Game Mechanics


Table of Contents


1. General Information
            1.1. World Types
            1.2. Game Chat
            1.3. Commands available in the console in the Game
            1.4. General rules and gameplay mechanics
            1.5. Visibility of Hero-Rank Monsters
            1.6. Gold Limits
            1.7. Deposit
            1.8. Rules of Account Deletion
            1.9. Character Creation Rules
            1.10. Reputation Points
            1.11. Loss of reputation if a penalty is imposed on the Account (ban, gag)
            1.12. Player PvP Protection

2. Combat system

1. General Information

1.1. World Types


We classify Worlds into 3 types:
1. Normal, like Cronus.
2. Test, like Experimental.
3. Developer, like Dev.

1.2. Game Chat


1. Game Chat Commands:

/o - change the channel of the message being sent to global Chat
/l - change the channel of the message being sent to local Chat
/h - change the channel of the message being sent to trade Chat
/p - change the channel of the message being sent to party Chat
/g - change the channel of the message being sent to guild Chat
/oo - switch the tab to global Chat
/ll - switch the tab to local Chat
/hh - switch the tab to trade Chat
/pp - switch the tab to party Chat
/gg - switch the tab to guild Chat
/ss - switch the tab to system Chat
/ww - switch the tab to whisper Chat
LMB on Nick - private message to the Player
@nick - private message to the Player
RMB on Nick - opens the context menu
/r - replying to a private message.
/rr - sending a message to the Player you last wrote to.
/lvl nick - checking the Player's level and profession.
/cls - clearing the selected Chat tab.
/clsall - clearing all Chat tab.

2. Commands available for Chat Moderators:

.mute "Nick" time - mutes a Player
.unmute "Nick" - unmutes a Player
.chatlock - blocks the ability to write in the Chat in a given location
.chatunlock - unblocks the Chat in a given location
.chatadd "Nick" - grants the designated Character the ability to write in a locked Chat
.chatdel "Nick" - removes the designated Character's ability to write in a locked Chat.
.chatlist - list of authorized Players designated to write in a locked Chat.
.reminder "Nick" "reason" - sends a reminder to a Player
.reminderlist - list of recently reminded Players
.mutedlist - list of muted Players

1.3. Commands available in the console in the Game


~ - opening/closin the console
show battle - showing the last fight
equip - displays the names and ID numbers of all items

1.4. General rules and gameplay mechanics


1. When you attack an NPC that is lower level than your currently used Character, you receive 4% less experience than normal for each level difference. This only works one way, there is no bonus for attacking higher-level monsters.

2. The item is destroyed after a battle with a normal or elite monster if the Player has a level advantage of more than 13. The level of such a monster is marked in gray. In the case of Elite II and Elite III monsters, the Player cannot initiate combat, and heroes are invisible. Locations with Titans and Colossi have corresponding level restrictions that prevent combat from being initiated if the level limit is exceeded. There are also exceptions to this rule in the Game. These are usually low-level monsters that drop only neutral or consumable items (for example, wolves, rabbits), the hero Billy the Drunkard, who has an indestructible loot template and has divine intervention disabled; monsters from which obtaining an item is difficult but required to complete a quest (e.g., will-o’-the-wisps); or event monsters (certain heroes). Items available from monsters at level 250 or higher do not degrade despite the Player’s level advantage (greater than the default 13 levels).

3. Distributing Battle Loot to groups of Players
After a battle ends, all participating Players are shown a window with the looted items, where for each item you can select: 1) I really need this, 2) I need this, 3) I don’t want this. By default, every Player has option 2) selected. Selecting 3) ensures that you will definitely not receive the item (if no one wanted the item, it will be deleted). Selecting 1) only works for Players whose profession matches the item’s profession (otherwise, 1) is treated as 2)). The draw takes place in order (from left to right) for each item, first among those Players who selected the 1) option for it, then among those who selected 2). If there are no Players who selected 1) or 2), the item is deleted.
Players who died in battle have a chance to participate in the draw, provided they wait until the end of the battle and watch it progress.
If a Player has already been awarded an item in the draw, their chance of receiving another one is 10 times lower than that of other Players who have not yet received anything. Options 1) or 2) take precedence over this rule.
Note: The speed at which you click the “I really need it” button has no impact on who receives the loot in the draw. Only the rules listed above apply.
If a group of Players attacks an NPC of the following types: Elite II, Hero, or Titan, it is possible to obtain a larger amount of loot from such an NPC. The number of loot draws depends on the size of the party and is as follows:
            - For a party of 2 Players - 1 draw + a 50% chance of a second draw
            - For a party of 3 Players - 2 draws
            - For a party of 4 Players - 2 draws + a 50% chance of a third draw
            - For a party of 5 Players - 3 draws
            - For a party of 6 Players - 3 draws + a 50% chance of a fourth draw
            - For a party of 7 Players - 4 draws
            - For a party of 8 Players - 4 draws + a 50% chance of a fifth draw
            - For a party of 9 Players - 5 draws
            - For a party of 10 Players - 5 draws + a 50% chance of a sixth
draw In World with the “Stamina required to get the loot” option, the loot increase mechanic only applies to Players who have purchased Stamina.

4. If a group of Players attacks a Colossus-type opponent, it is possible to obtain even more loot. The number of loot drops is directly proportional to the size of the party (1 Player = 1 loot item, regardless of whether the Character survives until the end of the battle). Additionally, items are immediately tailored to your profession (a won battle always equals 1 item for your profession) and strictly assigned to Character (a specific item for a specific person - there’s no situation where someone doesn’t receive an item).

5. If the level difference within a party between the lowest-level Player and the highest-level Player is greater than max(14, 20%*lvl + 4) , the number of item draws will always be 1, regardless of the group size. This formula applies exclusively to monsters of the following ranks: Elite II and Hero. Characters with a level higher than 300 are treated within this mechanic as if they were level 300.

6. Potions that reduce the chance of not receiving loot from combat work on all Worlds. To activate the potion, you must fight mobs alone. The potions do not work when obtaining loot from NPCs (e.g., Knight with a Short Sword - no combat).

7. Rules for Calculating Experience for Combat:
            - Calculation of the bonus for significant HP loss by Players (-15 .. +10%)
            - Calculation of the bonus for NPC type (e2 +200%, e3 +200%, heroes +1500%, titan/colossus +1500%)
            - Calculation of experience for all defeated monsters, including bonuses 1 and 2.
            - Summation with the bonus for being in a party
            - Summation with the bonus for fighting a group of NPCs
            - Multiplication by the periodic event bonus.
            - Multiplied by the “fair” factor (experience reduction if there are significant level differences among Players in the party, e.g., levels 10 and 100, so that the level 10 Player cannot quickly level up by tagging along with a strong group)*
            - Multiplied by the guild rank bonus.
            - Accounting for additional EXP for killing a Player on the wanted list
            - Multiplying experience by bonuses (positive or negative) from blessings

*At this point, the experience is divided by the number of Players on the winning team, and subsequent calculations are performed individually for each Player.

8. The difference between the weakest and strongest Player in a group must be 20%*the level of the weaker Player, but no less than 14, in order to gain experience and complete group quests. The amount of experience gained for killing an opponent at the same level is equal to the amount of experience gained for killing a regular NPC. For a party to be credited with killing a monster, the person performing the quest must survive the fight. Characters with a level higher than 300 are treated under this mechanic as if they were level 300.

9. Experience Potions - these can be obtained from chests that are daily rewards for participating in the Abyss. The potions grant the Character X times the experience for killing a monster at the Character’s level (but no more than for level 300). Blessings that increase experience for slain monsters do not enhance experience potions. This item is blocked from use on maps where PvP is enabled.

10. Talismans of the same type do not stack, only the strongest one is active. For cooldown reduction, it is the one with the highest reduction percentage, for healing, it is the one with the highest product of the chance percentage and the number of health points healed. For a talisman to be taken into account in calculations, it must be active (bound to the Player). A talisman will only heal the Player if the amount of health it heals was lost in combat.

11. Hero Search Scrolls - the scroll displays heroes within +/- 13 levels of the Player who used the scroll. There is one exception to this rule: all Players above level 242 can search for all heroes at level 250+, but no higher than +13 levels above the Player's level.

12. Chance to obtain a specific type of item
The chances of obtaining an item of a specific rarity (common, unique, heroic, legendary) depend on the item's rarity level and the type of monster it drops from.

13. Spell Interaction - for a single Player who casts the same spell multiple times to buff themselves, only a single instance of the spell’s effect is active (only the duration is overwritten). If multiple Players cast the same spell, at most the two strongest ones are active at any given time. Example: Three trackers cast Double Breath with different powers in different turns. In each turn, at most the two with the highest power are active. If the weakest aura was cast last, it activates only after the stronger ones have stopped working. In the case of the Speed Aura and Double Breath spells, a maximum of two spells can be active at the same time, because despite their different names, they are abilities of the same type.

14. Items that adjust their level to the Character’s level - when obtained, they adjust the required level to equip them according to the following rules:
- the minimum item level is 40
- the maximum item level is 300
- the level for which the obtainer meets the requirements is displayed (no lower than 40)
- the item’s level changes every 5 Player levels, e.g., 40, 45, 50
- the initial item level depends on its type:
a) main and auxiliary weapons – 40
b) rings and necklaces – 41
c) armor, helmets, gloves, and boots – 42

15. Recharge time after a loss:
- Up to level 20: 10 + Character_level [s],
- From level 21: 30 + 10 * (Character_level - 20) [s] (Characters with a level higher than 300 respawn in the same amount of time as Characters with a level of 300).

1.5. Visibility of Hero-Rank Monsters


1. Monsters with Hero rank are divided into two types: year-round and event-based - those that appear during major events.
2. The visibility of year-round Hero is determined by the following mechanics:
            - Up to level 100 of the Hero, the lower visibility threshold is half the Hero’s level,
            - Above level 100 of the Hero, the lower threshold is the Hero’s level - 50 levels
            - The upper visibility threshold is always 13 levels above the Hero’s level.
3. The visibility of an Event Hero is determined by the following mechanics:
            - The lower visibility threshold is half the Hero’s level,
            - The upper visibility threshold is unlimited.

1.6. Gold Limits


1. Limits make theft and other dishonest methods of acquiring gold more difficult, reduce inflation, and prevent artificially inflated prices at auctions. If a Player acquires more gold than the limit, it will be automatically deleted by the system. Transactions involving large gold transfers (e.g., trading between Players, sending gold via mail) are preceded by warnings about the limits. Overview of gold limits for specific Player experience levels:
Levels 1-9 - 300k
Levels 10-24 - 100m
Above 25 - 100g
The gold limits for deposits and the guild treasury are 1,000g.

1.7. Deposit


1. Every Character that has achieved a minimum of 20 experience level can purchase a deposit.
2. Activating a deposit from level 20 to 74 is only possible using Ðraconite.
3. Players at levels 20-74 must pay 450 Ðraconite per month to keep their deposit active.
4. A Player can purchase a deposit with gold after reaching Level 75.
5. Players are offered the option to purchase additional slots in the deposit, with a maximum total of 16 slots.
6. Players are offered the option to customize their purchased slots with one of the default graphics.
7. The monthly fee for a gold deposit is 1 million coins.
8. If a Player has an unpaid deposit that has been purchased, they must pay the amount due for the entire period of inactivity to reactivate it (the maximum period of deposit arrears is 6 months).
9. If a Player has not paid the deposit fee for several months (up to six months), a one-time payment for one month will only reduce the period of arrears but will not reactivate the deposit.
10. Paying the deposit fee on one World results in the deposit being paid and active on all Worlds.
11. If an Account on a public World does not have a Character on that World during the daily maintenance window (around 5:25 AM) then that Account’s deposit within that World will be permanently cleared of items during that window. Lost items cannot be recovered in any way.

1.8. Rules of Account Deletion


1. Accounts under level 10 are automatically deleted after 30 days of inactivity (not logging into the Service)
2. Accounts having at least 75 Ðraconite are automatically deleted after 1000 days of inactivity
3. The rest of accounts are automatically deleted after 365 days of inactivity

1.9. Character Creation Rules


The rules of creating a Character are described in a dedicated article Character Creation Rules.

1.10. Reputation Points


1. Reputation is a point-based metric associated with a Player’s activity on the Forum. Reputation is not an indicator of knowledge or experience, but it is worth noting that its level affects the Player’s image within the Game community. Reputation points may be awarded as positive or negative points for each post on the Game Forum by other Players, as well as by representatives of the Service Provider.
2. Reputation points are not a form of currency in the Game. Violating the Terms of the Service and Game resulting in sanctions being imposed on a Player may result in the loss of reputation points in accordance with the guidelines below.

1.11. Loss of reputation if a penalty is imposed on the Account (ban, gag)


Reputation loss (RepLost) in three steps:
1. For penalties of up to 10 days, RL is equal to the length of the penalty in days. For penalties longer than 10 days, it is calculated using the formula 10 + 40% (length of the penalty - 10), but not more than 20.
2. The preliminary RL value is substituted into the following formula (currentReputation * RL / 100), rounded according to standard rules, the final result is the higher of the two values: the calculated value or RL.
3. For a ban, the amount of reputation lost is doubled.

1.12 Player PvP Protection


1. Every Character logged into the Game in locations withunconditional PvP, or after moving there from a location with conditional PvP, is protected and cannot be attacked by another Player for 5 seconds. Moving a Character back and forth between two locations with conditional PvP and unconditional PvP will not trigger the protection.
2. Protection stops working when:
2.1. Character moves.
2.2. Character interacts with the environment:
            - attacks an NPC,
            - starts a dialogue with an NPC (conducting a dialogue does not trigger additional protection),
            - invites someone to a party / accepts an invitation,
            - trades,
            - performs an emote (kisses, throws a snowball, gets angry, etc.),
            - writes in the Chat,
            - moves or teleports from a location with unconditional PvP to a location of the same type,
            - logs out the Character.
2.3 Performs an interaction within the Character
            - interacts with an item that can be equipped or consumed,
            - changes the battleset,
            - changes the item’s position in the bag,
            - changes the PvP icon status.

2. Combat system


All information regarding combat mechanics, the turn-based system, items, Character attributes, abilities, and monster statistics has been moved to Combat Mechanics Documentation.
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