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Showing posts with label Guides. Show all posts
Showing posts with label Guides. Show all posts
Sunday, 5 July 2009

Hierarchy of Elemental Realm

Published by Lord of Flames under , on 12:00:00 am
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The Elemental Realm is basically governed by a Council of Three, followed by the ClanMaster's Guild. Together together they maintained Law and Order in Elemental Realm.
The Council of Three
High King
The ruler of the Elemental Realm is also the head of the Council of Three. The High King, or known to Mortal Realm-ers as the Elemental King, is above the law and rules for eternity till death or disposed.
The High King has the power to dissolve the Council as he see fits. The High King has ultimate veto powers.

The Current High King in Elemental Realm is currently not known, as of posting.
High Lords
The remaining two members of the Council of Three would be the High Lords. The High Lords are appointed from the ClanMaster's Guild to represent the ClanMaster's Guild in the general interest of Elemental Realm. The High Lords are traditionally changed every 2 years in Elemental Realm Time Format. However, the High King may also dissolve the Council to demand a change of High Lords appointed in the Council.

It is known that the High King, however, cannot appoint the High Lords. The High Lords are nominated by the Lords in the ClanMaster's Guild. High Lords need not be Lords.

High Lords report directly to the High King and is above Guild's Laws. The High Lords have veto powers in the ClanMaster's Guild.

The current High Lords is rumoured to have originated from the Darkness Clan and the Earth Clan.
ClanMaster's Guild
The ClanMaster's Guild is formed after the Clan Wars dated ER.118 when the Treaty of Magic Unity was signed.
The ClanMaster's Guild consist of Clan Leaders from each individual clans and no clans are excluded.
High Lords of Magic
See above "High Lords" under "Council of Three" Section
Lords of Magic
More commonly called short for Lords in Elemental Realm, these are Clan Leaders who are honoured for their clan's heroic deeds during the Clan Wars or grand contribution to the Realm.
The six Lords are the Clan Leaders of the Main Elements of Magic.
Namely - Fire, Water, Ice, Lightning, Earth, Light, Darkness.

Lords are in-charge of the operations of the ClanMaster's Guild and formulate and execute laws to maintain Law and Order in Elemental Realm. Due to the nature of the Sacred Clans, each would not support the other's bias law policy which do not benefit all, save the policymaker's Clans.

Lords serve the Guild till death.
It is stated that Lords cannot be High Lords.
Clan Leaders
See below "Clan Leader" under "Elemental Clans" Section
Elemental Clans
Further down the Hierarchy comes each individual clans. Each clan have a elected leader and specialise in a element.
Clan Leader
The Clan Leader need not have any special or royal background. Depending on the Clans, some are chosen for their strength, wisdom, and even age. For example, the Fire Clan chooses their leader with the greatest strength; the Earth Clan leaders for one's wisdom.

A Clan leader is expected to be able to lead and manage one's clan and act in the interest of the Clan. Throughout history, self-centred leaders were often disposed without delays with a new Clan Leader chosen within days.

A Clan Leader is also expected to be a member of the ClanMaster's Guild so as to have a say in the State Affairs in Elemental Realm. It is considered a grave offence for a Clan Leader to be not a member of the ClanMaster's Guild and they will be treated as outcasts and sentenced to death.
Clan Members
Every Elemental Realm-ers are a member of a clan. At the age of maturity, they will be given a choice to ask for permission for entry from the clan of their preferred choice. Often, the requests are not refused.
Once granted membership of a clan, a clan member is not allowed to swear fealty to any other clans.
In addition, a clan member is not allowed to learn more than one element-based spells. It is considered a grave offence by the ClanMaster's Guild and no exceptions had ever been made.
Sunday, 12 April 2009

Spells: Neo Basics

Published by Lord of Flames under , on 6:58:00 pm
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The dawn of a new evil, and many deaths of those fighting against it, had led many thinking whether the younger generations are well-prepared for the forthcoming battles they might face.

As a result, after a conclusive secret meeting among personnel living on Tutorial Island, they have decided to include a new module of learning. Even after graduating from that island.
Neo Basics
as of 10th April 2009[ETF]

Energy Boost
Unlocking one's energy limits for a brief period of time, the caster can perform extraordinary manoeuvre to suit his or her needs.
More info:
  • Learnt when player reaches LvL 100.
  • Mana Cost: 10*(speed of caster)

Effects:
  1. Damage: 0~0
  2. Speed Boost
    • Caster gains 150% of his or her speed for the next action made.
    • +5% chance to evade for next incoming attack. [Cannot stack]
      (last 5 turns or until caster is attacked, whichever first)
  3. Maximum Distance allowed for manoeuvre: (speed of caster)KM.

Notes:
  1. Skill cannot be used for attacking purposes
  2. Skill can be cast during defending phase in battle.
  3. Skill can be used to perform stunts(i.e. high jump, running on wall, etc)
  4. Skill can not be used for sliding or drifting of body.
  5. Caster can dictate when to stop the skill.

Energy Strife
Unlocking one's energy limits for a brief period of time, the caster can slide or drift to evade line attacks or to quickly move through a narrow gap without delay.
More info:
  • Learnt when player reaches LvL 100.
  • Mana Cost: 5*(speed of caster)

Effects:
  1. Damage: 0~25
  2. Speed Boost
    • Caster gains 125% of his or her speed for the next action made.
  3. Lesser Skull Bash
    • In the event that during the skill is in effect and the caster collides with any object(be it living or non-living), the caster have a chance to initiate Lesser Skull Bash
      for 0 Mana. However, every object hit would reduce caster's temporary speed by 50, if caster's speed return back to base speed, the skill will cease effect.
    • Chance to initiate: (caster's INT)%, cannot exceed 100%.
    • Damage: Base Damage of Skill + 325
    • Chance to stun: 5.00%, independent of other factors.

Notes:
  1. Skill can be cast during defending phase in battle.
  2. Skill cannot be used to perform stunts(i.e. high jump, running on wall, etc)
  3. Caster can dictate when to stop the skill.

Weakness Sense
With a glance of the caster's magically imbued scrying glass which reveals in detail, the elemental weakness of the target.
More info:
  • Learnt when player reaches LvL N1.
  • Mana Cost: 500 per target, maximum of 5 targets per turn per cast.

Effects:
  1. Damage: 0~1
  2. Caster gains knowledge of the target's elemental weakness.

Notes:
  1. Spell does not work on divine creatures nor its counterparts(i.e. Class "L" creatures)
  2. Spell have 50% to fail if caster's INT is lower than target's INT.
  3. Spell does not work on creatures protected by mind barriers.
Thursday, 25 December 2008

SPELLS: Death From Above!

Published by Lord of Flames under , , on 1:35:00 pm
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Death from Above Lv.1[FIRE][TYPE-A]
Hurls up a huge fireball that splits into 15 fire bolts and spread out in a fan-like manner, hitting targets in a vertical line.
Each Fire bolt does 100 fire damage, fire bolt will deal additional 400 fire damage if the target has the status of "ROCKED"
Target can be hit by the fire bolts more than once.

Death from Above Lv.1[WIND][TYPE-B]
Using the power of the wind, the caster summons a strong gust and haul it towards a targeted area in a cone-like manner.
The devastating force of the wind deals 300 wind damage to units buffered in the targeted area.
Units that can be affected includes both foes and non-foes. Use this spell with caution.
Units cannot be hit more than once by the spell that was cast by the same person in one turn.
Death from Above Lv.2[EARTH]
Using the power of the Earth, the caster lifts up a gigantic boulder from the ground and throw it towards the target with deadly accuracy.
The giant boulder deals 300 Earth damage on impact and has 5% Chance to cause the target to flinch next turn.
Target gets the status of "ROCKED" for 1 turn upon hit by spell.
[Slows speed by 10% for 1 turn]

Spell only affect a target.
Spell cannot miss.
Spell cannot be blocked without the aid of Magic Circles[?].

Death from Above Lv.3[WATER][ELECTRICITY]
Requirements before able to cast spell:
  1. Caster must know the spell "Rain Spell" or "Rain Dance"
  2. Caster must know the spell "OutSpark"
Having mastered the spells of water and lightning, the caster calls upon a sudden downpour that ended as quickly as it ended and spark electricity on the falling water droplets at inhuman speed, creating a electric cage that hurts all but the caster.

Water Droplets deals 0~0 water damage.
OutSpark deals 600 electric damage due to its widespread effect that surrounds the battlefield.

Shell Shock

[Targets have 15% chance of getting stunned and loses his or her next turn.]
Power Overload
[Machines will have 100% Chance of getting stunned and loses its next turn.]

Spell Removes previous weather conditions in the battlefield.
Spell creates a neutral weather condition as a after-effect of the spell.
Spell hits the entire battlefield.
Spell cannot miss. Spell cannot be blocked.
Spell cannot be cast by caster at his or her next turn.

Death from Above Lv.4[PSYCHIC][EARTH]
Requirements before able to cast spell:
  1. Caster must know the spell "PSYCHIC"
Using the intense power of the mind, the caster lifts up the target and swing it towards a targeted area(or secondary target), hard. The caster then grips the target with his or her willpower, preventing the target from breathing, causing massive damage hereafter.

Main target receives 500~600 Earth Damage and is immobile for the next turn unless the caster makes a move which will remove the spell effect on the target and enable target to be able to cast spells and use physical attacks again.
Secondary target(if any) receives 300~500 Earth Damage.

Imposed Death

[If caster does nothing to disrupt his willpower imposed on the main target for his or her next turn, causing the target not able to breathe and suffers 10000 Soul Damage.]
Intense Pressure
[If caster does nothing to disrupt his willpower imposed on the main target for his or her next turn and the target is a machine, the intense pressure totally crushes its body, dealing 100% of the target's maximum health.]

The drain of using mental power was too great, the caster cannot cast Psychic Spells for his or her next 3 turns.[This includes this spell.]
Spell affect only one main target and one secondary target due to the limits of one's mental powers.
Spell cannot miss. Spell can only be blocked if the target has a greater Magic Level[?] than the caster.

Monday, 22 December 2008

Guides:Beschützer

Published by Lord of Flames under on 5:03:00 pm
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◊Beschützer◊
A crystal whose discovery are not known to all but the Gods, it is a powerful relic that contains a vast amount of power that can be lethal enough to disable a god totally.

How such an artefact comes into existence is clearly disturbing but it serves the gods a purpose - to seal the Satans in their place, never to wreck havoc on the Mortal Realm once more.

Not much is known about the crystal because of the fact that no living mortal have found it.

Legends points it to Gartur Barrens and it's located in a landmark called "Portal of Glory"

The Legends describe the landmark as a shrine with the crystal surrounded by white Greek pillars with no roofs and the weather there is calm.
Tuesday, 16 December 2008

Lands: Gartur Barrens

Published by Lord of Flames under on 2:30:00 pm
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|Land|-->Gartur Barrens<---|Guide|

Location: Proclaimed Centre of the universe by most. Exact Location Unknown.
Other names: Gartur Plains; Hall of Mirrors;
Description:
"Gartur Barrens exists in no Realm but its own, in no worlds but one itself, serving as a passage between portals, that links to all and none." - Book of Prophecies

Such a contradictory statement as stated above, once confused many before this very land was found which opened the path to Elemental Realm and Watcher's Guild and many beyond, unexplored.
The Book of Prophecies said it serves as a passage between portals, that links to all yet at the same time none. Some feel that, the Gartur Barrens links to all but there come a time when it will fail its purpose. Other says that Gartur Barrens links to all who can find the passage and none to those who can't.
Whatever theory we may have, that statement still remains a mystery which is perhaps why few people venture out into the Gartur Barrens and travel beyond the horizon.
You can't really blame them, there really isn't enough profit to gain from such an journey. To travel to the Elemental Realms alone, one must be prepared to be lost several times even with a guide and map due to its devious nature of Gartur; and upon reaching Elemental Realm, you will not be welcomed as the people of the Elemental Realm do not like people who interferes with its affairs. Yes, even trade.
And who would want to journey into Hell, there simply nothing to gain there except death.
Ah, yes you may want to argue that for fame since if you do find some unknown land. But be warned, few return from the travels and even few travelled beyond the land we already know.
Perhaps, if you're brave, go and find something useful in that wasteland...

Rumours:
Aye, you read right. Rumours. Such a mysterious land would be strange indeed if they weren't any rumours about it.
Some say that Gartur Barrens is named so because it is a magic-barren land, meaning that whoever is inside it cannot be affected by magic nor cast magic. This claim cannot be really verified as tests gave strange results such as sometimes magic could be cast, and sometimes it could not. Creatures spawned from magic doesn't seem affected by it though. Magical Items are also reported to malfunction occasionally.
Another claims that Gartur Barrens play with one's mind and therefore often cause people to be lost, seeing different things on the map and even to compasses. Some even report that they see impossible images while in Gartur Barrens. However, seeing different things on the map may be due to the user mis-reading the map or even not in top condition, causing hallucination. Compasses could be due to the gravitational differences in that land. The images conjured could have been mirages though the images saw were...disturbing...

Map:
Map of Gartur Barrens
As of Year 2008[ETF]
Sunday, 23 November 2008

Fallen God: Distrust

Published by Lord of Flames under , on 3:45:00 pm
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Distrust, God of Betrayal☍

Description:
As the name implies, it is a god that favours betrayal and would strive to make it happen.

It is also called the God of Wind.

It has a appearance of a wind archon which suggest that the Ancient Protoss used to worship Distrust.

It is noted that Ancient Protoss Resistance is currently worshipping Distrust.

History:
Disappeared before Gods War I, leaving behind the Ancient Protoss to survive on its own without a god to help.
Towards the end of Gods War II, Distrust landed on the surface of the Mortal Realm
Joined Chaos Faction.
Battled Arun, God of Justice.

Involvement with the other Fallen Gods are not confirmed.
Tuesday, 11 November 2008

Complete Stats Guide

Published by Lord of Flames under on 10:13:00 pm
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|=|>STATS GUIDE<|=|
Version 1.0.0.6
Updated on 12/04/2009[ETF]


Introduction
Welcome, I believe by reading this, you're interested in knowing how exactly how our stats in Combineset: the game actually works. You would notice that we have never revealed in full detail how exactly the stats affect you.
Let us start with the main stats first...

Main Stats

Health Points[HP]
This the stat that tells you how much health you have. To increase this amount, you will have to train your LP level or grow to Lvl.S21 where your HP will increase to 2300.

More health allows you to survive in the battlefield longer, the moment you run out of health, you lose and die. You will be revived at a revival area(Usually Hospital) or you can wait for a NPC or other player to revive you.

New Players start with 100HP.


Life-Point Level
More Detailed info on: http://combineset.blogspot.com/2007/06/lp-level-and-how-to-increase-ones-lp.html

Training this stats will increase your Hp by 100 per level which helps you to withstand more damage from your enemies and traps in the dungeon without relying on healing.

New Players start with LP Level 0.


Armour Life
Shows the amount of damage that the equipped armour absorb before affecting HP.
Players can equip unlimited amount of armour depending on one's strength, however, only the armour that gives the highest amount of protection will be counted in the Armour Life. Other armour's effects such as enhanced stats still apply.

Most Armour gives the player a protection of 100HP. However, some special cases has been found. One example is the Holy Armour which gives 200Hp protection. What else have not been revealed? Hmm....

Amrour Life regenerate after battle.


Shield Life
Shows The amount of damage that the equipped plasma shields absorb before affecting Armour life and HP.
This practice started after the appearance of the Ancient Protoss who invented the use of Plasma Oval shield and leg & hand shields to protect their soldiers in battle.
Players can purchase a plasma oval shield at any general store.
Players will receive one pair of hand and leg shield at a certain stage.
Each equipped plasma shield increases the Shield Life by 100 unless stated otherwise.
Shield Life regenerates after battle unless stated otherwise.


Defence Rating[DEF]
The higher your defense, the lesser damage you receive from physical attacks. 1 point of defence rating will reduce damage received by one. The damage received cannot be less than 1.
Defence Rating also slightly affect the amount of damage you receive from magical attacks. 100 points of Defence Rating reduces the effect of Magical attacks by 1%.

New Players start with a defence rating of 10.


Attack Rating[ATK]
There are several misunderstanding regarding this stat. Attack Rating does not affect your average melee non-magical damage dealt to targets, Attack rating only increases your max melee damage cap. For example, if you have an attack rating of 1000, you can only deal a maximum of 1000 physical melee damage without critical strike.
Therefore, this is an important stat to train for melee attackers though it only effect your max damage cap.

New Players start with a attack rating of 10.


Strength[STR]
Demostrates how strong a player is.
This stats determines the average physical damage the player deals in a battle. Each point of STR increases average damage by 1. In the event that STR is higher than ATK(for melee), chances of critical hit will reach 100%. Therefore, for skilled melee attackers, it is important to train STR.

STR also affect the average damage dealt by range weapons.

Higher STR allows the player to equip more powerful melee and range weapons.
New Players start with a STR of 10.


Archery
This is an important stat for range-weapons attackers such as archers.
This stats works differently from its melee counterpart, unlike ATK, it does not limit your max damage cap.
Instead, it amplifies the amount of damage dealt.

For each level of Archery, increases 1% accuracy, not accounting target's dodging or block. This prevents the attacker from missing.
For every 10 level of Archery, amplifies damage dealt to enemies by 10%.
Each 20 level, increases sight of player passively by 1.

New Players start with Archery level of 1.


Luck
Luck effects several areas, as such it is harder to train this stats.

Properties, For every point of Luck:

  1. the player has 0.001% chance to evade physical attacks
  2. the player has 0.001% increased chance of critical strike unless overrode by the Strength stats.
  3. In non-combat, increased 0.01% of good things happening to the player.
  4. In non-combat, decreased 0.001% of bad things happening to the player.
  5. Increased 0.001% chance of enemy unable to cast spells.
There are various ways to train this stats:
  1. Gamble in a casino
  2. Fight creatures and do a risky thing and succeed in doing it.
  3. Buy items that enhance the user's luck.
New Players start with Luck of 10.


Speed
Speed affects a battle greatly. When a battle starts, the one with the highest speed starts first. Then the second highest speed is next in the line and so on...

Special Case #1:
In a battle. most likely 1v1 battle, when a player has a higher speed than the other player such to a extent that it more than two times of it, the player may have additional turns, depending on the differences between the two players.
For example, Player A has a speed of 450 while Player B has a speed of 900. Player B will start first and will have another extra turn as he is faster than Player A such that his speed is equal to two times of Player A's speed.
In a extreme case, a player may have 5+ extra turns so to prevent such torture to the other player, training speed is a must.

Speed allows the player to have a longer period of grace to react to attacks in the defense phase of the battle. This allows the players to be able to block or dodge attacks more efficiently.

Speed also have an passive effect, in the event that the player is not fast enough to react to the attack in a battle, there is a chance to auto-activate dash whereby the attack totally missed the player, magical or physical. For each point of speed, the chance is increased 0.001%.

Speed also affect in non-combat times, the higher the speed the faster you can dodge traps in dungeon maps and travel faster place to place by foot. Some achieve such high speed that they can reach the speed of light(Speed = Over-Limit). Spells that uses speed as a factor will treat Over-limit as 10'000.

New Players start with a speed of 10.

Mana Points[MP]
This stats tell you how much mana, due to the huge numbers in this stats, this area is currently hidden, the system will inform you when you run out of Mana. Mana can be increased by the Magic Level.

Magic Level - > See Magic Class Types Here
This is the stats that shows how skillful you are at magic spells.
Magic is a very important stat for magic users.

It affects:
  1. The mana that a player has
  2. The impact by enemies' spells
  3. how much damage does a spell deal

Each 1000 point of Magic improves magic resistance by 1%.
Each point of Magic gives 100 Mana.

Intelligence[INT]
Shows how smart is the player in the game.
INT is used to understand magic spellbook which lets the player learn spells. If his INT is too low, the player will not be able to understand the spellbook. The higher the INT, the more clue will the system reveal in critical times.

New Players start with INT of 10 which the intelligence of a primary/elementary one student.

INT of 60 = Primary Six/Elementary Year Six student.

Secondary Stats

Merging Level
A secondary stat yet rather famous skill used by players is the merging.
As the name suggest, merging allows you to combine more than two items to form a new item. This is in line with our game name: Combineset. Merging skill is unique as unlike most of the other stats, merging level can only reach to a max of 12. As such, it is extremely difficult to train this skill.

New players start with a merging level of 1 and therefore can merge newbie items to form new items.

More info on the abilities unlocked: http://combineset.blogspot.com/2008/07/merging-level-info.html
New Players start with Merging Level of 1.

Necromancy
The art of raising the dead. This stat allows players to summon armies of the dead to aid the caster. This stat is unusual in the sense that Arabic numerals are not used in the leveling, instead Greek letters were used. Basically, the higher the level, the higher level of undeads can you summon.

New Players start with necromancy level of alpha.

Farming
Farming, as the name suggests, means the cultivation of crops. Players can grow fruits and vegetables for own consumption. Though many players believe such stuff are useless, such fruits and vegetables has several abilities that can aid the player during combat and even can be used for cooking purposes which helps to improve the abilities of the ingredients used.

New players start with farming level of 1.

More info on Farming: http://combineset.blogspot.com/2008/07/farming-level-guide.html

Cooking
Many players do not like cooking due to its troublesome process and only a little result. But cooking allows one to have many benefits through the food they cook and ate.

Players can basically cook anything they want, there is no restriction, the higher the level of cooking, the higher the chances of the food not getting over-cooked. This is useful in cooking difficult dishes such as dishes that involves lean meat.

New Players start with a cooking level of 5.

Fletching
Fletching is the art of aerodynamically stabilizing arrows from materials such as feathers. It is extremely useful for archers who often need to use arrows to fire at targets. Maintaining an supply of arrows for usage can be rather costly in the long term. Therefore, it will useful to use fletching and carving to make arrows for own usage and even put it on sale if your workmanship is superb.
In general, the higher level your fletching are, the more powerful arrows you will be able to make , it also increase your workmanship of fletching.

Detailed Level Guide on Fletching here.
New Players start with a fletching level of 1.
Max Level of 200.

Crafting
Crafting was made due to merger of carving, pottery, jewelry making.
Crafting allows one to be able to polish jewels and sell it on the market or even used in battles.[Need spell - Enchant to use in combat]
Crafting can be used in many situations, it is largely based on player's innovation.
As your crafting levels get higher, the chance in perfecting a design gets higher with an increase of 0.01% per level.

New Players start with a crafting level of 1.

Chopping
Chopping is skill of chopping trees.

The higher the level, the higher the success of cutting down a tree and not damaging the axe.

All trees can be chopped down, it is not restricted by the levels.

The logs obtained from the tree can be used for crafting, fletching, and cooking.

New Players start with a crafting level of 1.

Mining
Mining is the extraction of valuable ores from rocks. These ores can be purified into metal bars to smith into useful objects.

The higher the level of mining, the more powerful pickaxes you can use and faster you mine.

New Players start with a mining level of 1.

Smelting
Smelting is the skill of melting the ores to purify the metal bars.

The higher the level of smelting, the faster you can smelt and more items will be unlocked for smelting. The list is unknown, you will only know when the metal bars failed to purify more than 5 times.

New Players start with a smelting level of 1.

Smithing
Smithing is skill of using an anvil and hammer to shape metal bars into objects. This is normally used to make weapons and armours.

The higher the level, the more advanced objects you can make.

New Players start with a smithing level of 1.

Charm
Charm is your social skills in the game. The higher your charm level, the easier it is for you to haggle for a cheaper price when buying item. In addition, you have a higher chance of getting hints or tips for a certain quest from a quest-giver.

New Players start with a crafting level of 3.
Fishing
Fishing is pretty self-explanatory. To fish, you will need a fishing rod as well as a bait to catch different species of fish. There is no level limitations of what fishes you can catch since the fishes are in the wild and your level won't affect them, would they?

What fish you catch depends on two things:
  1. Your fishing location and
  2. the bait you're using.
Let me explain on the first factor first - fishing location...
Different locations have different composition of fishes contained in the water body. We will not talk about dead water or close to empty river since it is senseless to even catch a single fish there.
Right, we're talking about seas, deep or shallow and downstream rivers.
What you catch will be according to the rarity of the fish on that location.
For example, the salmons in the river located at GunBound Forest has rarity of 1. This means that you have 50% of catching this type of fish. The higher the rarity, the harder to catch that type of fish.
Now to the second factor - Bait used...
Bait are food used to attract the fishes to get hooked by the fishing rod.

Baits helps in catching of fish, though some are in such bad quality that they lower the chances of you catching even the most common fish. The percentage increased affects all fishes of all rarity. For example, if a bait increase by 25%, the chances of catching a swordfish will be 26%, prior to 1% with a standard bait which increases no % at all.

If no bait is used, the hook itself will increase your chances of catching a fish by -200%. Therefore, please take care in not running out of baits when fishing. It is not worth wasting time to catch fishes with no bait since the chances to catch the most common fish is -150%(after adding the % added by no bait). You will never catch a fish, trust me.

There are also special cases that the bait does not affect at all. This is a special feature of fishing, called treasure hauling.

When baits are used, no matter how good they are or how bad they are, they decrease your chances of hauling up a treasure item by 75%.
When no baits are used, it only decreases your chances of hauling a treasure item by 60%
The Base value of hauling a treasure item is 80%.
Catching a fish can be easily affected by these two factors, but obtaining the fish is affected by your strength.

When a fish or item is caught, to haul it up will rely on your character's strength. The mass of the fish or item will be compared with your strength.

Let x be the mass of the fish or item caught.
Let y be your strength.

If x > y+[(y)K%] , then the fish or item will drop back to the water body, you will not obtain the item.
If x <
y+[(y)K%], then the fish or item will be added your inventory.

Notice that there is a presence of K%, K% is the % bonus by the type of rod you used for the fishing. The better quality the rod, the more bonus % it gives.

For example, a broken metal pole, will give a bonus % of -10. Standard Rod will give a bonus % of 0.

Fishes obtained can be cooked to be eaten for recovery of health or sold for value. Please note that common fishes are worthless, they are too common to worth anything. Only fishes with rarity of 3 and above will worth gold bars.

Please also bear in mind that the rarity of fishes are not fixed, they may be changed due to global events and overfishing as well. ;)
Who knows, maybe in the future, salmons have a rarity of 8 and Giants Squids have a rarity of 1. :|


With that, good luck in fishing!

New Players start with a fishing level of 1.
PotionMaking
Making Potions! Love Potions, Strength potions. The possibilities are endless!
The higher level you are, the higher the chances of successfully making a potion.

PotionMaking is like a trial and error stats whereby if you do not follow the instruction for concocting a potion properly, it will either explode, does nothing or become another potion ;)

Currently, the only teacher that can teach about potions is Maria, and you have to find her since she holed herself up in a cave(not exactly true, she lives in there)
That will be a good spot to start leveling up before experimenting and create new potions!

New Players start with a PotionMaking level of 1.
Ship Skills
Attention all who likes the seas! Buy a ship, or make one and train yerself for the wild seas!

Aye! Having a ship can be fun. It provides a means of transport and also includes a ranking system as well as your standings in the entire game, comparing with other mateys!

Owning a ships is simple! A raft works well too, and it's cheap, just need a couple of driftwood. HAHs

New Players start with a ranking of Novice.
And that concludes our guide. If you feel we have left something out, do inform us by commenting on this post or tagging it on our chatbox on the right!

Thank you for your time!
Wednesday, 29 October 2008

New Map: Ruined Hell

Published by Lord of Flames under , , on 3:22:00 pm
--
Hell has fallen, the location Hell is not longer available. This location has been replaced with the location called, Ruined Hell. The picture below is the map of Ruined Hell. The location, Abyss is still locked until the map is done.
Map of Ruined Hell

To enter Ruined Hell, go through Keeper of Light's Hall and go through the underpass portal to enter.

--
*
Changes:
  1. New structures
  2. New creatures
  3. Angels Guards removed, the place of reside for the guards are now empty, occasionally filled with daemons, demons, monsters.
  4. Entrance of Hell no longer have guards such as Cerberus and Wraith Knights, they are moved to inner circle of hell.
  5. The DemiGod, King of Hades, has been slain, it is no longer available as of this current build.
  6. Throne Room for the King of Hades, removed, it has been replaced by a fortress.
  7. Blood shrine moved to Abyss.
  8. Separated Hell into nine circles
*
--
Tuesday, 19 August 2008

Magic Circles

Published by Lord of Flames under on 3:14:00 pm
--
This guide is constantly updated so please do come back and check again for updates in a monthly basis.
Magic Circle Types
Updated on 10/12/2008[ETF]

This is a new section to magic spells, basically, using magic circles to greatly enhances the magic power of the spells casted, however it also increases casting time in real-time battle depending on the class of the spell. Therefore, it is important to judge when it is useful to use magic circles.
All players start with the ability to use Magic Circle Level 1. As players progress, he or she may learn how to use higher level magic circles.

Note: The Lines of the Magic Circles take on the colours of your primary element, it is not in grey black as shown in this guide.
Blank Circle[Lv.1]
In Construction
Square Magic Circle[Lv.2]
In Construction
Triangle Magic Circle[Lv.3]
In Construction
Pentagon Magic Circle[Lv.5]
In Construction
Hexagon Magic Circle[Lv.6]
In Construction
Octagon Magic Circle[Lv.8]
Used by Highly Skilled Mages, this circle make use of a octagon to enhance the magic strength of a spell by 500%.

Appearance[Not Glowing]:






Decagon Magic Circle[Lv.10]
In Construction
Ancient Magic Circle[Lv.??]
In Construction
Special Magic Circles

Some of this require certain status before one can use such magic circles.
Others occur naturally without any requirements and simply used for visual purposes to show other users that a special skill is being cast.
Supreme Legends(SL) Magic Circle[Lv.???]
SL is a council that consist of Elder Demigods who were the first generation of the demigods. They can enhance their magic spells greatly with this magic circle.

Appearance[Aura Type]:






Healing Magic Circle[N/A]
In Construction
Merging Magic Circle[N/A]
Occurs naturally whenever one tried to merge two or more objects together, this is to show other people and the one who is merging that merging is taking place. This magic circle will appear at the center in between of the targeted objects.

Appearance:






Summoning Magic Circle[N/A]
In Construction
New!Solar Magic Circle[Legendary][N/A]
Only those who masters the Legendary Class of Fire, called Solar can use this type of Magic Circle.

Appearance:





Monday, 18 August 2008

Fletching Level Guide

Published by Lord of Flames under on 4:27:00 pm
--
This is to supplement the Main Stats Guide.

Initial Accuracy of arrows without enhancers at Level 1: 25.0%
Initial quailty of arrows without enhancers at Level 1: Worthless[1.00%]

Quailty Chart:
1%~5% -> Worthless
6%~25% -> Poor
26%~40% -> Below Average
41%~61% -> Average
62%~70% -> Good
71%~75% -> Excellent
76%~99% -> Near Perfect
100% -> Perfect
NOTE: The higher the quailty, the hgiher the value of the arrow
Initial strength of arrows without enhancers at Level 1: Weak[1]
Strength Table:
1~25 -> weak; 100% Destroyed after shooting arrow, 0% of reusing after battle
26~50 -> Average; 80% Destroyed after shooting arrow, 20% of reusing after battle
51~75 -> Strong; 65% Destroyed after shooting arrow, 35% of reusing after battle
76~100 -> Very Strong; 50% Destroyed after shooting arrow, 50% of reusing after battle
101+ -> Invincible; 0% Destroyed after shooting arrow, 100% of reusing after battle


If you have Fletching Level of:
  1. Able to fletch Poor Arrows
  2. +1% Accuracy for all arrows fletched
  3. +1% Accuracy for all arrows fletched
  4. +1% Accuracy for all arrows fletched
  5. Able to fletch Wooden Arrows
  6. +1% Accuracy for all arrows fletched
  7. +1% Accuracy for all arrows fletched
  8. +1% Accuracy for all arrows fletched
  9. +1% Accuracy for all arrows fletched
  10. Able to fletch Iron Arrows
  11. +1% Accuracy for all arrows fletched
  12. +1% Accuracy for all arrows fletched
  13. +1% Accuracy for all arrows fletched
  14. +1% Accuracy for all arrows fletched
  15. Able to fletch Steel Arrows
  16. +1% Accuracy for all arrows fletched
  17. +1% Accuracy for all arrows fletched
  18. +1% Accuracy for all arrows fletched
  19. +1% Accuracy for all arrows fletched
  20. Able to fletch practice bolts[BLUNT]
  21. +1% Accuracy for all arrows fletched
  22. +1% Accuracy for all arrows fletched
  23. +1% Accuracy for all arrows fletched
  24. +1% Accuracy for all arrows fletched
  25. Able to fletch wooden bolts
  26. +1% Accuracy for all arrows fletched
  27. +1% Accuracy for all arrows fletched
  28. +1% Accuracy for all arrows fletched
  29. +1% Accuracy for all arrows fletched
  30. Able to fletch iron bolts
  31. +1% Accuracy for all arrows fletched
  32. +1% Accuracy for all arrows fletched
  33. +1% Accuracy for all arrows fletched
  34. +1% Accuracy for all arrows fletched
  35. Able to fletch steel bolts
  36. +1% Accuracy for all arrows fletched
  37. +1% Accuracy for all arrows fletched
  38. +1% Accuracy for all arrows fletched
  39. +1% Accuracy for all arrows fletched
  40. Able to fletch poison arrows
  41. +1% Accuracy for all arrows fletched
  42. +1% Accuracy for all arrows fletched
  43. +1% Accuracy for all arrows fletched
  44. +1% Accuracy for all arrows fletched
  45. Able to fletch poison bolts
  46. +1% Accuracy for all arrows fletched
  47. +1% Accuracy for all arrows fletched
  48. +1% Accuracy for all arrows fletched
  49. +1% Accuracy for all arrows fletched
  50. Able to fletch Piercing Arrows
  51. +1% Accuracy for all arrows fletched
  52. +1% Accuracy for all arrows fletched
  53. +1% Accuracy for all arrows fletched
  54. +1% Accuracy for all arrows fletched
  55. Able to fletch Piercing Bolts
  56. +1% Accuracy for all arrows fletched
  57. +1% Accuracy for all arrows fletched
  58. +1% Accuracy for all arrows fletched
  59. +1% Accuracy for all arrows fletched
  60. Able to fletch Magical Arrows
  61. +1% Accuracy for all arrows fletched
  62. +1% Accuracy for all arrows fletched
  63. +1% Accuracy for all arrows fletched
  64. +1% Accuracy for all arrows fletched
  65. Able to fletch Magical Bolts
  66. +1% Accuracy for all arrows fletched
  67. +1% Accuracy for all arrows fletched
  68. +1% Accuracy for all arrows fletched
  69. +1% Accuracy for all arrows fletched
  70. Able to fletch Fire Arrows
  71. +1% Accuracy for all arrows fletched
  72. +1% Accuracy for all arrows fletched
  73. +1% Accuracy for all arrows fletched
  74. +1% Accuracy for all arrows fletched
  75. Able to fletch Fire Bolts
  76. +1% Accuracy for all arrows fletched
  77. +1% Accuracy for all arrows fletched
  78. +1% Accuracy for all arrows fletched
  79. +1% Accuracy for all arrows fletched
  80. Able to fletch Ice Arrows
  81. +1% Accuracy for all arrows fletched
  82. +1% Accuracy for all arrows fletched
  83. +1% Accuracy for all arrows fletched
  84. +1% Accuracy for all arrows fletched
  85. Able to fletch Ice Bolts
  86. +1% Accuracy for all arrows fletched
  87. +1% Accuracy for all arrows fletched
  88. +1% Accuracy for all arrows fletched
  89. +1% Accuracy for all arrows fletched
  90. Able to fletch Electric Arrows
  91. +1% Accuracy for all arrows fletched
  92. +1% Accuracy for all arrows fletched
  93. +1% Accuracy for all arrows fletched
  94. +1% Accuracy for all arrows fletched
  95. Able to fletch Electric Bolts
  96. +1% Quality for all arrows fletched
  97. +1% Quality for all arrows fletched
  98. +1% Quality for all arrows fletched
  99. +1% Quality for all arrows fletched
  100. +1% Quality for all arrows fletched
  101. +1% Quality for all arrows fletched
  102. +1% Quality for all arrows fletched
  103. +1% Quality for all arrows fletched
  104. +1% Quality for all arrows fletched
  105. Able to fletch Nature Arrows
  106. +1% Quality for all arrows fletched
  107. +1% Quality for all arrows fletched
  108. +1% Quality for all arrows fletched
  109. +1% Quality for all arrows fletched
  110. +1% Quality for all arrows fletched
  111. +1% Quality for all arrows fletched
  112. +1% Quality for all arrows fletched
  113. +1% Quality for all arrows fletched
  114. +1% Quality for all arrows fletched
  115. Able to Combine arrows to hybrid-class arrows
  116. +1% Quality for all arrows fletched
  117. +1% Quality for all arrows fletched
  118. +1% Quality for all arrows fletched
  119. +1% Quality for all arrows fletched
  120. +1% Quality for all arrows fletched
  121. +1% Quality for all arrows fletched
  122. +1% Quality for all arrows fletched
  123. +1% Quality for all arrows fletched
  124. +1% Quality for all arrows fletched
  125. Able to fletch Arcane Arrows
  126. +1% Quality for all arrows fletched
  127. +1% Quality for all arrows fletched
  128. +1% Quality for all arrows fletched
  129. +1% Quality for all arrows fletched
  130. +1% Quality for all arrows fletched
  131. +1% Quality for all arrows fletched
  132. +1% Quality for all arrows fletched
  133. +1% Quality for all arrows fletched
  134. +1% Quality for all arrows fletched
  135. Able to fletch Holy Arrows
  136. +1% Quality for all arrows fletched
  137. +1% Quality for all arrows fletched
  138. +1% Quality for all arrows fletched
  139. +1% Quality for all arrows fletched
  140. +1% Quality for all arrows fletched
  141. +1% Quality for all arrows fletched
  142. +1% Quality for all arrows fletched
  143. +1% Quality for all arrows fletched
  144. +1% Quality for all arrows fletched
  145. Able to fletch Dark Arrows
  146. +1% Quality for all arrows fletched
  147. +1% Quality for all arrows fletched
  148. +1% Quality for all arrows fletched
  149. +1% Quality for all arrows fletched
  150. +1% Quality for all arrows fletched
  151. +1% Quality for all arrows fletched
  152. +1% Quality for all arrows fletched
  153. +1% Quality for all arrows fletched
  154. +1% Quality for all arrows fletched
  155. Able to place jewels on Arrows to enhance Quality
  156. +1% Quality for all arrows fletched
  157. +1% Quality for all arrows fletched
  158. +1% Quality for all arrows fletched
  159. +1% Quality for all arrows fletched
  160. +1% Quality for all arrows fletched
  161. +1% Quality for all arrows fletched
  162. +1% Quality for all arrows fletched
  163. +1% Quality for all arrows fletched
  164. +1% Quality for all arrows fletched
  165. Able to fletch Golden Arrows
  166. +1% Quality for all arrows fletched
  167. +1% Quality for all arrows fletched
  168. +1% Quality for all arrows fletched
  169. +1% Quality for all arrows fletched
  170. +1% Quality for all arrows fletched
  171. +1% Quality for all arrows fletched
  172. +1% Quality for all arrows fletched
  173. +1% Quality for all arrows fletched
  174. +1% Quality for all arrows fletched
  175. Able to fletch Void Arrows
  176. +1% Quality for all arrows fletched
  177. +1% Quality for all arrows fletched
  178. +1% Quality for all arrows fletched
  179. +1% Quality for all arrows fletched
  180. +1% Quality for all arrows fletched
  181. +1% Quality for all arrows fletched
  182. +1% Quality for all arrows fletched
  183. +1% Quality for all arrows fletched
  184. +1% Quality for all arrows fletched
  185. Able to fletch all 2nd Class Element-type Arrows
  186. +1% Quality for all arrows fletched
  187. +1% Quality for all arrows fletched
  188. +1% Quality for all arrows fletched
  189. +1% Quality for all arrows fletched
  190. +1% Quality for all arrows fletched
  191. +1% Quality for all arrows fletched
  192. +1% Quality for all arrows fletched
  193. +1% Quality for all arrows fletched
  194. +1% Quality for all arrows fletched
  195. Able to Fletch Diamond Arrows
  196. +25 Strength of all arrows fletched
  197. +25 Strength of all arrows fletched
  198. +25 Strength of all arrows fletched
  199. +25 Strength of all arrows fletched
  200. Able to Fletch all 1st Class Element-type Arrows
That's that =D.
Monday, 11 August 2008

Forgotten Gods: Arun

Published by Lord of Flames under , on 7:58:00 pm
--
••••••••|ARUN -- God of Justice|•••
A god with multiple elements: Fire, Water, Light, Lightning, Mind, Diamond

History
A god who chooses the appearance of a falconman, it carries two weapon, one of the Hammer Of Thor and the other, the legendery Golden Titan Sword first forged by the BlackSmith God.

He is known to punish people who are cruel and is often worship by warriers who believe in the goodwill. However, as centuires past by, his name is slowly forgotten, for there was a period of peace and there was no need for Arun's name to be mentioned often.

Now with the injustice that the world is suffering, the ones that remember spread the prophecy of Arun's Return for the Book of Prophecy has a extract that mentions:
When the world shall collapse, the falcon will rise once more. For lo behold, falcon's duty will be to save the world from destruction.
But no one had any idea does the falcon refer to the god.

Few items has been left by the god's legacy. One example is the Golden Sword and the famous Spell: Holy Awe.
Thursday, 17 July 2008

Farming Level Guide

Published by Lord of Flames under on 7:34:00 pm
--
This is to supplement the Main Stats Guide.

Things able to plant if you have Farming Level of:

  1. Normal Beans
  2. Sweet Potato
  3. Potato
  4. Adult Extreme-Healthy Plants
  5. Normal Corn
  6. Normal Maize
  7. Decorative Flowers
  8. Normal Peanuts
  9. Normal Nuts
  10. Normal Oak
  11. Normal Apple
  12. Normal Orange
  13. Normal watermelon
  14. Rubber Tree
  15. Cotton Plant
  16. Sugarcane
  17. Juicy SugarCane
  18. Wheat
  19. Tea
  20. Juicy Fruits
  21. Cacao
  22. Pepper
  23. SoyBean
  24. Tomato
  25. Barley
  26. Cabbage
  27. Turnip
  28. Spring Onions
  29. Spinach
  30. Beets
  31. Lettuce
That's that for now before we rise the level cap =D.
Wednesday, 16 July 2008

Merging Level Info

Published by Lord of Flames under on 9:21:00 pm
--
This is to supplement the Main Stats Guide.

Merging Level of:
  1. Able to merge beginner items such as long sword with 3rd Class orb.
  2. Able to merge cheap jewels with 3rd Class items.
  3. Able to de-merge 3rd Class items back to its original form.
  4. Able to merge 3rd Class items with other 3rd Class items.
  5. Able to merge cheap jewels with other cheap gems to form higher value crystals
  6. Able to de-merge 2nd Class into its original items.
  7. Able to merge 2nd Class items with 3rd Class items.
  8. Able to merge 2nd Class items with 2nd Class items.
  9. Able to de-merge 1st Class into its original items; Able to merge spells
  10. Able to merge 1st Class items with 3rd Class items; Able to chain-merge with several 3rd Class items, for example, merge many 3rd Class items to form many end-products.
  11. Able to merge 1st Class items with 2nd Class items; Able to chain-merge with several 2nd Class items; Able to merge all kinds of jewels or gems.
  12. Able to merge 1st Class items with 1st Class items; Able to chain-merge with several 1st Class items; Able to merge Legendary Items with all other items.
That's that.
Tuesday, 15 July 2008

Time Factory Moved

Published by Lord of Flames under , on 6:41:00 pm
--
Due to increasing complaints of the location of the Time Factory being logically unfair since it is located in a funny realm where in the past players reach there by dooming the world. Now that with the nerfing of Supernova, such means are impossible and Time factory is now almost impossible to reach, we decided to move it to somewhere around Giftland, those who found it, good for you!
Sunday, 22 June 2008

Supernova Series

Published by Lord of Flames under , , on 4:46:00 pm
--
Supernova is hype around G4 players, as such several spells has evolve to stronger spells.
To cast:

  • SuperNova, you require:
  1. Nova'E
  2. Nova'P
  3. Nova'R
  4. Nova'S
  5. Nova'U
  • NovaOeuvre, you require:
  1. Nova'E
  2. Nova'O
  3. Nova'R
  4. Nova'U
  5. Nova'V

Abilities of Nova[Basic] can be found here.
Abilities of SuperNova can be found here.
Abilities of NovaOeuvre can be found here.

Availability of Nova Spellbooks:

  • Nova'E -Most Common- Found in Eternity City's Cellar
  • Nova'O -Rare- Location Unknown
  • Nova'P -Common- Found in Medicure City's Potato Counter
  • Nova'R -Common- Found in Dark Ruins
  • Nova'S - Rare- Location Unknown
  • Nova'U -Rare- Location Unknown
  • Nova'V -Rare- Location Unknown
  • SuperNova -Very Rare- When the sky falls, OK, i don't know
  • NovaOeuvre -Very Rare- Music lurks in that city, i don't know that either(duh)
Thursday, 19 June 2008

Spell: NovaOeuvre

Published by Lord of Flames under , , on 6:26:00 pm
--
Effects:
  • Ring-like chain effect; Max jump of 20
  • Increasing Damage of 250 per jump; Max damage of 9000 per jump; Base Damage of 1000.
  • Affect targets can not be hit twice.
  • Caster may be affected by NovaOeuvre.
  • Casting Range of 0 nm from Caster.
  • All can be affected by NovaOeuvre.
  • Maximum affected area of entire battlefield.
  • Combat Use only.

Requirements:

  • Nova'E
  • Nova'O
  • Nova'R
  • Nova'U
  • Nova'V
Wednesday, 18 June 2008

God's Wraith: Supernova's End

Published by Lord of Flames under , , on 4:36:00 pm
--
The extreme gay spell, Supernova is over. Or rather close to,

the Gods have concurred, Supernova no longer has the ability to destroy the entire world, but it will still retain its imbar damage.

Updated Stats of this skill:
  • Limited to 6 Jumps [Applies to enemies only]
  • Increasing damage of 1000 per jump; max of 6000 damage; base damage of 500
  • Casting Range of 1km from Caster
  • No affected units can be hit twice.
  • Caster cannot be affected by own supernova.
  • Combat Use only.

Requirements:

Must have learnt the following spells:

  1. Nova'E
  2. Nova'P
  3. Nova'R
  4. Nova'S
  5. Nova'U
Tuesday, 17 June 2008

Spell: Judgement Day

Published by Lord of Flames under , , on 4:27:00 pm
--
Notice: This idea has been adapted from Johnston Tang, G1 player, Peacemaker, Leader of Rainbow Six Faction, Successor of OZ)

This spell is a extreme powerful spell that will may well bring an end to all monsters in this world.

Effects:
  1. AOE of 5000 km radius(Entire Battlefield)
  2. Damage of 1000 [Full splash]
  3. 500km knock back
  4. 1 turn stun.
  5. Combat use only
  6. Max use of 3 per battle

Requirement:

  1. Need to learn Armageddon, Apocalypse, Annihilation to cast spell.
  2. Magic Level of at least 1000
  3. Int of 3000
Monday, 16 June 2008

E.Nova series

Published by Lord of Flames under , , on 5:21:00 pm
--
Due to some people getting messed up with the Nova Series and E.Nova Seriesm let me clear this confusion.
Nova series applies to Supernova, NovaOeuvre and Nova[basic]
E.nova series refers to elemental novas e.g. Frost Nova and Fire Nova

Effects of E.Nova:
  • Small Splash[Nova Damage]
  • Damage varies according to class to spell and elemental type.
  • No Jumps
  • Casting Range of 5km from Caster

Spells: Nova[Basic]

Published by Lord of Flames under , , on 5:13:00 pm
--
Effects:
  • Max 4 Jumps
  • Increasing Damage of 100 per jump; max damage of 500; base damage of 300
  • Casting Range of 1km from Caster.
  • No Affected Units can be hit twice.
  • Caster can not be affacted by own nova.

Note: This do not apply to Novas like Forst Nova, Volcanic Nova, these belongs to the E.Nova series.

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