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AuthorEverything about .ru
for Straws:
thanks
well, that's too bad. luckily, i bought one when they were cheap at least.

thanx for the answer Houl, although i don't like it. if we were in medieval age, and if i were a King, you would be decapitated for telling me such bad news :P
for Korzika:
Please, dont do it!
from the transfer log of my friend on .ru:

Retrieved 148,320 gold from the Empire: 100% compensation for the cost of mini-artifacts magician.
Translation of the latest news:
The air crackled softly for an hour as the pale shroud of clouds blanketed the sky of the Empire. Expecting rain, traders rushed to remove their goods from shelves. As citizens rush home, the streets were deserted.

As if he was not noticing what was happening around him, the old man sauntered in the direction of the capital. Haltingly, he tapped his staff on the ground, muttering something under his breath as he continued on his way. Going through the southern gate, he threw off his hood and lifted his pale hands up toward heaven:

"Do you remember the name Surtaz, Empire? Long have I waited for this day. You did not recognize my power then. Recognize it now!"
The air around the figure pulsed and became dense, forming itself into the shape of a funnel. Lightly weighed objects that were lying around were at once scattered to the sides. The stone beneath the magician started to melt, and slender fingers, as if millions of threads, pulled the sky down. A thick gray fog lay on the ground of the Empire and it began to grow very cold.
...
Meanwhile, somewhere on the outskirts of the Empire:
"Filthy weather" cursed a demoness, disdainfully looking at the sky. The Incendiaries and Imps escorting her obviously did not want to leave the confines of the shelter.
"It was a bad idea to wait in the ruins, several hours have passed, and still no rain"
"Apparently not and I guess it won't" frowned her companion
"The clouds do not bring us rain, But changes"
"Speak simpler, nerd. What changes?"
"Do not you feel it?" A Dark Elf involuntarily clenched the hilt of a dagger, "I know not the nature of this powerful event, but its consequences will be felt"

A Dark spell has affected every inhabitant of the Empire ...
1) The innate resistance to magic creatures, factional resistance to magic of the barbarians and any artifacts that provide magic resistance do not work as effectively against Enchanted weapons. Only 10% of the bonus from Enchanted weapons can be resisted again. But Enchanted armour still work as before with full effect.
2) The Ninth Faction skill level will no longer add the effect of luck, but instead grants a bonus of +2 defense and +2 attack.
3) Escort does normal damage.
4) Battle Dive causes normal damage instead of double damage.
5) Mini-artifacts loses part of their effectiveness, and it is no longer possible to build mini-artifacts for Luck and Magic resistance. Compound Mini-artifacts no longer depend on the Hero's Faction skill, but depend on combat level: double Mini-artifacts are available from the fifth level, triple ones from the ninth level. Mini-artifacts are now completely free, and existing ones are exchanged for their full cost in gold.
Note: Faction Skill levels still continue to affect the quality of the mini-artifacts.
6) Barbarian's resistance to magic is decreased to [Faction skill level]*6 + 5.
7) "Cold Blade" talent now only adds 10% extra Water damage.
8) Knight Talent Table- Defense talent costs are increased by 1 point.
9) Wizard Talent Table- Erudition talent costs are increased by 1 point, but Sorcery talent costs are decreased by 1 point and Chaos talent costs are decreased by 2 points.
10) Barbarian Talent Table- Defense talent costs are increased by 1 point.
11) Dark Elf Talent Table- Offense talent costs are increased by 1 point. Sorcery talent costs are decreased by 1 point
12) Demon Talent Table- Defense talent costs are decreased by 1 point and Chaos talent costs are decreased by 2 points.
13) Any hero that spends more than 10 hours enrolling at any Empire Facility since his last victorious battle will be 20% less effective each subsequent hour, to a minimum of 10% total effectiveness. Effectiveness is restored to 100% after a victorious battle.
14) Due to the curse, the Thieves Guild has announced that starting from the 15th of October, there will be a change in the policy of issuing invitations to thieves: A Thieves' Guild invitation will be issued only once a thief has received an honourable Rank 5 in the guild. Those who have previously received an invitation at the 2nd and 4th rank, no additonal Invite will be given at Rank 5.
15) The Weaponsmith Guild, due to the curse, has increased quality control. From October 1st, the cost of enchantments are no longer linear and will become non-linear. For example, to enchant 10% enchantments will require three times as many elements as before.
16) Knights, Wizards, Demons, Barbarians and Dark Elves have to relearn their talents due to changes
What is the most recent update?
Never mind didn't notice the 2 above posts.
Question is : Are they really trying to balance things, cause I dont see anything very interesting in that update. Necromancers and Wizards cannot get More then Luck 4 now (Ring of Doubts + Amulet of Luck + Luck Potion). Wow way to go to get balance.
i would like to discuss change No 14.

this change will probably increase the number of players that will buy entrance to TG with their diamonds. more money for our beloved admins.

and if it works well for them on .ru, i wouldn't be surprised if this change gets implemented on .com as well. i think that this scenario is quite realistic. this change will most probably be introduced here one day.

that's why i have few advises for all players:

if you are not a thief, become one ASAP.
if you are not TG level 4 try to reach it ASAP.
if you have a TGI, hold on to it, don't sell it, the price can only increase when this rule gets implemented.
if you have enough gold, buy TGI ASAP.
if you don't have enough, start collecting.
if you reached TG level 4 and are not interested in buying another TGI, i have no advice for you :)

this is the way i see it. i might be wrong, but if it gets more money from diamond to admins, i don't thing they will hesitate to impose this "rule" here.

for Houl:
don't worry =)

*whispers to someone* "off with his head"
4) Due to the curse, the Thieves Guild has announced that starting from the 15th of October, there will be a change in the policy of issuing invitations to thieves: A Thieves' Guild invitation will be issued only once a thief has received an honourable Rank 5 in the guild. Those who have previously received an invitation at the 2nd and 4th rank, no additonal Invite will be given at Rank 5.

Hmmm.. if this is gonna be implemented here, a LOT of people is gonna get the feeling they are being screwed big time..

Lucky thing I decided to do my TG early on..

Quite a few people have being 'screaming' for changes made to .ru to be updated here. Well, sure most/all of them are hoping it's not the case now.. :/
well it should be negative...i mean curse is casted upon us poor we
Well, sure most/all of them are hoping it's not the case now.. :/

do you think the admins would be that... ermmm... unwise to update the stuff "punishing" the gamers first...? i realy hope not!

but on the other side: i wanna see some change - doesn't matter much if positive or even negative for me. i just want to have the feeling that something here moves on. i guess every sign of admins activity would be a good one... i hope... i hope...
what do mini arts now do now,


and do they cost the same
for abdullah:

As I understand in the post : Mini-arts are Free now but their effect is definitly reduced. As well as Luck and Magic resistance cannot be made on them anymore.
Mini-arts are Free now but their effect is definitly reduced. As well as Luck and Magic resistance cannot be made on them anymore.

Mini arts are FREE. This news alone should send all wizards rejoice in glee.

Luck and Magic resistance can't be made anymore (no big deal).

Mini arts' combined abilities (double, triple) are based on Level now, and not wizard faction level. YET the maximum power of each mini-art bonus is still linked to faction level. No more level 5 player with a crazy faction skill and triple mini-arts. And people becoming wizards at high level will have a much easier path, being able to do triple mini from the beginning.

100% good move. And I especially like change #13 too. No more farming guys!
No more farming guys!

But what are the knight's Farmers gonna do then...??
overall i think these are good and needed updates.

still a bit worried about knights (obviously i'm playing one) - no real benefits, just nerfing'em down... *sob*

3) Escort does normal damage.
4) Battle Dive causes normal damage instead of double damage.
8) Knight Talent Table- Defense talent costs are increased by 1 point.

and point 15 seams just crazy:

15) The Weaponsmith Guild, due to the curse, has increased quality control. From October 1st, the cost of enchantments are no longer linear and will become non-linear. For example, to enchant 10% enchantments will require three times as many elements as before.

as if it would not be expensive enough right now!

but still - overall some good changes...
676
Have to disagree on some points:

if mini arts are free, why have them at all?
Every level 7 wizard (there is one exception, I know) has combat level 9 and can get triple mini arts, so every level 7 wizard will have the same mini arts. The same is true for other levels. If you are still allowed to freely switch mini arts,that would be a small benefit.

Why remove luck? There are only two decent builds for enchanted gargs or modern golems in pvp/hunts/merc quests until you reach wiz level 8: ATT-DEF-LUCK or ATT-DEF-HP. Now there will be only one. Wizards will have no proper way to compensate for the high morale of other factions (we need arts to boost mana and spellpower, or raise defense). And genies without luck will lose to just about any other level 5 unit. Morale isn't as useful, and HP/init/speed is pretty pointless.
A thief wizard seems even more impossible now.

Even though I love the idea of a spellcasting wizard, wizard troops will become pretty useless: cast spell - run with gargs - cast with genies - cast spell - dead genies - run with gargs - dust off and polish golems etc.
In pvp, our troops will be dead before we can deal much damage.

The talent wheel changes are promising: a sorcery build with 35 points, easier access to destructive higher talents, spell boost,...

And the fact that other factions can get easier wizard levels isn't great for wizards themselves; they will get weaker in pvp, and as the admins want to promote pvp...

So back to hunts and merc quests, and counting my newfound gold...
One last remark: wizards will still lose the gold they spent on all previous upgrades, and that can be a large amount.
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