The section on Magics and Skills have been updated.
Guilds have been moved.
- You need Elite Guild of Healers in order to take Guild of Enchanters and School of Alteration.
- You need to have completed Middle School of Might to be able to train in School of Survival.
- You need Middle school of Mind to start School of Wisdom.
The "Human" race has received racial bonuses +15 % to influence each of the base characteristic (Power, Health, Dexterity, Mind). These bonuses will be reflected in parameters of the character in the new client, but will be in affect already now.
- Web Spell can now be learned in School of Alteration.
- In Academy of the Life and Protection the opportunity to study skill Expert on Survival has been added.
- Elemental Mastery has been added to the Guild of Sorcerers.
- In School of Wisdom you will now find the skill Self-hypnosisAutohypnosis which allows the character to recycle in a condition of meditation on 50 % from maximal mana for 1 cycle of regeneration.
Schools of Athletics have been added and built up. In them following skills are studied:
- Titanic Might raises the carrying capacity of the character according to your lvls in might + your starting stats in constitution. Artefacts and items are not taken into consideration.
- Vigor increases the health of the character by lvl of skill * the chars natural constitution. Example: with 50 lvls in constitution, every lvl in Vigor will give +50 HP.
It also increase HP regeneration of the character by a level of skill which = the root of base of constitution guilds. Example: the square root of 50 lvls in constitution gives +7 HP regeneration.
- Extreme Metabolism reduces the intervals of regeneration of the character (regenerate faster). The spaces between regeneration will look like this: up to 4-4-2 steps at 1st level, 3-3-3-1 step at 2nd level and 2-2-2-2-2 at the 3rd level of skill.
Magic Damage: the damage of the staff (that is a level of a staff and bonuses from Dragonhead Staff). Now the minimum and maximum damage of a staff has been doubled.
1) Magical Damage. The damage of the spell is accumulated like this:
ND - A nominal damage of a spell;
LS - Level of Combat Magic;
R - Coefficient of scattering of magic;
MDAM - Magic damage of character;
SMnD ... SMxD - A random chosen number between minimum and maximum damage of staff (taking into account the skill of Dragon Staff);
C - Effect of Astral Carnival expressed as decimal fraction, i.e. 0.1, 0.2...1.0
2) Skills: Dagger Mastery, Axe Mastery and similar, now also influence on the bonus (magic, artifact, "wonderful") damage of the weapon.
3) Harmony of elements. The skill that negates the differences in Elemental damage. Now makes damage of any attack spell 1.3 times the regular spell damage.
4) Everyone is invited to visit a new zone: Mutant Chine on Dr. Kronys Island