 1/20/21 - Added a new gem! Atmashidade + Jasper = Petalite. See /fusion.
* 2/5/21 - Fixed the infinite hit chance bug that happened when I made the 3/1/20 changes to /myth % values. Reverted the changes from back then to their original values. Fixed a separate sword issue resulting in a similar bug.
* 2/5/21 - Suggested by Extr3me, gem grade restrictions will now be lifted if the average level of the top 10 players is more than 1,000,000.
Took a nice long break mostly since last update. Today is changing the questboard so you can now sort by Experience, Gold, or Items. It will stick to your choice until you change it. Changes made in December were adding IC 21 and IC 22 droppers and changing /conquest to show what special and how many badges are required for Fleet Admiral and Mastery game conquests. Welcome to the new year!
Welcome to Round 9! Round 8 was only 4 weeks old so shorter round than most, but had a lot of feedback from my changes and implemented A LOT of sweeping tweaks (aka nerfs) across tokens (max 300% now instead of 600%), professions, gems (atma/dia), accessories, and a lot more. See the FB link for the biggest changes.
Welcome to Round 8! The servers have also merged. Due to the amount of changed I implemented this round, this server will be used until the round is reset the next time, and shimlar.com will be the permanent home again and this one will close. All premium accessories are removed, and Bonus Tokens are in intervals of 125/150/175/200/300/400/600% now.
Quests will now force-spawn 1 quest in the highest zone the top player can access, and also the zone they can access next.
Changed the way personal BT works. Instead of a 200% limit once the top player hits 5k, it is now a 50% limit at 5k+, 100% limit at 25k+, and 200% limit at 100k+
Added mass-myth option to Temple of Shadows. Will myth all your shadows until you run out of shadows or money.
Added shadow/mythic and gem/shadow/myth options to the mass-fp-smasher at the Fusion Machine. Can smash everything all at once!
Fixed an error in the lore of the Forge Ring that said it didn't stack with professions (it does).
Added a /forge command to show what bonuses the forge provides at each rank.
Added 'Clan Bonus' and 'Last Drop' above the monster selection menu when clicking. This will display your clans bonus and the previous gem/shadow you dropped.
Added 'Gold' and 'Banked' above a bank tile that displays how much money you have.
Added a 'Short Numbers' option under training log. This will convert all numbers to a notation form (100,000,000 becomes 100.00M, etc).
Changed the Tavern to be a singular mob that always hits you and you always hit it. Due to this change, masters will no longer exist outside the Tavern.
When examining items, it will now display YOUR stat too so you know if you meet the requirements.
Added a new profession - Banker (Req: lvl 1000). Provides 30% gold boost.
Welcome to round 7 - Round 6 was 5 weeks.
Same timeframe as most other rounds, mostly due to all the bans I had to do for scripts and cheating...
See changes posted below this, but also changed Bountiful Bay - Lowered IC by 1, and lowered stats (1.84M last mob instead of 2.2M)
Harvester Ring is now 2x resource drops instead of 3x
God of Fertility loses its resource chance bonus.
God of Thunder is also now 2x resources instead of 3x, and gains +50% resource chance.
Tigers Eye has received a nerf. See /gems for new values.
Changed the level requirements of XI+ droppers and XVI+ shadow-godly gear. check /myth for new levels.
Tourmaline can no longer be found in fusion.
Bloodrock has recieved a slight nerf to the IC given. See /gems for new values.
Ruby/BS has received a nerf to the armor given. It was also displaying wrong (showed +11 for grade 9 but actually was +9). See /gems for new values.
Old values were 0/1/2/2/3/5/6/8/11. However, it turned out it was displaying wrong, as grade 9 was giving 9 AC in reality, with similar for other grades.
Adjusted Graveyard and Torture Chamber exp. Grind was a bit too slow in these parts.
Elysium East is now a level 32k zone instead of 35k. Lessens the time in void1 and bigger cap between EE and Void2. Gems reduced from 4-9 to 2-9.
1st Quest kill completion will now reward a 15% bonus instead of 5% - Was a bit low, so now it doesn't suck as much to finish on first mob.
Dying will now remove your open freelvls, to provide an advantage for leveling up immediately.
Clan Misc prices have been adjusted:
Magic Barrier V changed from 200Q to 3Q - not really used, seemed far too expensive for its effect.
Blade Sharpener V and Concentration Magnifier V changed from 500Q to 25Q - brings it down to acceptable levels to get in the early late game.
Force of Friendship V changed from 1 Quint to 50Q - was originallyu more expensive than TA4 which was superior to it and triggered these changes. Brings it in line.
Tracker Academy IV changed from 85Q to 250Q - Comes with FoF5 and is meant for end game, so price increase due to that.
Tracker Academy V changed from 400Q to 1.25 Quint - The most powerful building should be super late game.
New Conquest added - Arcane Magistry
The location and gem required changes every 3 hours!
Always a grade 5 gem, but can be anything except a pebble.
Use /conquest to find the zone hint to pinpoint its location. Only the X/Y coordinates are revealed.
Reward: Minimap Teleportation. Use the minimap to teleport around the zone with ease! However, barrier zones do not allow this.
Added resource information for zones under the outworld map.
Added clarification to drop rate of gems/etc.
PvP zones now have a clan tax limit of 25%. Non-PvP zones unaffected.
Added a 0.5% chance when dropping a gem that it is specific to your Class Type.
Added a second 0.5% chance (first, must pass first 0.5% check) when dropping a gem that it is a fused gem instead (laz/ob/bs) that is specific to your Class Type.
Fighter gem pool: Emerald, Moonstone, Opal, Dragon Fang, Frozen Tear, Rogueite, Lazurite
Caster gem pool: Pearl, Corrundum, Black Pearl, Demon Fang, Frozen Tear, Rogueite, Obsidian
Vampire gem pool:Ruby, Tourmaline, Pearl, Moonstone, Bloodrock, Bloodstone
Round 6 has started. Round 5 playtime: 9 weeks.
Mass FP Smasher
There is now a mass FP smasher added to the fusion machine. For now, it will only smash gems. I've had it active on P2W server for several days with low reports of the same issue as before, but I think it is something else causing the issue because I have been unable to replicate the issue myself. Regardless, use at your own risk as gear might be overwritten.
Clan limit has been lowered from 12 to 8.
Clan Power Change:
Clans have been hitting the stronger abilities faster than I antipiciated, so these are now the new clan power ranks based on level:
1-149 = 0 power
150-299 = 1 power
300-999 = 2 power
1k-1,999 = 3 power
2k-3,999 = 5 power
4k-5,999 = 7 power
6k-9,999 = 9 power
1k-29,999 = 12 power
30k-99,999 = 15 power
100k-249,999 = 18 power
250k-499,999 = 21 power
500k-749,999 = 24 power
750k-999,999 = 27 power
1,000,000+ = 30 power
A suggestion was a spider zone, so that is now made at level 10,000. Provides an alternative leveling to Py4/Py5 but it is quite stronger. Located 8,8 Realm of Suffering.
Added your leaderboard rank next to your name. Figured it'd be a nice small addition so you don't have to check tops for your rank.
Reborn Profession & Last 2 zones
The reborn prof has been defunct for awhile, not meant to be accessible for quite awhile. Due to the level bloating, this was achievable. Realm of Hades will be removed, with End of the Line being adjusted. Reborn profession is removed.
Automated the quest checklist - auto-checks special killed while questing and resets when you find the right mob.
Added 150 more inventory slots. Upgrade at the RU!
70->80 items cost increased from 25M to 30M
80->90 items cost increased from 30M to 40M
90->100 items cost increased from 40M to 50M
100->125 items costs 1B
125->150 items costs 50B
150->175 items costs 100B
175->200 items costs 250B
200->250 items costs 25T
Will look into a better inventory management system when I can, since things will probably get cluttered with so much space. total of 450 now instead of 150. Enjoy!
Round 5 has started. Round 4 playtime: 5 weeks.
Flag, Description, Heal removed.
Shared House now costs 200m
Item Slots expanded to 4 upgrades (in order): 25 (50M) -> 50 (500M) -> 100 (50B) -> 200 (1T)
Notes: Was tricky to update, thus removing the components that aren't needed or used to make it work. Now I could easily go further than 200, if desired.
Now +15% increase every 4 clan members (was 7.5% every 5 members). Clan limit stays at 12.
Notes: People were advancing a bit too fast, so raising the clan power limits.
Legendary: 125% drop bonus -> 100%. 25% 3x conquest -> 50% 3x conquest.
Magnitude: +30 IC to wep2/spell2 -> +25 IC to all.
Fortitude: +45 AC -> +25 AC.
Notes: Were a little too powerful, especially Fortitude. Legendary & Magitude get a buff in exchange for a nerf. +45 AC was way too strong.
Exp/Gold decreased from +35/70/105/140/175% -> +25/50/75/100/125%
Notes: Was too strong.
Added a catch-up mechanic to the game for those who have less time to click than others.
The formula will take the average level of the top 10 players and create a 'threshold' level. For every player under that level, a +10% BT stack will be applied to them. This can stack multiple times, up to +100% which is essentially 200% BT for players that meet the requirement.
Information about it can be found under 'Training Log'. It displays how much bonus you receieve until X level. Once you reach that level, you lose +10% until it goes to 0% (normal) where it will say "none". This mechanic will also not activate until a player has reached level 5k.
This bonus applied the same way as BT does - so boosts your exp, gold, shadow, gem, conquest, purse, resource, and mastery chances. The threshold level will not be set high so those who play often will still have an advantage, but should provide additional enjoyment for those who slack behind due to time restraints.
Round 4 has started! ChangeLog
Round 3 Length: 5 Weeks.
Alpr Notes: No forge didn't seem to slow the round down at all but I think I will continue no forge for now. Trying to get some significant clan changes in before reset but not sure if I will be done on time. The aim is to make smaller clans more viable with power requirements and cost scale up depending on the number of clan members you have and also shorten the list of clan mines (while fun to make, people will always gravitate towards fang ones). Clan bonuses is finished and will do mines/misc revisions hopefully within the first week of the round to minimize impact in the same manner I did bonuses (scaling req & cost)
In case you don't want to view on facebook, here are the changes I made:
Modified clan bonuses to scale up to the number of clan members you have, reducing their initial power across the board so smaller clans aren't punished for less members. Larger clans are also not punished as the scaled up requirements are roughly the same as they were previously. The formula is currently set to +7.5% power added per 5 clan members, which I can easily change dymanically to adjust bonuses. This can always be found with the clanBonus command (/cb, /clanbonus)
Additional Clan Bonus changes (big one - no longer costs gold!):
Armor Class changed from [Power] 5/25/50/90/150 and [Effect] +3/5/7/10/15 -> [Power] 3/15/30/50/80 and [Effect] 3/6/9/12/15
Exp & Gold combined and set to [Power] 4/14/35/60/95 and [Effect] +35/70/105/140/175%
Drop Chance is split into Gem & Shadow and set to [Power] 5/20/40/65/100 and [Effect] +15/30/45/60/75% (previously combined for +10/20/30/40/50%)
Item Class changed from [Power] 20/45/70/95/155 and [Effect] +2/4/6/8/10 -> [Power] 3/15/30/50/80 and [Effect] 3/6/9/12/15
Quest Timer changed from [Power] 40/80/160 -> [Power] 15/45/110 (no effect change)
Temple Luck has been removed.
Double Hit Chance changed from [Power] 45/90/135/180 -> [Power] 20/45/70/120 (no effect change)
Mastery Chance changed from [Power] 30/60/110 and [Effect] +15/40/100% -> [Power] 10/35/70 and [Effect] +50/100/200%
Hopefully early in the round, I will give the same treatment to clan mines & clan misc buildings.
Quest EXP overhaul is here
Done same way as gold was - it now goes off of the mobs base exp and multiplied by a formula to determine amount of EXP from that quest.
Added the # of levels you'll get for doing the quest, next to the exp value on the questboard.
Please read the following statement: Here
Color coded gear in inventory to better distinguish pieces, per a suggestion: View Here.
Changed how droppers work for armors - Helm/Gauntlets drop eachother, Legs/Boots drop eachother.
Click 2 Win - Round #3 has started. Enjoy the new round! Round Changes: No Forge
Round 2 Length: 5 Weeks
Round #2 Observations: Golding for droppers didn't add as much time as I originally anticipated - the balance got pretty out of wack starting at godly gear. By Round #4, I hope to basically restructure everything starting at 1,300+ so progression is more spaces out, people stay in myth/ancest gear longer, and spread out gems further as well (5+ at least, possible 3/4 too) and readjust everything to downscale the game while improving the pacing. Max zone would be 1M (Ethereal Realm) for some reference, change godly requirements, etc.
* Disabled Armor Bonus from Shields for Vampires.
Vampires are too strong in the early game, and after testing decided to remove shields as a viable option. Axe (for Exp) or Staff (for gold) will be the alternatives. Using Shields to MT still work - Its only the AC that doesn't.
*Changed bonus exp/gold for quests. +2% per special killed, with +5% bonus every 10 killed. +5% bonus on first kill only. Scoundrel has been added to the quest pool, bringing it to 25 total. 60% is the max amount now for 25/25.
* Added 5% chance to shatter gems when fusing. This mean you'll lose both gems and the FP.
* Downscaled Fusion Piece Accumulation across the board (Mythic XX went from ~900-2500 to ~60-240 FP). This wasn't made as a nerf however, and everything else is adjusted as such. I did this change because I found it unneccessary to have it scale so high up, when it can be a more refined system.
Adjusted Fusion Pricing
Adjusted Forge Pricing
Adjusted Conquests requiring FP
Adjusted Royal Fleet Admiral - lvl*75 instead of lvl*50 for each step (nerf), reward is 75% less (50% for other resources), and required badges are 50% less what it was before (buff).
Adjusted FP reward from raid items.
DID NOT adjust ancest/godly cost. They looked ok as they are, with me wanting godly to be more expensive since they are very powerful.
FP reward from quest reduced.
Might've missed a few things that give/require FP so let me know if I missed any. I think I got them all though.Reset will probably be in 1-2 weeks from now, pending other changes if I can get them done. The pacing starting at 6k is pretty terrible. Considering sending godly gear up higher. Still need to raise level requirements of gear too back when I moved gear out of catacombs. Another solution is...do redo everything 6k+ lol which I am considering.
Added an (X) to each piece of gear on the inventory tab. Clicking this will unequip that gear piece instead of having to go through inventory.
Added a small, scaling buff to all class types except Bow/Drain.
Class Type is shown right above alignment, and is based on rhand/spellone slot. (buff applies to 2nd spell/weapon too!)
Class type is also based on whether dex or wis is higher. This inadvertantly kills weapon builds that use vamp gems.
Bow/Drain are unique classes and do not need further buffs for this part, which is why they are excluded.
Sword - +15% Critical Damage
Axe - +10% Critical Chance, +10% Max Masteries on /races
Mace - +5% Weapon Class
Staff - +2.5% Weapon & Armor Class
Shield - +5% Drop Chance (Gem, Shadow, Purse, Clan Mine, Resource) [GODLY ONLY]
Fire - +10% Hit Chance, +2% Spell Class
Cold - +5% Armor Class
Air - +5% Spell Class, +10% Max Masteries on /races
Earth - +2.5% Spell & Armor Class
Arcane - +5% Drop Chance (Gem, Shadow, Purse, Clan Mine, Resource) [GODLY ONLY]
/Myth Class Changes
Myth - 4% Dex / 2% Str / -1% Enemy Dex -> 5.5% Dex / 4.5% Str / -5% Enemy Dex
Ancestral - 4% Dex / 2% Str -> 5.5% Dex / 4% Str
Godly - 5.5*(IC+5/100) / 20*(IC+5/100) -> 6*(IC+5/100 / 30*(IC+5/100
Myth - 4% Dex / 1.5% Str / -1.5% Enemy Dex -> 4% Dex / 6% Str / -2% Enemy Dex
Ancestral - 4% Dex / 1.25% Exp -> 4% Dex / 6% Str / 1.25% Exp
Godly - 21*(IC+5/100) / 19*(IC+5/100) -> 25*(IC+5/100) / 25*(IC+5/100)
Staff - None for now. Had issue with dex going higher for vampires and possible other casters.
Myth - 4% Dex / 1% Str / -2% Enemy Dex -> 10% Dex / 2% Str / -4% Enemgy Dex
Ancestral - 4% Dex -> 10% Dex
Godly - 6*(IC+5/100) / 5*(IC+5/100) -> 7*(IC+5/100) / 6*(IC+5/100)
Bow - None for now. Working on it.
Shield - None for now. Working on it.
Myth - 4% Wis / 1% Int / -2% Enemy Wis -> 10% Wis / 2% Int / -4% Enemy Wis
Ancestral - 4% Wis -> 10% Wis
Godly - 6*(IC+5/100) / 5*(IC+5/100) -> 7*(IC+5/100) / 6*(IC+5/100)
Myth - 4% Wis / 1.5% Int / -1.5% Enemy Wis -> 5.5% Wis / 4.5% Int / -5% Enemy Wis
Ancestral - 4% Wis / 2% Int -> 5.5% Wis / 4% Int
Godly - 5.5*(IC+5/100) / 20*(IC+5/100) -> 6*(IC+5/100) / 30*(IC+5/100)
Myth - 4% Wis / 2% Int / -1% Enemy Wis -> 4% Wis / 6% Int / -1% Enemy Wis
Ancestral - 4% Wis / 1.25% Exp -> 4% Wis / 6% Int / 1.25% Exp
Godly - 21*(IC+5/100) / 19*(IC+5/100) -> 25*(IC+5/100) / 25*(IC+5/100)
Earth - None for now. Working on it.
Drain - None for now. Working on it.
Arcane - None for now. Working on it.
Quest messages will now display +20/50/100% depending on # of specials killed to show the bonus you received for that quest.
Drops will now be defaulted to "Display" upon login, meaning it always tells you your drop. Can still be turned off in training log.
Quest Update - Quest reward will be given a multiplier based on number of unique specials that were killed.
Has to be unqiue and part of the 24 quest mobs. Illusionist and others that aren't on the quest tab do not count.
If it took 1 special to complete a quest, the reward will be given a 10% exp/gold boost.
If it took 8 specials to complete a quest, the reward will be given a 20% exp/gold boost.
If it took 16 specials to complete a quest, the reward will be given a 50% exp/gold boost.
If it took 24 specials to complete a quest, the reward will be given a 100% exp/gold boost.
If you switch quests and kill a special on new quest, your old quest data will be overwritten and lost.
Reset Friday, 2/14/20 at 12pm EST (/time 18:00)
Quest gold has changed significantly. I redid the formula, to balance it throughout all rounds better. The goal is to bring back droppers needing to be golded for to add a lot of time back to the round. Early zones will see an increase of gold, while higher zones will be balanced more (instead of 400Q in cave of wonders, it'll be ~5Q).
Quest gold & exp values have had their displays changed - is now color coded for each tier (K,M,B,T,Q,Quint) and condensed to a more readable format (25T, 100k, etc)
Credit to Fred - When picking starter race, received gear is now customized. Instead of IC0 dagger/fire, you'll get:
Dwarf: Axe, Heal
Elf: Bow, Arrow
Dark Elf: Sword, Fire
Giant: Mace, Heal
Troll: Mace, Heal, Armor
Goblin: Shield, Fire
Angel: Shield, Heal
Gargoyle: Shield, Cold
Gnome: Shield, Fire
Human: Dagger, Fire
Fledgling: Shield, Drain
[VAMP GEM CHANGES] - /gems and /fusion updated!
Goal: To make vampires require unique gems from everyone else, leaving def/det/ft gems to casters only, and make the gems not..suck.
Ruby - Smallest change here, but reduced armor from 0.7 per grade to 0.4 to match Bloodstones. This gem has always provided the same enemy wisdom bonus as Black Pearl, so /gems is updated to reflect that change. Required to make Bloodstones. Rarity to find unchanged.
Tourmaline - Will affect current vampire builds the most, since the 6x hit chance multiplier is moved to bloodstones instead. This is now equal in power to a black pearl, but you also gain the 'damage enemy' buff of a regular tourmaline as well, so it is slightly better. Required to make Bloodstones (instead of rogueite). Rarity to find unchanged.
Bloodrock - One of two primary vampire gems now. The added health is much smaller than before, but has the same power level as demon fangs as well. Rarity changed to be the same as demon fangs.
Bloodstone - Two of two primary vampire gems now. Requires Ruby + Tourmaline to make now. Gains the hit chance bonus that Tourmaline used to have, armor is reduced to 0.4 per grade, gains the wisdom boost from Tour + Ruby, and the heal is unchanged.
WARNING - At some point, I plan to make Demon Fang, Demon Tear, and Frozen Tear unusable to vampires. I will give ample time and help people convert gems however. Idea is to keep vampires to their four gems (tour, br, ruby, bs) entirely.
Enjoy the return of the Vampires!
Added new conquest - Conquest of Champions! Located 25,25 wilderness, for every 5x conquests completed, you'll receive +1,+2,+3, etc double hit masteries per step! /conquests updated.
Added Vampire starter race: Fledgling
Changed stats & masteries of every race. Keep this in mind when choosing starter races!
Updated Starter Races on Manual due to these changes. Don't expect often though since its a PITA to do.
Retired many races that do not serve a purpose from being selectable as a reincarnation.
Cleaned up Reincarnation menu in RU
Minimum level header instead of displayed on each race
Each race will display their best mastery category ([Axe], [Drain], etc)
Races lower than your current race will be hidden to clean up the race selection dropdown.
Mount Toshax now provides +10 all masteries upon completion.
Conquests that give masteries (except Dojo) now add to your max total as well - meaning you no longer *should* wait until end game to do them as it no longer matters.
Non-raid items will no longer appear at the 1,8 raid spot in wilderness.
Adjusted fusion machine gem smasher level requirements. Were too high before.
/fusion now shows when you can smash gems for FP at the Fusion Machine
Godly gear now costs 68.75% less FP and 500% more Gold.
On Gem Forge, the FP Cost price will update dynamically depending on FP reduction bonuses, so it is always accurate on how much you're spending.
5% Chance to not use FP upon success now requires 40->70 forging level.
10% Chance to not damage a gem upon failure now requires 70->40 forging level.
TheForger conquest changed from requiring 100k FP to 30k FP.
Forge Bonuses applied to each forge rank:
Whelp(10): +1 Forge Bonus,
Novice(25): +2 Forge Bonus, -5% FP Cost
Apprentice(40): +3 Forge Bonus, 5% Chance for gem upgrade to cost nothing
Journeyman(55): +4 Forge Bonus, -10% FP Cost
Adept(70): +5 Forge Bonus, 10% Chance to not damage a gem upon failure
Expert(85): +6 Forge Bonus, -15% FP Cost
Master(100): +7 Forge Bonus, Increased Chance to Double-Upgrade GemAll bonuses stack with professions and accessories.
New round has started! Balance changes to the game:
Forge has been way too strong, so the following changes will be made:
Added a very small chance to shatter the gem no matter the grade.
Forge level is reworked. Max level is 100, with upgrading gems forgeLevel-locked:
2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 require a forge level of 1 (Slacker) / 10 (Whelp) / 25 (Novice) / 40 (Apprentice) / 55 (Journeyman) / 70 (Adept) / 85 Expert / 100 (Master).
Added titles for each rank too, viewable when checking masteries. A message will display once you unlock a new grade to forge.
Trying to forge gems out of your level will display an error, with no FP lost or gem being degraded.
Additionally, the upgrade formula has been refactored due to a cap of 100 now, but professions and accessory forge bonuses will now stack!
If further tweaks need to be made since past 100 will have no effect, I can think of a few things but I think I have it in a better place than before.
Intent is NOT to kill forge, just not make it super overpowered with people having 50+ ^9s by level 13k like I saw in past rounds.
Major rebalancing of accessories that give drop chance, gold, and experience. Been a thorn in the game for several rounds now, so will address them as such:
Chalice of Luck: 50% Drop Chance ---> 25% Drop Chance
Circlet of Kings: 150% Exp ---> 100% Exp. Rest unchanged. Conquest Req 50 ---> 30
Gandalf Hat: 50% Experience ---> 25% Exp. Conquest Req 300 ---> 100
Prophecy Sphere: 200% Gold / 10x Hit Chance ---> 125% Gold / 6x Hit Chance. Conquest Req 50 ---> 30
Ali Carpet: 150% Drop Chance ---> 100% Drop Chance. AC unchanged. Conquest Req 50 ---> 30
Shimlarian Sphere: 200% Exp / 200% Gold / 200 AC / 10 IC / 5x Hit Chance ---> 150% Exp / 150% Gold / 150 AC / 25 IC / 3x Hit Chance
Dragonstone Necklace: 100% Exp / 150% Drop Chance / 200% Gold ---> 50% Exp / 100% Drop Chance / 150% Gold
Goblin Wolf Amulet: No change, but will provide +900% Mastery Chance when BonusTime is NOT active
Midas Prophecy: 250% Gold ---> 200% Gold
Ring of Forging: 10% Forge Ability / -15% FP Cost ---> +2 Forge Bonus / -10% FP Cost
Kings Crown: 100% Exp / 25 IC ---> 60% Exp. 25 IC dropped, instead it comes with ONE fang^9 of choice
Enhanced Chalice of Luck: 350% Drop Chance / 100 AC ---> 150% Drop Chance. 100 AC dropped, instead comes with dual FT^9s
Enhanced Kings Crown: 175% Exp / 35 IC / 5x Hit Chance ---> 120% Exp. IC and HC dropped, instead comes with TWO grade^9 gems of choice
Chalice of Kings: ECOL + EKC ---> 75% Exp / 50% Drop Chance / 25% Gold / 10 AC; comes with TWO grade^9 gems of choice
Golden Chalice of Kings: ECOL + EKC 2x ---> 150% Exp / 100% Drop Chance / 50% Gold / 20 AC; comes with TWO grade^9 gems of choice
GIANT Chalice of Kings: ECOL + EKC 4x ---> 225% Exp / 150% Drop Chance / 75% Gold / 30 AC; comes with TWO grade^9 gems of choice
Enhanced Ring of Forging: 20% Forge Ability, -25% FP Cost / 16.7% FP loss chance on fail instead of 25% ---> +4 Forge Bonus / -15% FP Cost / 20% instead of 25%
All professions with a quest timer bonus have been reduced by -1h, except for First Shimlarian God and forge bonuses changed.
Adventurer / Skywalker / God of Thunder / God of Love / Demi-God / Immortal are now 2->1 / 3->2 / 2->1 / 3->2 / 5->4 / 6->5 quest timer reductions.
Blacksmith / God of Hunting are now 4-5% / 15% ---> +2 Forge Bonus / +3 Forge Bonus
Quest rewards are too giving in certain areas of the game. Instead of reducing what you can get from them, I chose to modify the Quest Timer instead.
Instead of the quest timer ranging from 2-12 hours depending on level, it will now be 2-20 hours depending on level.
QuestMaster days given a 10% chance for double reduction timer as a result also.
Malachite^8 and ^9 have changed from -7h / -9h to -6h / -8h.
Bribing the questmaster with malachites has been adjusted due to the other changes (grades 1-8).
Before: 500 / 1k / 2k / 5k / 10k / 15k / 25k / 200k for each malachite grade level limit.
Now: 500 / 1.5k / 3k / 7k / 20k / 50k / 100k / 200k
To address common complains and the accessory changes, some conquest requirements have changed.
Retired Knight, Mysterious Mage, Pirate Captain, Necromancer, Wise Ruler, Djinn requirements changes from:
100 Rusty Parts / 300 Demonic Tears / 12 Map Pieces & Crates of Rum / 50 Gold Bars / 50 Dwarven Silver / 50 Elven Perchments to
60 Rusty Parts / 100 Demonic Tears / 8 Map Pieces & Crates of Rum / 30 Gold Bars / 30 Dwarven Silver / 30 Elven Perchments
Drop Order has been randomized. The drop check order is gems / shadows / purse / clan mines. Instead of:
Gem / Shadow / Purse / Mine drop order (if one drops, it skips others), it is now:
Randomized between Gem / Shadow / Purse / Mine and Shadow / Gem / Purse / Mine
The higher BT is, the more the drop order is noticably favoring gems (since it is always checked first) so this fixes that issue.
Fires of Hell will always check shadows first. Other shadow-specific zones stay randomized.
Added new command - /updates you can view in game to see all changes I've been adding since I started. Will always update with every change as it won't always be on login page.
New Gem Types - Added Tigers Eye, Dragon Tear, Demon Tear to the game. See /gems for details.
Removed Illusionist, Wraith, Executioner, Champion, Colossus, Scoundrel from quest pool. 24 mobs for quests now. No rarity changes.
Added Bank quick withdrawals - 12345, 40k, 100k, 1M, 50M, 50B, 50T, 50Q. 1M+ only show up if you have enough banked gold.
Shrine now only shows zones you meet the level requirement for.
We are welcoming in a new round reset at 23:00 UK Time today
Changes are as follows:
I implore everyone to read the following information listed within the store: HERE
Boots are now fully functionaly! Drops shadows, can Myth, Ancest, and Godly them. Credit to Fred (Bowman)!
New Legendary Conquest: The Great Conquistador! Very long quest that gives an accessory to improve conquest drops. Check out /acc and /conquest for the updated lists and rewards.
Ancestral Leggings and Gauntlets no longer lose AC - Credit to Fred (Bowman)
Added /high and /oas to the Command List
We welcome in a new round, the game has been reset!
Gear is now interchangable, meaning you do not have to unequip gear to equip new gear
Does not apply to Right Hand, Left Hand, Spell One, Spell Two for now.
New Conquests are being added! Will list them here as they are implemented.
Manic Miner - 1,3 in Gem Mine(2700) - Requires: 7.5k Lumber, Stone, Clay, Sand - Reward: A nice ^5 Gem
Fangtastic! - 3,3 in 300 Gems(3999) - Requires: 150 Black Fangs (Zoned) - Reward: Dragon or Demon Fang ^6
Pelagon Hunt! - 1,0 in Pelagon Palace(5000) - Requires: 200 Pelagon Scales (Zoned), 25k FP - Reward: 25k All Stats
More To Come!!
Stat boosting conquests will now re-apply their reward upon reincarnating/changing profession (Except Gem Hunter).
Added customized conquest item drop message. Will display what item you dropped and how many you now have.
Adjusted drop rates of zones 5k+ to help improve balance and game speed.
Game has been reset!
Re-added Tracker Academy to the game. Be sure to check out its evolution with /clanmisc
Added 12 new specials! These apply to quests and regular killing. Future conquests will use them as well, but that is for later.
View the updated list by using the /specials command in the game!
Updated Rarity System
Previously, you had a 2x lower chance of finding a King or Veteran; 3x finding Fanatic or Villian, and 4x finding Master
Now, you will have a 2x lower chance of finding a Fanatic or Villian, and 3x finding Master, Champion, and Overlord
Added shrine to pyramid 5
Added more mobs to Chellinias Tavern
The Headhunter Dojo Conquest will now display all masteries instead of a selection to choose from.
Added a Bonus Time Blocker - You can now only upgrade Bonus Time, never downgrade.
Example - 1200% is set. Only an ULTRA or CHAOTIC token will be a valid coin until BT resets. All other coins will give an error message.
Fusion Pieces should no longer overflow into Leg Bones and should always start a new stack if you're maxed.
Gold, Experience, and Gem Drops have been rebalanced across all zones.
Quests now have 4 regular types - Normal Gold/Exp (C), High Gold/Low Exp (UNC), Low Gold/High Exp (UNC), High Gold/Exp (R),
Quests now have 2 special types (Both Low Gold/Exp) - Item Drop (R) - Regular Gems (C), Fusion Gems (R), or Shadow Gear (R), and Accessory Drop (VR).
When an item drop is determined, the most common roll will still be regular gems. However, it now shares with fusion gems and shadow gear.
Gem Grades have been pushed higher, such as 9s being found at 90k+ now instead of previously 25k+.
Fusion Gem Drops are a rare roll when a gem drop is determined. All fusion gems are included.
Shadow Gear Drops is an uncommon roll to happen instead of a gem drop.
Shadow gear is rolled as I-XX and also has a chance to be mythic, ancestrial, or godly. This is highly dependant on the quest level range though.
For instance, you won't find XX gear at low levels or III gear at high levels; same with myth/ancest/godly gear. The higher your level, the better the shadow gear.
Accessories - There are 25 brand new ones that can only be found in quests! A full list is found through the /acc command.
Accessories will also perform a roll to see if it will gem each slot! This happens at ALL level brackets
When an accessory is determined, there is a chance that it will gem the 1st slot (R). If successful, there is another chance that it'll gem the second slot (VR).
The gem grade is determined on your level, so you might find a gandalf hat(drf4) at lower levels, but at higher levels it could be gandalf hat(drf7)
Possible Gem Rolls - Tour, Citrine, Black Pearl, Dragon Fang, Demon Fang, Frozen Tear, Atamshidade, Lazurite, Obsidian, Zircon
70k+ quests will only have zircon gems in them. The accessory "Goblin Wolf Amulet" will only have cobalt in it.
Quests will now use the proper level up brackets. It isn't perfect yet, so if you don't get the experience, just go attack something and it'll pop up.
(C) - Common; (UNC) - Uncommon; (R) - Rare; (VR) - Very Rare
Added four new commands -> /clanpower, /clanbonus, /clanmine, /clanmisc
Shows the new clan power, clan bonuses, clan mines, and clan misc buildings that were added to the game.
Added a LEADER and CO-LEADER tag in clan chat. Leader is gold colored; Co-Leader is Grey colored.
Added Examine to Clan Hall that will display all possible bonuses a clan can get.
Added Examine to Questboard that will display Malachite information - When it stops working & how much it reduces timer.
Since I doubled the quest timer to a max of 12 hours, Malachite gems are boosted in return. See the examine at the Questboard for their new values.
Improved the JACKPOT for higher levels. Will not not be as useless.
Full List of Clan Mine and Misc Buildings - Here
Clan Minimum level to enter is 100 -> 150. Creating a Clan is 10M -> 20M gold. Accepting new members costs 1M -> 1M*#ClanMembers.
Tracker Academy is disabled until further notice - ran into issues with it.
Additional changes made while working on new zones.
Most impacting one is 7s,8s, and 9s now have new minimum levels - 10K, 20K, and 35K. Minimum level is displayed with /gems
Credit to fiddlesticks for Tracker Academy and Shim Sphere special monster fix.
Many new zones added
A-Z will now sort by Z-A if clicked again.
Gems will now sort gems alphabetically, ignoring gear. Also has a reverse.
Gear will now sort gear alphabetically, ignoring gems. Also as a reverse.
Due to the speed of the current round, I am releasing part 1 of my zone changes for the late-game and beyond.
This is to hopefully help balance zones, make leveling less boring, and overall extend the game further than it currently is, as late-game has been the weak point.
I've done moderate testing throughout the zones due to time restaints, however I hope I have them in a better spot than before. I can make changes as needed.
The short notes - Gems 7-9 are not as easily acquired. Gear XVII is not immediately available upon higher levels.
New zone backgrounds will come after I am completely finished.
In the image, ignore the percents for gold/exp/stat buff/nerfs. Meant to remove them.
In the wake of end game changes (working on it still), these profession changes will hopefully provide a better dynamic than "Everyone pile on warlord".
Correction for Goddess of Wine - Changed from +250% Mastery Chance to +500% Mastery Chance
End game changes will be posted when they are officially finished.
Additional changes include: Wilderness is now 50x50, End game changes (TBD).
Boots are now a new item of equipment!
Do NOT Expect them to drop as a shadow item, they are not within the shadow drop code as they are bugged.
They will work with gems as standard shop bought equipment and provide the same AC as leggings/gauntlets.
Added more level ups
New level up tiers have been added - 4, 6, 7, 8, 9, 1k, 2.5k, 10k, 50k, 100k, 500k, 2M.
2x and 3x level ups are interfering with 1x level up for some reason, so have been removed for now.
Changed the sort option from "none" to "gear"
Was a tad unclear what none did. This sort option will place gear and shadows on top.
Changed drop priority.
Old Drop Priority - Purse, Gem, Shadow, Gem Mine
New Drop Priority - Gem, Shadow, Purse, Gem Mine
What this means is that the game will check if you are to receive a gem or shadow drop now before checking for a purse drop.
This fixes issues with some zones where purse drops were so common, you'd rarely get gems or shadows.
Changed amount of gold dropped
Previously, purse drops were only decent at very low levels, where higher levels you'd get maybe 2M gold which was insufficient.
Now, the gold is properly tied to your level, increasing at different intervals throughout your journey to the top!
Fixed Gauntlet issue
The gauntlet issue with being removed from the inventory, and subsequantly causing the TP to disappear should no longer happen.