http://talij.com/goswiki/api.php?action=feedcontributions&user=Talij&feedformat=atomGoS Wiki - User contributions [en]2021-02-27T13:11:30ZUser contributionsMediaWiki 1.31.12http://talij.com/goswiki/index.php?title=Official_Rules&diff=1222Official Rules2019-03-25T01:39:41Z<p>Talij: </p>
<hr />
<div>There are only 4 official rules, but they cover a wide variety of issues. This page is to clarify the rules and hopefully remove certain gray areas. Punishment for violating these rules is at the discretion of The Creator. He tends to be lenient for first transgressions, but don't push him or he'll make you an example. If he has to deal out punishments, he tries to make them fit the crime. He's glad he's never had to use his ban hammer, but he does own one.<br />
<br />
== Rule 1. I will act considerately towards all players. ==<br />
<br />
- No foul language (if it's questionable whether you should use it, just don't)<br />
<br />
- No sexually explicit images or language. A little innuendo is acceptable.<br />
<br />
- No spamming chat or messages. Try to keep all in game public chat mostly game related. Deviating into Real Life topics a little is acceptable, but just remember that chat isn't your personal chat room. You can talk about what you want to in personal messages and we do have a Facebook group if you want to get to know more about each other outside of GoS.<br />
<br />
- In character taunts are allowed, but don't let attacks get personal. This is just a game and the characters people play as don't necessarily reflect a person's personality in Real Life. The game should be welcoming to all. If you don't like someone, at least be civil.<br />
<br />
- No hacking, use of automation software or macros, or other means of trying to give yourself an unfair advantage over other players who play the game as it was intended.<br />
<br />
<br />
== Rule 2. I will not create more than 2 characters (4 for donors) at once. ==<br />
<br />
- This is pretty straight forward. The game has checks in place based on your IP address, but it is possible to work around this with little effort. However, there are additional database checks The Creator can do if someone is suspected of violating this rule. If you get caught, your number of characters will be reduced and probably not the ones you'd choose.<br />
<br />
- If more than one person wants to play the game from the same IP address, contact The Creator. You might be able to work something out if you can convince him you're more than one person.<br />
<br />
- The code limits that a player can have no more than 2 characters in the same clan (or 3 characters if the player is a donor). This does not mean you can just cycle your characters in and out of one clan. Pick which characters you want to be in a clan and stick with it. Minor switching is allowed, but constant switching or switching to allow running of battles at the right time or donating of items/coin is forbidden.<br />
<br />
<br />
== Rule 3. I will not create characters for the purpose of furthering other characters or clans. ==<br />
<br />
- No transfer of items, coin, etc from one of your characters to another. The code prevents direct transfers, but it can be circumvented by passing to another player first. This practice was ignored previously but now is officially against the rules.<br />
<br />
- No using your secondary characters to further your main character's achievements. Achievements are meant to be based on the actions of a individual character, not a group activity. Explicitly helping another player boost their stats for achievements or titles is also frowned on and The Creator may step in if he decides the actions are inappropriate.<br />
<br />
- No creating characters only to run their battles, donate their coin, or other actions explicitly to help a clan before immediately deleting them. There are now checks in place to track deletions of characters, so this behavior will be easier to track down now.<br />
<br />
<br />
== Rule 4. I will report any bugs or exploits to The Creator immediately. ==<br />
<br />
- If you notice any things that may be bugs or exploits that can be used to your advantage, notify The Creator immediately. Keeping them secret and using them to further your own characters or clans is against the rules and can result in punishment. If you're not sure if it's a bug, it's advised to report it anyways.<br />
<br />
<br />
----<br />
<br />
NOTE: Any behavior not explicitly mentioned here that is found to be unacceptable by The Creator can still result in punishment. He'll likely just give a warning and ask you to stop, but you'd better listen. He'll smite you if he has to.<br />
<br />
Please report any suspected violations of the rules to The Creator and let him handle the situation. He doesn't like having to deal with this kind of stuff, but he'd rather do it than leave it to "Mob Justice".<br />
<br />
Go Team!</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=588Item Stats2015-08-22T21:35:07Z<p>Talij: /* Updated for v14 */</p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness and applies a damage bonus or penalty accordingly.<br />
<br />
:*R <= 0: Critical miss = -100% damage<br />
:*0 < R < 10: Glancing hit = -50% damage<br />
:*10 < R <= 25: Weak hit = -25% damage<br />
:*25 < R < 75: Normal hit = +0% damage<br />
:*75 <= R < 90: Solid hit = +20% damage<br />
:*90 <= R < 100: Strong hit = +40% damage<br />
:*R >= 100: Critical hit = +60% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' 40-75% chance of poison hit on each battle turn (see Luck). When it hits, it increases the poison stack on the target by X. The target then takes the current poison stack as damage, regardless if the poison hit or not. In addition, poison subtracts from opponent's damage% and opponent's defense% half the amount of poison damage they just received. <br />
<br />
The poison stack fades for each character by 25% every turn (start of the your turn and end of your opponents). Note: If the attacker has a Critical Miss, their chance of applying poison damage is cut in half (20-37.5%) that turn.<br />
<br />
==Taint==<br />
<br />
'''Taint =''' 40-75% chance of taint hit on each battle turn (see Luck). When it hits, it increases the targets taint by X. Taint stacks and does not fade from turn to turn. On each players turn, they take 1 damage for each taint point they have received so far this battle. Note: Taint can be applied even if the attacker misses.<br />
<br />
Example: If Player A has a taint stat of 20 and the taint hits Player B, Player B will take 20 damage on each of their turns for the remainder of the battle. If Player A hits Player B with taint again on their next turn, Player B will then take 40 damage on each of their remaining turns.<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken since your last turn. Only up to 75% can be regained. Any effects that raise health gain to above 75% will instead add +2% defense for each 1% health gain above 75% (so 100% health gain = 75% health gain and 50% defense).<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage, that was actually dealt to your opponent (not including taint and poison) that rebounds back to damage yourself.<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (60+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 40%. Maximum is 75%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players' turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equipment points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
<br />
:*Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
:*All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
:*After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player who defended the first turn also adds half their speed back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust The Creator.<br />
:*At the end of a player's turn, the other player adds their speed to total again. <br />
:*In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the following stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to your base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
''Example:''<br />
<br />
''Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74, B=100. B attacks. A adds 25 more. A=99, B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
''Example:<br />
<br />
''Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 18 added back on to offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
''Example:''<br />
<br />
''Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.''<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
''Example:''<br />
<br />
''Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''<br />
<br />
== Updated for v14 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=587Item Stats2015-08-22T21:33:13Z<p>Talij: /* Luck */</p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness and applies a damage bonus or penalty accordingly.<br />
<br />
:*R <= 0: Critical miss = -100% damage<br />
:*0 < R < 10: Glancing hit = -50% damage<br />
:*10 < R <= 25: Weak hit = -25% damage<br />
:*25 < R < 75: Normal hit = +0% damage<br />
:*75 <= R < 90: Solid hit = +20% damage<br />
:*90 <= R < 100: Strong hit = +40% damage<br />
:*R >= 100: Critical hit = +60% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' 40-75% chance of poison hit on each battle turn (see Luck). When it hits, it increases the poison stack on the target by X. The target then takes the current poison stack as damage, regardless if the poison hit or not. In addition, poison subtracts from opponent's damage% and opponent's defense% half the amount of poison damage they just received. <br />
<br />
The poison stack fades for each character by 25% every turn (start of the your turn and end of your opponents). Note: If the attacker has a Critical Miss, their chance of applying poison damage is cut in half (20-37.5%) that turn.<br />
<br />
==Taint==<br />
<br />
'''Taint =''' 40-75% chance of taint hit on each battle turn (see Luck). When it hits, it increases the targets taint by X. Taint stacks and does not fade from turn to turn. On each players turn, they take 1 damage for each taint point they have received so far this battle. Note: Taint can be applied even if the attacker misses.<br />
<br />
Example: If Player A has a taint stat of 20 and the taint hits Player B, Player B will take 20 damage on each of their turns for the remainder of the battle. If Player A hits Player B with taint again on their next turn, Player B will then take 40 damage on each of their remaining turns.<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken since your last turn. Only up to 75% can be regained. Any effects that raise health gain to above 75% will instead add +2% defense for each 1% health gain above 75% (so 100% health gain = 75% health gain and 50% defense).<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage, that was actually dealt to your opponent (not including taint and poison) that rebounds back to damage yourself.<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (60+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 40%. Maximum is 75%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players' turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equipment points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
<br />
:*Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
:*All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
:*After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player who defended the first turn also adds half their speed back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust The Creator.<br />
:*At the end of a player's turn, the other player adds their speed to total again. <br />
:*In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the following stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to your base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
''Example:''<br />
<br />
''Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74, B=100. B attacks. A adds 25 more. A=99, B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
''Example:<br />
<br />
''Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 18 added back on to offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
''Example:''<br />
<br />
''Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.''<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
''Example:''<br />
<br />
''Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''<br />
<br />
== Updated for v13 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=586Item Stats2015-08-22T21:32:19Z<p>Talij: /* Health Gain */</p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness and applies a damage bonus or penalty accordingly.<br />
<br />
:*R <= 0: Critical miss = -100% damage<br />
:*0 < R < 10: Glancing hit = -50% damage<br />
:*10 < R <= 25: Weak hit = -25% damage<br />
:*25 < R < 75: Normal hit = +0% damage<br />
:*75 <= R < 90: Solid hit = +20% damage<br />
:*90 <= R < 100: Strong hit = +40% damage<br />
:*R >= 100: Critical hit = +60% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' 40-75% chance of poison hit on each battle turn (see Luck). When it hits, it increases the poison stack on the target by X. The target then takes the current poison stack as damage, regardless if the poison hit or not. In addition, poison subtracts from opponent's damage% and opponent's defense% half the amount of poison damage they just received. <br />
<br />
The poison stack fades for each character by 25% every turn (start of the your turn and end of your opponents). Note: If the attacker has a Critical Miss, their chance of applying poison damage is cut in half (20-37.5%) that turn.<br />
<br />
==Taint==<br />
<br />
'''Taint =''' 40-75% chance of taint hit on each battle turn (see Luck). When it hits, it increases the targets taint by X. Taint stacks and does not fade from turn to turn. On each players turn, they take 1 damage for each taint point they have received so far this battle. Note: Taint can be applied even if the attacker misses.<br />
<br />
Example: If Player A has a taint stat of 20 and the taint hits Player B, Player B will take 20 damage on each of their turns for the remainder of the battle. If Player A hits Player B with taint again on their next turn, Player B will then take 40 damage on each of their remaining turns.<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken since your last turn. Only up to 75% can be regained. Any effects that raise health gain to above 75% will instead add +2% defense for each 1% health gain above 75% (so 100% health gain = 75% health gain and 50% defense).<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage, that was actually dealt to your opponent (not including taint and poison) that rebounds back to damage yourself.<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players' turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equipment points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
<br />
:*Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
:*All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
:*After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player who defended the first turn also adds half their speed back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust The Creator.<br />
:*At the end of a player's turn, the other player adds their speed to total again. <br />
:*In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the following stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to your base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
''Example:''<br />
<br />
''Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74, B=100. B attacks. A adds 25 more. A=99, B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
''Example:<br />
<br />
''Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 18 added back on to offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
''Example:''<br />
<br />
''Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.''<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
''Example:''<br />
<br />
''Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''<br />
<br />
== Updated for v13 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=585Item Stats2015-08-22T21:27:46Z<p>Talij: /* Poison */</p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness and applies a damage bonus or penalty accordingly.<br />
<br />
:*R <= 0: Critical miss = -100% damage<br />
:*0 < R < 10: Glancing hit = -50% damage<br />
:*10 < R <= 25: Weak hit = -25% damage<br />
:*25 < R < 75: Normal hit = +0% damage<br />
:*75 <= R < 90: Solid hit = +20% damage<br />
:*90 <= R < 100: Strong hit = +40% damage<br />
:*R >= 100: Critical hit = +60% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' 40-75% chance of poison hit on each battle turn (see Luck). When it hits, it increases the poison stack on the target by X. The target then takes the current poison stack as damage, regardless if the poison hit or not. In addition, poison subtracts from opponent's damage% and opponent's defense% half the amount of poison damage they just received. <br />
<br />
The poison stack fades for each character by 25% every turn (start of the your turn and end of your opponents). Note: If the attacker has a Critical Miss, their chance of applying poison damage is cut in half (20-37.5%) that turn.<br />
<br />
==Taint==<br />
<br />
'''Taint =''' 40-75% chance of taint hit on each battle turn (see Luck). When it hits, it increases the targets taint by X. Taint stacks and does not fade from turn to turn. On each players turn, they take 1 damage for each taint point they have received so far this battle. Note: Taint can be applied even if the attacker misses.<br />
<br />
Example: If Player A has a taint stat of 20 and the taint hits Player B, Player B will take 20 damage on each of their turns for the remainder of the battle. If Player A hits Player B with taint again on their next turn, Player B will then take 40 damage on each of their remaining turns.<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.<br />
<br />
<u>Example:</u> Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.<br />
<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage, that was actually dealt to your opponent (not including taint and poison) that rebounds back to damage yourself.<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players' turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equipment points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
<br />
:*Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
:*All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
:*After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player who defended the first turn also adds half their speed back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust The Creator.<br />
:*At the end of a player's turn, the other player adds their speed to total again. <br />
:*In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the following stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to your base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
''Example:''<br />
<br />
''Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74, B=100. B attacks. A adds 25 more. A=99, B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
''Example:<br />
<br />
''Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 18 added back on to offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
''Example:''<br />
<br />
''Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.''<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
''Example:''<br />
<br />
''Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''<br />
<br />
== Updated for v13 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=584Item Stats2015-08-22T21:26:24Z<p>Talij: /* Taint */</p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness and applies a damage bonus or penalty accordingly.<br />
<br />
:*R <= 0: Critical miss = -100% damage<br />
:*0 < R < 10: Glancing hit = -50% damage<br />
:*10 < R <= 25: Weak hit = -25% damage<br />
:*25 < R < 75: Normal hit = +0% damage<br />
:*75 <= R < 90: Solid hit = +20% damage<br />
:*90 <= R < 100: Strong hit = +40% damage<br />
:*R >= 100: Critical hit = +60% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' 40-75% chance of poison hit on each battle turn (see Luck). When it hits, it increases the poison stack on the target by X. The target then takes the current poison stack as damage, regardless if the poison hit or not. In addition, poison subtracts from opponent's damage% and opponent's defense% half the amount of poison damage they just received. <br />
<br />
The poison stack fades for each character by 25% every turn (start of the your turn and end of your opponents). No poison is added to the poison stack on Critical misses (see Accuracy & Dodge).<br />
<br />
==Taint==<br />
<br />
'''Taint =''' 40-75% chance of taint hit on each battle turn (see Luck). When it hits, it increases the targets taint by X. Taint stacks and does not fade from turn to turn. On each players turn, they take 1 damage for each taint point they have received so far this battle. Note: Taint can be applied even if the attacker misses.<br />
<br />
Example: If Player A has a taint stat of 20 and the taint hits Player B, Player B will take 20 damage on each of their turns for the remainder of the battle. If Player A hits Player B with taint again on their next turn, Player B will then take 40 damage on each of their remaining turns.<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.<br />
<br />
<u>Example:</u> Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.<br />
<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage, that was actually dealt to your opponent (not including taint and poison) that rebounds back to damage yourself.<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players' turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equipment points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
<br />
:*Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
:*All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
:*After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player who defended the first turn also adds half their speed back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust The Creator.<br />
:*At the end of a player's turn, the other player adds their speed to total again. <br />
:*In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the following stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to your base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
''Example:''<br />
<br />
''Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74, B=100. B attacks. A adds 25 more. A=99, B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
''Example:<br />
<br />
''Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 18 added back on to offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
''Example:''<br />
<br />
''Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.''<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
''Example:''<br />
<br />
''Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''<br />
<br />
== Updated for v13 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=582Item Stats2015-08-22T21:16:59Z<p>Talij: /* Poison */</p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness and applies a damage bonus or penalty accordingly.<br />
<br />
:*R <= 0: Critical miss = -100% damage<br />
:*0 < R < 10: Glancing hit = -50% damage<br />
:*10 < R <= 25: Weak hit = -25% damage<br />
:*25 < R < 75: Normal hit = +0% damage<br />
:*75 <= R < 90: Solid hit = +20% damage<br />
:*90 <= R < 100: Strong hit = +40% damage<br />
:*R >= 100: Critical hit = +60% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' 40-75% chance of poison hit on each battle turn (see Luck). When it hits, it increases the poison stack on the target by X. The target then takes the current poison stack as damage, regardless if the poison hit or not. In addition, poison subtracts from opponent's damage% and opponent's defense% half the amount of poison damage they just received. <br />
<br />
The poison stack fades for each character by 25% every turn (start of the your turn and end of your opponents). No poison is added to the poison stack on Critical misses (see Accuracy & Dodge).<br />
<br />
==Taint==<br />
<br />
'''Taint =''' Randomized: 20-55% chance of taint hit on each battle turn (see Luck). When it hits, it increases the targets taint by X. Taint "carries" and "stacks" - if you have taint of 20, and it hits on one turn, the opponent will receive (at least) 20 taint damage on all of their (not yours!) subsequent turns. If taint hits again on your next turn, opponent now has taint of 40 - and so will receive 40 taint damage on all of their subsequent turns. No Taint is applied on Critical misses (see Accuracy & Dodge), but any previous Taint lingers on the target.<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.<br />
<br />
<u>Example:</u> Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.<br />
<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage, that was actually dealt to your opponent (not including taint and poison) that rebounds back to damage yourself.<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players' turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equipment points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
<br />
:*Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
:*All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
:*After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player who defended the first turn also adds half their speed back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust The Creator.<br />
:*At the end of a player's turn, the other player adds their speed to total again. <br />
:*In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the following stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to your base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
''Example:''<br />
<br />
''Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74, B=100. B attacks. A adds 25 more. A=99, B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
''Example:<br />
<br />
''Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 18 added back on to offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
''Example:''<br />
<br />
''Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.''<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
''Example:''<br />
<br />
''Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''<br />
<br />
== Updated for v13 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=510Item Stats2015-05-25T04:06:26Z<p>Talij: /* Accuracy and Dodge */</p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness and applies a damage bonus or penalty accordingly.<br />
<br />
:*R <= 0: Critical miss = -100% damage<br />
:*0 < R < 10: Glancing hit = -50% damage<br />
:*10 < R <= 25: Weak hit = -25% damage<br />
:*25 < R < 75: Normal hit = +0% damage<br />
:*75 <= R < 90: Solid hit = +20% damage<br />
:*90 <= R < 100: Strong hit = +40% damage<br />
:*R >= 100: Critical hit = +60% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' Randomized: 20-55% chance of poison hit on each battle turn (see Luck). When it hits, it increases the poison stack on the target by X. The target then takes the current poison stack as damage, regardless if the poison hit or not. In addition, poison subtracts X from opponent's damage% and subtracts X from opponent's defense% (clarification needed - is it just the stack that applies as the reduction?). The poison stack applied to a character fades by 50% on their turn (clarification needed - start or end?). No poison is added to the poison stack on Critical misses (see Accuracy & Dodge).<br />
<br />
==Taint==<br />
<br />
'''Taint =''' Randomized: 20-55% chance of taint hit on each battle turn (see Luck). When it hits, it increases the targets taint by X. Taint "carries" and "stacks" - if you have taint of 20, and it hits on one turn, the opponent will receive (at least) 20 taint damage on all of their (not yours!) subsequent turns. If taint hits again on your next turn, opponent now has taint of 40 - and so will receive 40 taint damage on all of their subsequent turns. No Taint is applied on Critical misses (see Accuracy & Dodge), but any previous Taint lingers on the target.<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.<br />
<br />
<u>Example:</u> Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.<br />
<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage, that was actually dealt to your opponent (not including taint and poison) that rebounds back to damage yourself.<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players' turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equipment points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
<br />
:*Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
:*All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
:*After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player who defended the first turn also adds half their speed back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust The Creator.<br />
:*At the end of a player's turn, the other player adds their speed to total again. <br />
:*In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the following stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to your base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
''Example:''<br />
<br />
''Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74, B=100. B attacks. A adds 25 more. A=99, B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
''Example:<br />
<br />
''Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 18 added back on to offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
''Example:''<br />
<br />
''Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.''<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
''Example:''<br />
<br />
''Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''<br />
<br />
== Updated for v13 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Achievements&diff=465Achievements2015-02-04T02:02:40Z<p>Talij: Reverted edits by Testwiki (talk) to last revision by Talij</p>
<hr />
<div>Achievements are small tasks, many of which you'll complete simply by routine actions in [[Experience|leveling]] up your character. Completing achievements gives you rewards, which tend to correlate with the Achievement you've completed. For instance, if you use a certain number of skill points, you may receive a bonus skill point. Some achievements have multiple levels, and completing an achievement may make other achievements available to you.<br />
<br />
You can view the list of achievements that are available for you to complete by clicking the Trophy icon at the top of your screen. Upon completing an Achievement, you will receive a message in the same area stating what achievement (or Achievements) you've completed and your reward for completing them.<br />
<br />
If you are new to the game, or haven't played in a while, trying to complete achievements is a good way to get an understanding of basic game mechanics. See the guide below for general tips of how to complete various achievements.<br />
<br />
<br />
==Skill Related Achievements==<br />
<br />
:*'''Use 1 Skill point:''' Navigate to the 'Skills' page. Select a tab for one of your [[classes]]. At the top of the page it will show how many 'Skill Points' you have available to use. The skills for that class will be listed below, showing their current level, current bonuses, the cost to upgrade to the next level, and the bonuses for the next level. Use your Skill Points to upgrade your skills. New Skill points are gained when your player [[Experience|levels up]]. See the [[Skills]] page for more information.<br />
::'''<u>Reward:</u>''' 1 skill point.<br />
<br />
:*'''Raise a Skill to Level 5:''' <br />
::'''<u>Reward:</u>''' 5 Skill points<br />
<br />
:*'''Raise a Skill to Level 10:''' <br />
::'''<u>Reward:</u>''' 10 Skill points<br />
<br />
:*'''Raise a Skill to Level 15:''' <br />
::'''<u>Reward:</u>''' 15 Skill points<br />
<br />
<br />
:*'''Use X Active Skills:''' Navigate to the 'Skills' page. The "Active" Tab shows how many Active skills you can and are using. Select a tab for one of your classes. All skills in the second row are 'Active' skills that must be Activated in order to receive the bonuses (the one exception being "Weave" skills, which are all Passive). Raise an Active skill to at least level 1 and click the "Activate" button below it. See the Skills page for more information.<br />
::'''<u>Reward:</u>''' 1 skill point per achievement.<br />
<br />
<br />
:*'''Add a Specialized Class:''' Raise your character to level 20 or higher. Navigate to the 'Skills' page. Select the "New Class" tab and select a new class for your character. See the Skills and [[Classes]] pages for more information.<br />
::'''<u>Reward:</u>''' 1 Skill point<br />
<br />
<br />
<br />
==Profession Related Achievements==<br />
<br />
:*'''Use 1 Profession Point:''' Navigate to the 'Professions' page. The number of Profession Points you have available are listed at the top. New Profession Points are earned every 5 Character Levels. Choose a Profession you wish to level up. Click the "Level Up" button. See the [[Professions]] page for more information.<br />
::'''<u>Reward:</u>''' 1 Profession point<br />
<br />
:*'''Raise a Profession to Level 5:''' <br />
::'''<u>Reward:</u>''' 2 Profession points<br />
<br />
:*'''Raise a Profession to Level 9:'''<br />
::'''<u>Reward:</u>''' 3 Profession points<br />
<br />
:*'''Raise 7 Professions to Level 1 or higher:''' <br />
::'''<u>Reward:</u>''' 1 Profession point<br />
<br />
:*'''Raise 13 Professions to Level 1 or higher:'''<br />
::'''<u>Reward:</u>''' 3 Profession points<br />
<br />
==Quest Related Achievements==<br />
<br />
:*'''Complete 10 Quests:''' Go to a City and click on the City's Quests link. Accept a quest of any type. Complete the task the quest asks you to. See the [[Quests]] page for more information.<br />
::'''<u>Reward:</u>''' 10 [[Ji]]<br />
<br />
:*'''Complete 50 Quests:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Complete 100 Quests:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
:*'''Complete 500 Quests:'''<br />
::'''<u>Reward:</u>''' 100 Ji<br />
<br />
<br />
:*'''Complete 1 Find Quest:''' Go to a City and click on the City's Quests link. Look to see if any 'Find' quests are currently available. Accept a Find quest. Go to the [[Wilderness Areas|wilderness area]] listed in the quest. You are looking for a specific [[NPCs|NPC]] of a specific type. Each Wilderness Area is divided into 25 sections. The NPC you're looking for is in one of them. You must find and defeat the NPC. See the Quests page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Complete 10 Find Quests:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Complete 50 Find Quests:'''<br />
::'''<u>Reward:</u>''' 25 Ji <br />
<br />
:*'''Complete 100 Find Quests:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
:*'''Complete 1 NPC Quest:''' Go to a City and click on the City's Quests link. Look to see if any 'NPC' quests are currently available. Accept a NPC quest. Go to the Wilderness area listed in the quest. You must defeat a specific number of NPCs of a specific type. You can click 'Explore' to battle a random NPC, or 'Hunt' to battle only NPCs you have a NPC quest for in that area. See the Quests page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Complete 10 NPC Quests:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Complete 50 NPC Quests:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Complete 100 NPC Quests:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
:*'''Complete 1 Item Quest:''' Go to a City and click on the city's Quests link. Look to see if any 'Item' quests are currently available. Accept a Item quest. You must collect at a specific number of [[Item List|items]] of a specific type and return them to the town. The more expensive the items you turn in, the better your reward. See the Quests page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Complete 10 Item Quests:''' <br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Complete 50 Item Quests:''' <br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Complete 100 Item Quests:''' <br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
<br />
==Player Quests Related Achievements==<br />
<br />
:*'''Create 1 Quest:''' Navigate to the "My Quests" page when in a [[Cities|city]]. Select the "Create a Quest" tab. Fill out the form and click the "Create Quest" button. See the [[Quests#Player Generated Quests|Quests]] page for more information. ''Note: Quests can only be created in a city.''<br />
::'''<u>Reward:</u>''' 5 [[Ji]]<br />
<br />
<br />
:*'''Have 1 of your Quests Completed:''' After Creating a quest, (See above) wait for other players to complete it. Make sure to make them enticing enough, or people won't complete them. ''Note: You cannot complete your own quest.'' <br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Have 10 of your Quests Completed:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Have 20 of your Quests Completed:'''<br />
::'''<u>Reward:</u>''' 15 Ji<br />
<br />
:*'''Have 50 of your Quests Completed:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
<br />
:*'''Complete 1 Player Quests:''' Go to a City and click on the city's Quests link. Look to see if any 'Player' quests are currently available. Accept a Player quest. Complete the task the quest asks you to: Find a specific item, Defeat a specific player a certain number of times, or Defeat members of a specific clan a certain number of times. See the [[Quests#Player Generated Quests|Quests]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Complete 10 Player Quests:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Complete 20 Player Quests:'''<br />
::'''<u>Reward:</u>''' 15 Ji<br />
<br />
:*'''Complete 50 Player Quests:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
<br />
<br />
==Business Related Achievements==<br />
:*'''Own 1 Business:''' Go to a City and click on the city's '[[City Hall]]' link. Under the 'Businesses' tab, there will be a list of businesses available to buy. All businesses require at least level 1 in a certain [[Professions|Profession]]. Choose a type of business you are qualified to run and select 'Buy'. See the [[Businesses]] page for more information.<br />
::'''<u>Reward:</u>''' 25[[Bank#Currency|sm]]<br />
<br />
:*'''Own 3 different types of Businesses:''' By investing Profession points in different professions, you can then purchase different types of businesses. ''Note: They do not all have to be in the same city.<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|g]]<br />
<br />
:*'''Own 7 different types of Businesses:''' <br />
::'''<u>Reward:</u>''' 5g<br />
<br />
<br />
:*'''Own 3 Businesses of the same type:''' Players can own up to 6 businesses of the same type with only 1 profession point in that profession. ''Note: You can only own 1 business of each type in each city, and some businesses are only located in specific locations. See the [[Businesses]] page for more info.<br />
::'''<u>Reward:</u>''' 2g 50sm<br />
<br />
:*'''Own 6 Businesses of the same type:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
:*'''Own a Level 3 Business:''' Go to a City that you own a Business in and click on the "Businesses" link. All businesses start at level 1 and cannot be raised to a higher level than your level in the required Profession. To raise the level of your Business locate where it says "Purchase new _", where '_' is name of units for that business (ie. Stall for Market, Field for Farm, Kettle for Brewery, etc). Click the 'Buy' button to raise the level. See the Businesses page for more information.<br />
::'''<u>Reward:</u>''' 2g 50sm<br />
<br />
:*'''Own a Level 6 Business:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Own a Level 9 Business:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
<br />
==Battle Related Achievements==<br />
<br />
:*'''Defeat 1 NPC:''' Go to a [[Wilderness Areas|Wilderness Area]]. Click on the "Explore" button. This will cause you to battle a random [[NPCs|NPC]]. See the [[Battle Tips]] page for more information.<br />
::'''<u>Reward:</u>''' 20[[Bank#Currency|sm]]<br />
<br />
:*'''Defeat 50 NPCs:'''<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Defeat 500 NPCs:'''<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|g]]<br />
<br />
:*'''Defeat 1,000 NPCs:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Defeat 3,000 NPCs:'''<br />
::'''<u>Reward:</u>''' 15g<br />
<br />
<br />
:*'''Defeat 50 NPCs of the same type:''' Go to a Wilderness Area. Click on the "Explore" button. This will cause you to battle a random NPC. Each NPC has an NPC Type. (ie. Shadowspawn, Channelers, etc.) See the [[NPCs]] page for more information.<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Defeat 100 NPCs of the same type:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Defeat 500 NPCs of the same type:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
<br />
:*'''Win 1 battle vs Hordes:''' [[Hordes]] are random events where a large group of NPCs gather to attack a city. When a horde shows up, go to the wilderness area it is located in and click the "Horde" button. This will cause you to battle the horde. <br />
::'''<u>Reward:</u>''' 20sm<br />
<br />
:*'''Win 50 battles vs Hordes:'''<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Win 500 battle vs Hordes:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Win 1,000 battle vs Hordes:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Win 3,000 battle vs Hordes:'''<br />
::'''<u>Reward:</u>''' 15g<br />
<br />
<br />
:*'''Deal the Final blow to a Horde:''' <br />
::'''<u>Reward:</u>'''50 [[Ji]]<br />
<br />
<br />
:*'''Win 1 battle vs Armies:''' Armies are the counterpart to [[Hordes]] and can only be battled when a horde is active, but can also be killed before a horde is. When a [[Hordes|horde]] shows up, go to the wilderness area it is located in and click the "Army" button. This will cause you to battle the Army. <br />
::'''<u>Reward:</u>''' 20sm<br />
<br />
:*'''Win 50 battles vs Armies:'''<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Win 500 battles vs Armies:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Win 1,000 battles vs Armies:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Win 3,000 battles vs Armies:'''<br />
::'''<u>Reward:</u>''' 15g<br />
<br />
<br />
:*'''Win 1 Duel:''' Navigate to the [[Nearby]] page. Select a player you wish to duel and click the "Duel" button by their name. Optionally, you could also click on the player's name to go to their Profile, which will also have a link to Duel the player if you are in the same location. See the Battle Tips page for more information.<br />
::'''<u>Reward:</u>''' 20sm<br />
<br />
:*'''Win 50 Duels:'''<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Win 250 Duels:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Win 500 Duels:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Win 1,000 Duels:'''<br />
::'''<u>Reward:</u>''' 15g<br />
<br />
<br />
:*'''Win 1 Duel while Defending:''' Win duels initiated by other players (other players choosing to duel you). See the Battle Tips page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Win 50 Duels while Defending:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Win 100 Duels while Defending:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
:*'''Win 500 Duels while Defending:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
<br />
==Item Related Achievements==<br />
<br />
:*'''Find 10 Items:''' Go to a Wilderness Area. Click on the "Explore" button. This will cause you to battle a random NPC. Defeat an NPC and you may find an [[Item List|item]]. <br />
::'''<u>Reward:</u>''' 10[[Bank#Currency|sm]]<br />
<br />
:*'''Find 50 Items:'''<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Find 100 Items:'''<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|g]]<br />
<br />
:*'''Find 500 Items:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Find 1,000 Items:'''<br />
::'''<u>Reward:</u>''' 15g<br />
<br />
<br />
:*'''Drop 5 Items:''' Go to a Wilderness Area. Navigate to the 'Inventory' page. Under the 'Inventory' tab, check boxes next to items you wish to drop. Once you are satisfied with your selection, click the "Drop Selected" button. See the [[Inventory]] page for more information.<br />
::'''<u>Reward:</u>''' 5 [[Ji]]<br />
<br />
:*'''Drop 10 Items:'''<br />
::'''<u>Reward:</u>''' 10<br />
<br />
:*'''Drop 50 Items:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
<br />
:*'''Combine 1 Item with Ter'angreal:''' Go to a city. Click on the "Wise Woman" link. Select a [[Ter'angreal]] from the list of Ter'angreal in your inventory that you wish to use. Select an item from the list of Items from your inventory that are able to be combined with that Ter'angreal. Click the "Combine Items" button. See the [[Wise Woman]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Combine 10 Items with Ter'angreal:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Combine 50 Items with Ter'angreal:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Combine 100 Items with Ter'angreal:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
:*'''Combine 500 Items with Ter'angreal:'''<br />
::'''<u>Reward:</u>''' 100 Ji<br />
<br />
<br />
:*'''Use 1 Consumable Item:''' Navigate to the 'Inventory' page. Click on the "Consumables" tab. Select the item or items you wish to use, then click the "Use" button. You may only have two items in your system at once. See the Inventory page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Use 10 Consumable Items:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Use 50 Consumable Items:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Use 100 Consumable Items:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
:*'''Use 500 Consumable Items:'''<br />
::'''<u>Reward:</u>''' 100 Ji<br />
<br />
<br />
:*'''Sell 1 Item on the Market:''' Go to a City in which you own a Market Stall. Click the 'Businesses' link from the City page. Under the 'Stall' tab, select an empty Display. Choose an item from the drop down menu to Offer, determine a price you want for the item, then click the 'Offer' button. Then wait for someone to buy the item. ''Note that if the item is one that is available to be bought from a Shop, you're unlikely to find a buyer willing to pay more than the item's price. Also, you can sell items straight to the town shop for 1/2 their value. Pricing your items on the market between 50% and 100% of their value is a good practice for most items, though there are exceptions (Ter'angreal or high level equipment items that aren't available in shops can sell for higher). See the [[Market]] page for more information.''<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Sell 10 Items on the Market:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Sell 25 Items on the Market:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Sell 50 Items on the Market:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
<br />
==Purchase Related Achievements==<br />
<br />
:*'''Buy 1 Item from the Market:''' Go to a City. Click on the 'Market' link. Fill out the form to narrow your search for items you want to buy. Though you can search for items anywhere in the world, you can only buy items from the city they are for sale in. Select an item for sale locally you wish to buy and click the 'Buy' button next to it. See the [[Market]] page for more information.<br />
::'''<u>Reward:</u>''' 5 [[Ji]]<br />
<br />
:*'''Buy 10 Items from the Market:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Buy 25 Items from the Market:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
:*'''Buy 50 Items from the Market:'''<br />
::'''<u>Reward:</u>''' 40 Ji<br />
<br />
<br />
:*'''Spend 1g on Equipment from the Shop:''' Go to a City. Click on the 'Shop' link. Items available for sale are split into separate tabs based on Item type. Choose the item you wish to buy and click "Buy". See the [[Shops]] page for more information.<br />
::'''<u>Reward:</u>''' 10[[Bank#Currency|sm]]<br />
<br />
:*'''Spend 10g on Equipment from the Shop:'''<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|g]]<br />
<br />
:*'''Spend 50g on Equipment from the Shop:'''<br />
::'''<u>Reward:</u>''' 2g 50sm<br />
<br />
:*'''Spend 100g on Equipment from the Shop:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Spend 500g on Equipment from the Shop:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
:*'''Repair 1 Item:''' Go to a City. Click on the 'Blacksmith' link. Most equipment degrades as it is used (equipped) and most found items will not be in perfect condition. Degraded items are less effective, so you will need to repair them. Select the items you wish to repair and click the "Repair" button. See the [[Blacksmith]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
<br />
:*'''Spend 50sm on Repairs:''' <br />
::'''<u>Reward:</u>''' 10sm<br />
<br />
:*'''Spend 1g on Repairs:'''<br />
::'''<u>Reward:</u>''' 20sm<br />
<br />
:*'''Spend 10g on Repairs:'''<br />
::'''<u>Reward:</u>''' 2g<br />
<br />
:*'''Spend 50 on Repairs:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
<br />
<br />
==Coin Related Achievements==<br />
<br />
:*'''Make a Withdrawl from the bank:''' Go to a City. Under the bank section, enter the amount of coins you wish to withdraw. Click the 'Withdrawl' button. See the [[Bank]] page for more information. ''Note: there is a 1[[Bank#Currency|cp]] fee for each bank transaction.''<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|sm]]<br />
<br />
<br />
:*'''Make a Deposit to the bank:''' Go to a City. Under the bank section, enter the amount of coins you wish to deposit. Click the 'Deposit' button. See the Bank page for more information. ''Note: You must keep ~20% of your coin in your pocket, though some town upgrades allow for more to be deposited. Also note that there is a 1cp fee for each bank transaction.'' <br />
::'''<u>Reward:</u>''' 1sm<br />
<br />
:*'''Have 10g in your bank:''' <br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Have 100g in your bank:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Have 500 in your bank:'''<br />
::'''<u>Reward:</u>''' 20g<br />
<br />
<br />
:*'''Win 1 game of Dice:''' Go to a City. Click on the 'Tavern' link. Click the 'Roll' button to view the dice game. You will see what the current wager is, the number of players in the game, and the current pot size. If you have enough for the wager in your pocket, click "Toss the Dice". See the [[Tavern]] page for more information.<br />
::'''<u>Reward:</u>''' 1sm<br />
<br />
:*'''Win 10 games of Dice:'''<br />
::'''<u>Reward:</u>''' 25sm<br />
<br />
:*'''Win 100 games of Dice:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Win 500 games of Dice:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
:*'''Reach 100g in Net Worth:''' Your Net Worth is the value of your businesses, estates and cash. See the [[Net Worth]] page for more information.<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Reach 250g in Net Worth:'''<br />
::'''<u>Reward:</u>''' 2g<br />
<br />
:*'''Reach 500g in Net Worth:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Reach 1,000g in Net Worth:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
:*'''Reach 3,000g in Net Worth:'''<br />
::'''<u>Reward:</u>''' 20g<br />
<br />
<br />
<br />
==Ji Related Achievements==<br />
<br />
:*'''Earn 100 Ji:''' Ji is how much 'Honor' the player has accumulated through their actions. Ji is earned by winning Duels, battling NPCs in Wilderness Areas, completing Quests, and winning Tournaments. See the [[Ji]] page for more information.<br />
::'''<u>Reward:</u>''' 50[[Bank#Currency|sm]]<br />
<br />
:*'''Earn 250 Ji:'''<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|g]]<br />
<br />
:*'''Earn 500 Ji:'''<br />
::'''<u>Reward:</u>''' 2g 50sm<br />
<br />
:*'''Earn 1,000 Ji:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Earn 5,000 Ji:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
:*'''Enter 1 Tournament:''' Find a Ctiy that is hosting a tournament. If a tournament is open for sign up, there will be a message on the City page and [[Rumors]] page that a Tournament starts in a certain number of hours. In the City, click the link, or go to the [[City Hall]] page and view the Tournament tab. If you meet the requirements and wish to join, click the 'Sign Up' button. See the [[Tournaments]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Enter 10 Tournaments:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Enter 25 Tournaments:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Enter 50 Tournaments:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
:*'''Win 1 Tournament:''' Find a city that is hosting a tournament and sign up for it. Once the tournament starts, duel other participants and earn the highest score to win. See the Tournaments page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Win 5 Tournaments:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Win 10 Tournaments:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
<br />
==Clan Related Achievements==<br />
<br />
:*'''Join a Clan:''' Clans are groups of players that work together. To join a clan, Navigate to the 'Clan' page. Choose a clan that you wish to join and click on their name. If the clan is 'Open', you can simply join the clan. If it is 'Invite Only', you can message the clan leader requesting to join. You also could create your own clan. See the [[Clans]] page for more information.<br />
::'''<u>Reward:</u>''' 25 [[Ji]]<br />
<br />
<br />
:*'''Defeat 1 Clan Enemies:''' Join or form a clan. Have your clan declare another clan as their Enemy. Duel members of an enemy clan and win. See the [[Battle Tips]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Defeat 10 Clan Enemies:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Defeat 50 Clan Enemies:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
:*'''Defeat 100 Clan Enemies:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
:*'''Defeat 500 Clan Enemies:'''<br />
::'''<u>Reward:</u>''' 100<br />
<br />
<br />
:*'''Defeat 1 Clan Allies:''' Join or form a clan. Duel other members of your clan or those of an allied clan.<br />
::'''<u>Reward:</u>''' -5 Ji<br />
<br />
:*'''Defeat 10 Clan Allies:'''<br />
::'''<u>Reward:</u>''' -10 Ji<br />
<br />
:*'''Defeat 50 Clan Allies:'''<br />
::'''<u>Reward:</u>''' -20<br />
<br />
:*'''Defeat 100 Clan Allies:'''<br />
::'''<u>Reward:</u>''' -50<br />
<br />
:*'''Defeat 500 Clan Allies:'''<br />
::'''<u>Reward:</u>''' -100<br />
<br />
<br />
:*'''Donate 1 Item to a Clan Vault:''' Navigate to the 'Inventory' page. Click on the 'Inventory' tab. Select the items you wish to donate to the clan [[vault]]. Click the 'Donate to Vault' button. See the [[Inventory]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Donate 10 Items to a Clan Vault:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Donate 25 Items to a Clan Vault:'''<br />
::'''<u>Reward:</u>''' 15 Ji<br />
<br />
<br />
:*'''Donate 1g to a Clan Bank:''' Go to a City. Under the bank section, enter the amount of coins you wish to donate. Note that donations come out of your bank, not your pocket. Click the '[[Bank#You know you want to.|Donate]]' button. See the Clans page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Donate 10g to a Clan Bank:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Donate 50g to a Clan Bank:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
:*'''Donate 100g to a Clan Bank:'''<br />
::'''<u>Reward:</u>''' 40 Ji<br />
<br />
<br />
== Estate Related Achievements ==<br />
<br />
:*'''Own 1 Estate:''' When you reach level 10, you will be able to purchase an estate. Go to any [[Wilderness Areas]], click the "Estates" button and select a plot to buy, and then confirm. See the [[Estates]] page for more information.<br />
::'''<u>Reward:</u>''' 25sm<br />
<br />
:*'''Own a level 2 Estate:''' By purchasing upgrades for your estate, you will increase its level.<br />
::'''<u>Reward:</u>''' 25Sm<br />
<br />
:*'''Own a level 4 Estate:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Own a level 6 Estate:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Own a level 10 Estate:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
:*'''Reach 25g in Total Estate Value:''' The value of all your estates will count toward this.<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Reach 100g in Total Estate Value:'''<br />
::'''<u>Reward:</u>''' 2g<br />
<br />
:*'''Reach 250g in Total Estate Value:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Reach 500g in Total Estate Value:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
:*'''Reach 1,000g in Total Estate Value:'''<br />
::'''<u>Reward:</u>''' 20g<br />
<br />
<br />
== Alignment Related Achievements ==<br />
<br />
:*'''Earn +300 Alignment or higher:''' By performing various actions in the game, you'll receive alignment points. See the [[Alignment]] page for more information.<br />
::'''<u>Reward:</u>''' 25 [[Ji]]<br />
<br />
:*'''Earn +1,000 Alignment or higher:'''<br />
::'''<u>Reward:</u>''' 100 Ji<br />
<br />
:*'''Earn -300 Alignment or less:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Earn -1,000 Alignment or less:'''<br />
::'''<u>Reward:</u>''' 100 Ji<br />
<br />
<br />
== Updated for v13 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Main_Page&diff=463Main Page2015-02-04T01:45:25Z<p>Talij: </p>
<hr />
<div><br />
== Welcome to the GoS Help Wiki! ==<br />
<br />
Wiki 2.0: Now integrated with Awesomeness! <br />
<br />
[[General Overview]]<br />
<br />
[[Official Rules]]<br />
<br />
[[Tips for New Players]]<br />
<br />
== Character Related pages ==<br />
<br />
[[Achievements]]<br />
<br />
[[Alignment]]<br />
<br />
[[Battle Logs]]<br />
<br />
[[Classes]]<br />
<br />
[[Experience]] <br />
<br />
[[Heroes]]<br />
<br />
[[Ji]]<br />
<br />
[[Nationalities]]<br />
<br />
[[Net Worth]]<br />
<br />
[[Professions]]<br />
<br />
[[Profile]]<br />
<br />
[[Quests]]<br />
<br />
[[Skills]]<br />
<br />
== Item Related pages ==<br />
<br />
[[Inventory]]<br />
<br />
[[Item List]]<br />
<br />
[[Item Stats]]<br />
<br />
[[Ter'angreal]]<br />
<br />
[[Ter'angreal List]]<br />
<br />
[[Weaves]]<br />
<br />
== Clan Related Pages ==<br />
<br />
[[Clan Battles]]<br />
<br />
[[Clan Office]]<br />
<br />
[[Clans]]<br />
<br />
[[Controlling Cities]]<br />
<br />
[[Vault]]<br />
<br />
== World Related Pages ==<br />
<br />
[[Cities]]<br />
<br />
[[Estates]]<br />
<br />
[[Map]]<br />
<br />
[[Nearby]]<br />
<br />
[[Terrain Types]]<br />
<br />
[[Travel]]<br />
<br />
[[Wilderness Areas]]<br />
<br />
== City Related Pages ==<br />
<br />
[[Bank]]<br />
<br />
[[Blacksmith]]<br />
<br />
[[Businesses]]<br />
<br />
[[City Hall]]<br />
<br />
[[City Upgrades]]<br />
<br />
[[Inn]]<br />
<br />
[[Outfitter]]<br />
<br />
[[Order and Chaos]]<br />
<br />
[[Market]]<br />
<br />
[[Rumors]]<br />
<br />
[[Shops]]<br />
<br />
[[Tavern]]<br />
<br />
[[Tournaments]]<br />
<br />
[[Wise Woman]]<br />
<br />
== Battle Related Pages ==<br />
<br />
[[Battle Tips]]<br />
<br />
[[Duels]]<br />
<br />
[[Hordes]]<br />
<br />
[[Last Battle]]<br />
<br />
[[NPCs]]<br />
<br />
== Miscellaneous Pages ==<br />
<br />
[[Bubbles of Evil]]<br />
<br />
[[Chat]]<br />
<br />
[[Donor Bonuses]]<br />
<br />
[[Forum]]<br />
<br />
[[Game Settings]]<br />
<br />
[[Horn of Valere]]<br />
<br />
[[Messages]]<br />
<br />
[[Navigation]]<br />
<br />
[[Seals]]<br />
<br />
== Chronicle of Ages ==<br />
<span style="color: red">'''Coming Soon!!!'''</span><br />
<br />
[[Chapter 10 - An Age of Light]]<br />
<br />
[[Chapter 11 - Rise of the Shadow]]</div>Talijhttp://talij.com/goswiki/index.php?title=Achievements&diff=297Achievements2015-01-19T01:56:54Z<p>Talij: </p>
<hr />
<div>Achievements are small tasks, many of which you'll complete simply by routine actions in [[Experience|leveling]] up your character. Completing achievements gives you rewards, which tend to correlate with the Achievement you've completed. For instance, if you use a certain number of skill points, you may receive a bonus skill point. Some achievements have multiple levels, and completing an achievement may make other achievements available to you.<br />
<br />
You can view the list of achievements that are available for you to complete by clicking the Trophy icon at the top of your screen. Upon completing an Achievement, you will receive a message in the same area stating what achievement (or Achievements) you've completed and your reward for completing them.<br />
<br />
If you are new to the game, or haven't played in a while, trying to complete achievements is a good way to get an understanding of basic game mechanics. See the guide below for general tips of how to complete various achievements.<br />
<br />
<br />
==Skill Related Achievements==<br />
<br />
:*'''Use 1 Skill point:''' Navigate to the 'Skills' page. Select a tab for one of your [[classes]]. At the top of the page it will show how many 'Skill Points' you have available to use. The skills for that class will be listed below, showing their current level, current bonuses, the cost to upgrade to the next level, and the bonuses for the next level. Use your Skill Points to upgrade your skills. New Skill points are gained when your player [[Experience|levels up]]. See the [[Skills]] page for more information.<br />
::'''<u>Reward:</u>''' 1 skill point.<br />
<br />
:*'''Raise a Skill to Level 5:''' <br />
::'''<u>Reward:</u>''' 5 Skill points<br />
<br />
:*'''Raise a Skill to Level 10:''' <br />
::'''<u>Reward:</u>''' 10 Skill points<br />
<br />
:*'''Raise a Skill to Level 15:''' <br />
::'''<u>Reward:</u>''' 15 Skill points<br />
<br />
<br />
:*'''Use X Active Skills:''' Navigate to the 'Skills' page. The "Active" Tab shows how many Active skills you can and are using. Select a tab for one of your classes. All skills in the second row are 'Active' skills that must be Activated in order to receive the bonuses (the one exception being "Weave" skills, which are all Passive). Raise an Active skill to at least level 1 and click the "Activate" button below it. See the Skills page for more information.<br />
::'''<u>Reward:</u>''' 1 skill point per achievement.<br />
<br />
<br />
:*'''Add a Specialized Class:''' Raise your character to level 20 or higher. Navigate to the 'Skills' page. Select the "New Class" tab and select a new class for your character. See the Skills and [[Classes]] pages for more information.<br />
::'''<u>Reward:</u>''' 1 Skill point<br />
<br />
<br />
<br />
==Profession Related Achievements==<br />
<br />
:*'''Use 1 Profession Point:''' Navigate to the 'Professions' page. The number of Profession Points you have available are listed at the top. New Profession Points are earned every 5 Character Levels. Choose a Profession you wish to level up. Click the "Level Up" button. See the [[Professions]] page for more information.<br />
::'''<u>Reward:</u>''' 1 Profession point<br />
<br />
:*'''Raise a Profession to Level 5:''' <br />
::'''<u>Reward:</u>''' 2 Profession points<br />
<br />
:*'''Raise a Profession to Level 9:'''<br />
::'''<u>Reward:</u>''' 3 Profession points<br />
<br />
:*'''Raise 7 Professions to Level 1 or higher:''' <br />
::'''<u>Reward:</u>''' 1 Profession point<br />
<br />
:*'''Raise 13 Professions to Level 1 or higher:'''<br />
::'''<u>Reward:</u>''' 3 Profession points<br />
<br />
==Quest Related Achievements==<br />
<br />
:*'''Complete 10 Quests:''' Go to a City and click on the City's Quests link. Accept a quest of any type. Complete the task the quest asks you to. See the [[Quests]] page for more information.<br />
::'''<u>Reward:</u>''' 10 [[Ji]]<br />
<br />
:*'''Complete 50 Quests:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Complete 100 Quests:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
:*'''Complete 500 Quests:'''<br />
::'''<u>Reward:</u>''' 100 Ji<br />
<br />
<br />
:*'''Complete 1 Find Quest:''' Go to a City and click on the City's Quests link. Look to see if any 'Find' quests are currently available. Accept a Find quest. Go to the [[Wilderness Areas|wilderness area]] listed in the quest. You are looking for a specific [[NPCs|NPC]] of a specific type. Each Wilderness Area is divided into 25 sections. The NPC you're looking for is in one of them. You must find and defeat the NPC. See the Quests page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Complete 10 Find Quests:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Complete 50 Find Quests:'''<br />
::'''<u>Reward:</u>''' 25 Ji <br />
<br />
:*'''Complete 100 Find Quests:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
:*'''Complete 1 NPC Quest:''' Go to a City and click on the City's Quests link. Look to see if any 'NPC' quests are currently available. Accept a NPC quest. Go to the Wilderness area listed in the quest. You must defeat a specific number of NPCs of a specific type. You can click 'Explore' to battle a random NPC, or 'Hunt' to battle only NPCs you have a NPC quest for in that area. See the Quests page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Complete 10 NPC Quests:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Complete 50 NPC Quests:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Complete 100 NPC Quests:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
:*'''Complete 1 Item Quest:''' Go to a City and click on the city's Quests link. Look to see if any 'Item' quests are currently available. Accept a Item quest. You must collect at a specific number of [[Item List|items]] of a specific type and return them to the town. The more expensive the items you turn in, the better your reward. See the Quests page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Complete 10 Item Quests:''' <br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Complete 50 Item Quests:''' <br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Complete 100 Item Quests:''' <br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
<br />
==Player Quests Related Achievements==<br />
<br />
:*'''Create 1 Quest:''' Navigate to the "My Quests" page when in a [[Cities|city]]. Select the "Create a Quest" tab. Fill out the form and click the "Create Quest" button. See the [[Quests#Player Generated Quests|Quests]] page for more information. ''Note: Quests can only be created in a city.''<br />
::'''<u>Reward:</u>''' 5 [[Ji]]<br />
<br />
<br />
:*'''Have 1 of your Quests Completed:''' After Creating a quest, (See above) wait for other players to complete it. Make sure to make them enticing enough, or people won't complete them. ''Note: You cannot complete your own quest.'' <br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Have 10 of your Quests Completed:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Have 20 of your Quests Completed:'''<br />
::'''<u>Reward:</u>''' 15 Ji<br />
<br />
:*'''Have 50 of your Quests Completed:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
<br />
:*'''Complete 1 Player Quests:''' Go to a City and click on the city's Quests link. Look to see if any 'Player' quests are currently available. Accept a Player quest. Complete the task the quest asks you to: Find a specific item, Defeat a specific player a certain number of times, or Defeat members of a specific clan a certain number of times. See the [[Quests#Player Generated Quests|Quests]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Complete 10 Player Quests:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Complete 20 Player Quests:'''<br />
::'''<u>Reward:</u>''' 15 Ji<br />
<br />
:*'''Complete 50 Player Quests:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
<br />
<br />
==Business Related Achievements==<br />
:*'''Own 1 Business:''' Go to a City and click on the city's '[[City Hall]]' link. Under the 'Businesses' tab, there will be a list of businesses available to buy. All businesses require at least level 1 in a certain [[Professions|Profession]]. Choose a type of business you are qualified to run and select 'Buy'. See the [[Businesses]] page for more information.<br />
::'''<u>Reward:</u>''' 25[[Bank#Currency|sm]]<br />
<br />
:*'''Own 3 different types of Businesses:''' By investing Profession points in different professions, you can then purchase different types of businesses. ''Note: They do not all have to be in the same city.<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|g]]<br />
<br />
:*'''Own 7 different types of Businesses:''' <br />
::'''<u>Reward:</u>''' 5g<br />
<br />
<br />
:*'''Own 3 Businesses of the same type:''' Players can own up to 6 businesses of the same type with only 1 profession point in that profession. ''Note: You can only own 1 business of each type in each city, and some businesses are only located in specific locations. See the [[Businesses]] page for more info.<br />
::'''<u>Reward:</u>''' 2g 50sm<br />
<br />
:*'''Own 6 Businesses of the same type:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
:*'''Own a Level 3 Business:''' Go to a City that you own a Business in and click on the "Businesses" link. All businesses start at level 1 and cannot be raised to a higher level than your level in the required Profession. To raise the level of your Business locate where it says "Purchase new _", where '_' is name of units for that business (ie. Stall for Market, Field for Farm, Kettle for Brewery, etc). Click the 'Buy' button to raise the level. See the Businesses page for more information.<br />
::'''<u>Reward:</u>''' 2g 50sm<br />
<br />
:*'''Own a Level 6 Business:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Own a Level 9 Business:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
<br />
==Battle Related Achievements==<br />
<br />
:*'''Defeat 1 NPC:''' Go to a [[Wilderness Areas|Wilderness Area]]. Click on the "Explore" button. This will cause you to battle a random [[NPCs|NPC]]. See the [[Battle Tips]] page for more information.<br />
::'''<u>Reward:</u>''' 20[[Bank#Currency|sm]]<br />
<br />
:*'''Defeat 50 NPCs:'''<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Defeat 500 NPCs:'''<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|g]]<br />
<br />
:*'''Defeat 1,000 NPCs:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Defeat 3,000 NPCs:'''<br />
::'''<u>Reward:</u>''' 15g<br />
<br />
<br />
:*'''Defeat 50 NPCs of the same type:''' Go to a Wilderness Area. Click on the "Explore" button. This will cause you to battle a random NPC. Each NPC has an NPC Type. (ie. Shadowspawn, Channelers, etc.) See the [[NPCs]] page for more information.<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Defeat 100 NPCs of the same type:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Defeat 500 NPCs of the same type:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
<br />
:*'''Win 1 battle vs Hordes:''' [[Hordes]] are random events where a large group of NPCs gather to attack a city. When a horde shows up, go to the wilderness area it is located in and click the "Horde" button. This will cause you to battle the horde. <br />
::'''<u>Reward:</u>''' 20sm<br />
<br />
:*'''Win 50 battles vs Hordes:'''<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Win 500 battle vs Hordes:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Win 1,000 battle vs Hordes:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Win 3,000 battle vs Hordes:'''<br />
::'''<u>Reward:</u>''' 15g<br />
<br />
<br />
:*'''Deal the Final blow to a Horde:''' <br />
::'''<u>Reward:</u>'''50 [[Ji]]<br />
<br />
<br />
:*'''Win 1 battle vs Armies:''' Armies are the counterpart to [[Hordes]] and can only be battled when a horde is active, but can also be killed before a horde is. When a [[Hordes|horde]] shows up, go to the wilderness area it is located in and click the "Army" button. This will cause you to battle the Army. <br />
::'''<u>Reward:</u>''' 20sm<br />
<br />
:*'''Win 50 battles vs Armies:'''<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Win 500 battles vs Armies:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Win 1,000 battles vs Armies:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Win 3,000 battles vs Armies:'''<br />
::'''<u>Reward:</u>''' 15g<br />
<br />
<br />
:*'''Win 1 Duel:''' Navigate to the [[Nearby]] page. Select a player you wish to duel and click the "Duel" button by their name. Optionally, you could also click on the player's name to go to their Profile, which will also have a link to Duel the player if you are in the same location. See the Battle Tips page for more information.<br />
::'''<u>Reward:</u>''' 20sm<br />
<br />
:*'''Win 50 Duels:'''<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Win 250 Duels:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Win 500 Duels:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Win 1,000 Duels:'''<br />
::'''<u>Reward:</u>''' 15g<br />
<br />
<br />
:*'''Win 1 Duel while Defending:''' Win duels initiated by other players (other players choosing to duel you). See the Battle Tips page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Win 50 Duels while Defending:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Win 100 Duels while Defending:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
:*'''Win 500 Duels while Defending:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
<br />
==Item Related Achievements==<br />
<br />
:*'''Find 10 Items:''' Go to a Wilderness Area. Click on the "Explore" button. This will cause you to battle a random NPC. Defeat an NPC and you may find an [[Item List|item]]. <br />
::'''<u>Reward:</u>''' 10[[Bank#Currency|sm]]<br />
<br />
:*'''Find 50 Items:'''<br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Find 100 Items:'''<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|g]]<br />
<br />
:*'''Find 500 Items:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Find 1,000 Items:'''<br />
::'''<u>Reward:</u>''' 15g<br />
<br />
<br />
:*'''Drop 5 Items:''' Go to a Wilderness Area. Navigate to the 'Inventory' page. Under the 'Inventory' tab, check boxes next to items you wish to drop. Once you are satisfied with your selection, click the "Drop Selected" button. See the [[Inventory]] page for more information.<br />
::'''<u>Reward:</u>''' 5 [[Ji]]<br />
<br />
:*'''Drop 10 Items:'''<br />
::'''<u>Reward:</u>''' 10<br />
<br />
:*'''Drop 50 Items:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
<br />
:*'''Combine 1 Item with Ter'angreal:''' Go to a city. Click on the "Wise Woman" link. Select a [[Ter'angreal]] from the list of Ter'angreal in your inventory that you wish to use. Select an item from the list of Items from your inventory that are able to be combined with that Ter'angreal. Click the "Combine Items" button. See the [[Wise Woman]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Combine 10 Items with Ter'angreal:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Combine 50 Items with Ter'angreal:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Combine 100 Items with Ter'angreal:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
:*'''Combine 500 Items with Ter'angreal:'''<br />
::'''<u>Reward:</u>''' 100 Ji<br />
<br />
<br />
:*'''Use 1 Consumable Item:''' Navigate to the 'Inventory' page. Click on the "Consumables" tab. Select the item or items you wish to use, then click the "Use" button. You may only have two items in your system at once. See the Inventory page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Use 10 Consumable Items:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Use 50 Consumable Items:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Use 100 Consumable Items:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
:*'''Use 500 Consumable Items:'''<br />
::'''<u>Reward:</u>''' 100 Ji<br />
<br />
<br />
:*'''Sell 1 Item on the Market:''' Go to a City in which you own a Market Stall. Click the 'Businesses' link from the City page. Under the 'Stall' tab, select an empty Display. Choose an item from the drop down menu to Offer, determine a price you want for the item, then click the 'Offer' button. Then wait for someone to buy the item. ''Note that if the item is one that is available to be bought from a Shop, you're unlikely to find a buyer willing to pay more than the item's price. Also, you can sell items straight to the town shop for 1/2 their value. Pricing your items on the market between 50% and 100% of their value is a good practice for most items, though there are exceptions (Ter'angreal or high level equipment items that aren't available in shops can sell for higher). See the [[Market]] page for more information.''<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Sell 10 Items on the Market:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Sell 25 Items on the Market:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Sell 50 Items on the Market:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
<br />
==Purchase Related Achievements==<br />
<br />
:*'''Buy 1 Item from the Market:''' Go to a City. Click on the 'Market' link. Fill out the form to narrow your search for items you want to buy. Though you can search for items anywhere in the world, you can only buy items from the city they are for sale in. Select an item for sale locally you wish to buy and click the 'Buy' button next to it. See the [[Market]] page for more information.<br />
::'''<u>Reward:</u>''' 5 [[Ji]]<br />
<br />
:*'''Buy 10 Items from the Market:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Buy 25 Items from the Market:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
:*'''Buy 50 Items from the Market:'''<br />
::'''<u>Reward:</u>''' 40 Ji<br />
<br />
<br />
:*'''Spend 1g on Equipment from the Shop:''' Go to a City. Click on the 'Shop' link. Items available for sale are split into separate tabs based on Item type. Choose the item you wish to buy and click "Buy". See the [[Shops]] page for more information.<br />
::'''<u>Reward:</u>''' 10[[Bank#Currency|sm]]<br />
<br />
:*'''Spend 10g on Equipment from the Shop:'''<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|g]]<br />
<br />
:*'''Spend 50g on Equipment from the Shop:'''<br />
::'''<u>Reward:</u>''' 2g 50sm<br />
<br />
:*'''Spend 100g on Equipment from the Shop:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Spend 500g on Equipment from the Shop:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
:*'''Repair 1 Item:''' Go to a City. Click on the 'Blacksmith' link. Most equipment degrades as it is used (equipped) and most found items will not be in perfect condition. Degraded items are less effective, so you will need to repair them. Select the items you wish to repair and click the "Repair" button. See the [[Blacksmith]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
<br />
:*'''Spend 50sm on Repairs:''' <br />
::'''<u>Reward:</u>''' 10sm<br />
<br />
:*'''Spend 1g on Repairs:'''<br />
::'''<u>Reward:</u>''' 20sm<br />
<br />
:*'''Spend 10g on Repairs:'''<br />
::'''<u>Reward:</u>''' 2g<br />
<br />
:*'''Spend 50 on Repairs:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
<br />
<br />
==Coin Related Achievements==<br />
<br />
:*'''Make a Withdrawl from the bank:''' Go to a City. Under the bank section, enter the amount of coins you wish to withdraw. Click the 'Withdrawl' button. See the [[Bank]] page for more information. ''Note: there is a 1[[Bank#Currency|cp]] fee for each bank transaction.''<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|sm]]<br />
<br />
<br />
:*'''Make a Deposit to the bank:''' Go to a City. Under the bank section, enter the amount of coins you wish to deposit. Click the 'Deposit' button. See the Bank page for more information. ''Note: You must keep ~20% of your coin in your pocket, though some town upgrades allow for more to be deposited. Also note that there is a 1cp fee for each bank transaction.'' <br />
::'''<u>Reward:</u>''' 1sm<br />
<br />
:*'''Have 10g in your bank:''' <br />
::'''<u>Reward:</u>''' 50sm<br />
<br />
:*'''Have 100g in your bank:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Have 500 in your bank:'''<br />
::'''<u>Reward:</u>''' 20g<br />
<br />
<br />
:*'''Win 1 game of Dice:''' Go to a City. Click on the 'Tavern' link. Click the 'Roll' button to view the dice game. You will see what the current wager is, the number of players in the game, and the current pot size. If you have enough for the wager in your pocket, click "Toss the Dice". See the [[Tavern]] page for more information.<br />
::'''<u>Reward:</u>''' 1sm<br />
<br />
:*'''Win 10 games of Dice:'''<br />
::'''<u>Reward:</u>''' 25sm<br />
<br />
:*'''Win 100 games of Dice:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Win 500 games of Dice:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
:*'''Reach 100g in Net Worth:''' Your Net Worth is the value of your businesses, estates and cash. See the [[Net Worth]] page for more information.<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Reach 250g in Net Worth:'''<br />
::'''<u>Reward:</u>''' 2g<br />
<br />
:*'''Reach 500g in Net Worth:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Reach 1,000g in Net Worth:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
:*'''Reach 3,000g in Net Worth:'''<br />
::'''<u>Reward:</u>''' 20g<br />
<br />
<br />
<br />
==Ji Related Achievements==<br />
<br />
:*'''Earn 100 Ji:''' Ji is how much 'Honor' the player has accumulated through their actions. Ji is earned by winning Duels, battling NPCs in Wilderness Areas, completing Quests, and winning Tournaments. See the [[Ji]] page for more information.<br />
::'''<u>Reward:</u>''' 50[[Bank#Currency|sm]]<br />
<br />
:*'''Earn 250 Ji:'''<br />
::'''<u>Reward:</u>''' 1[[Bank#Currency|g]]<br />
<br />
:*'''Earn 500 Ji:'''<br />
::'''<u>Reward:</u>''' 2g 50sm<br />
<br />
:*'''Earn 1,000 Ji:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Earn 5,000 Ji:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
:*'''Enter 1 Tournament:''' Find a Ctiy that is hosting a tournament. If a tournament is open for sign up, there will be a message on the City page and [[Rumors]] page that a Tournament starts in a certain number of hours. In the City, click the link, or go to the [[City Hall]] page and view the Tournament tab. If you meet the requirements and wish to join, click the 'Sign Up' button. See the [[Tournaments]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Enter 10 Tournaments:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Enter 25 Tournaments:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Enter 50 Tournaments:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
:*'''Win 1 Tournament:''' Find a city that is hosting a tournament and sign up for it. Once the tournament starts, duel other participants and earn the highest score to win. See the Tournaments page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Win 5 Tournaments:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Win 10 Tournaments:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
<br />
<br />
==Clan Related Achievements==<br />
<br />
:*'''Join a Clan:''' Clans are groups of players that work together. To join a clan, Navigate to the 'Clan' page. Choose a clan that you wish to join and click on their name. If the clan is 'Open', you can simply join the clan. If it is 'Invite Only', you can message the clan leader requesting to join. You also could create your own clan. See the [[Clans]] page for more information.<br />
::'''<u>Reward:</u>''' 25 [[Ji]]<br />
<br />
<br />
:*'''Defeat 1 Clan Enemies:''' Join or form a clan. Have your clan declare another clan as their Enemy. Duel members of an enemy clan and win. See the [[Battle Tips]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Defeat 10 Clan Enemies:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Defeat 50 Clan Enemies:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
:*'''Defeat 100 Clan Enemies:'''<br />
::'''<u>Reward:</u>''' 50 Ji<br />
<br />
:*'''Defeat 500 Clan Enemies:'''<br />
::'''<u>Reward:</u>''' 100<br />
<br />
<br />
:*'''Defeat 1 Clan Allies:''' Join or form a clan. Duel other members of your clan or those of an allied clan.<br />
::'''<u>Reward:</u>''' -5 Ji<br />
<br />
:*'''Defeat 10 Clan Allies:'''<br />
::'''<u>Reward:</u>''' -10 Ji<br />
<br />
:*'''Defeat 50 Clan Allies:'''<br />
::'''<u>Reward:</u>''' -20<br />
<br />
:*'''Defeat 100 Clan Allies:'''<br />
::'''<u>Reward:</u>''' -50<br />
<br />
:*'''Defeat 500 Clan Allies:'''<br />
::'''<u>Reward:</u>''' -100<br />
<br />
<br />
:*'''Donate 1 Item to a Clan Vault:''' Navigate to the 'Inventory' page. Click on the 'Inventory' tab. Select the items you wish to donate to the clan [[vault]]. Click the 'Donate to Vault' button. See the [[Inventory]] page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Donate 10 Items to a Clan Vault:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Donate 25 Items to a Clan Vault:'''<br />
::'''<u>Reward:</u>''' 15 Ji<br />
<br />
<br />
:*'''Donate 1g to a Clan Bank:''' Go to a City. Under the bank section, enter the amount of coins you wish to donate. Note that donations come out of your bank, not your pocket. Click the '[[Bank#You know you want to.|Donate]]' button. See the Clans page for more information.<br />
::'''<u>Reward:</u>''' 5 Ji<br />
<br />
:*'''Donate 10g to a Clan Bank:'''<br />
::'''<u>Reward:</u>''' 10 Ji<br />
<br />
:*'''Donate 50g to a Clan Bank:'''<br />
::'''<u>Reward:</u>''' 20 Ji<br />
<br />
:*'''Donate 100g to a Clan Bank:'''<br />
::'''<u>Reward:</u>''' 40 Ji<br />
<br />
<br />
== Estate Related Achievements ==<br />
<br />
:*'''Own 1 Estate:''' When you reach level 10, you will be able to purchase an estate. Go to any [[Wilderness Areas]], click the "Estates" button and select a plot to buy, and then confirm. See the [[Estates]] page for more information.<br />
::'''<u>Reward:</u>''' 25sm<br />
<br />
:*'''Own a level 2 Estate:''' By purchasing upgrades for your estate, you will increase its level.<br />
::'''<u>Reward:</u>''' 25Sm<br />
<br />
:*'''Own a level 4 Estate:'''<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Own a level 6 Estate:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Own a level 10 Estate:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
<br />
:*'''Reach 25g in Total Estate Value:''' The value of all your estates will count toward this.<br />
::'''<u>Reward:</u>''' 1g<br />
<br />
:*'''Reach 100g in Total Estate Value:'''<br />
::'''<u>Reward:</u>''' 2g<br />
<br />
:*'''Reach 250g in Total Estate Value:'''<br />
::'''<u>Reward:</u>''' 5g<br />
<br />
:*'''Reach 500g in Total Estate Value:'''<br />
::'''<u>Reward:</u>''' 10g<br />
<br />
:*'''Reach 1,000g in Total Estate Value:'''<br />
::'''<u>Reward:</u>''' 20g<br />
<br />
<br />
== Alignment Related Achievements ==<br />
<br />
:*'''Earn +300 Alignment or higher:''' By performing various actions in the game, you'll receive alignment points. See the [[Alignment]] page for more information.<br />
::'''<u>Reward:</u>''' 25 [[Ji]]<br />
<br />
:*'''Earn +1,000 Alignment or higher:'''<br />
::'''<u>Reward:</u>''' 100 Ji<br />
<br />
:*'''Earn -300 Alignment or less:'''<br />
::'''<u>Reward:</u>''' 25 Ji<br />
<br />
:*'''Earn -1,000 Alignment or less:'''<br />
::'''<u>Reward:</u>''' 100 Ji<br />
<br />
<br />
== Updated for v13 ==</div>Talijhttp://talij.com/goswiki/index.php?title=City_Upgrades&diff=263City Upgrades2015-01-18T05:30:07Z<p>Talij: /* Unique City Buildings */</p>
<hr />
<div>City Upgrades can be purchased by the ruling clan to improve the City. They can be built by going to the [[City Hall]] page. They are paid for with the coin in the City Bank.<br />
<br />
== Standard City Buildings ==<br />
<br />
Each of these buildings is available in all Cities. Bonuses from these buildings apply to all players in town, not just the ruling clan. Each building can be upgraded to level 5, increasing it's bonuses and giving higher boosts to the city's population.<br />
<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Building Name<br />
! scope="col"| Bonus<br />
|-<br />
! scope="row"| Stable<br />
| -3x% Outfitter Costs<br />
|-<br />
! scope="row"| Forge<br />
| -2x% Repair Costs<br />
|-<br />
! scope="row"| Arena<br />
| -10% Wait time between duels<br />
|-<br />
! scope="row"| Barracks<br />
| +2x Extra slots in Clan shops<br />
|-<br />
! scope="row"| Bank<br />
| +2% Max Bank Deposit<br />
|-<br />
! scope="row"| Square<br />
| -2% Consumable Costs<br />
|}<br />
<br />
==Building Cost and Population Bonuses==<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Level<br />
! scope="col"| Cost<br />
! scope="col"| Population Bonus<br />
|-<br />
! scope="row"| 1<br />
| 2g 50s<br />
| 10<br />
|-<br />
! scope="row"| 2<br />
| 17g 50s<br />
| 25<br />
|-<br />
! scope="row"| 3<br />
| 40g<br />
| 45<br />
|-<br />
! scope="row"| 4<br />
| 70g<br />
| 70 <br />
|-<br />
! scope="row"| 5<br />
| 120g<br />
| 100<br />
|-<br />
! scope="row"| Unique<br />
| 200g<br />
| 200<br />
|}<br />
<br />
<br />
<br />
==Unique City Buildings==<br />
<br />
Each city has 2 of it's own unique buildings. These buildings only have 1 level, but have a much higher cost and bonuses associated with them (see the 'Unique' listing on the table above). In addition to the bonuses that apply to all players, unique buildings also have bonuses that apply only to members of the ruling clan. These clan bonuses are applied everywhere, not just in the ruled city.<br />
<br />
Most cities (18 of the 24) have 1 building whose City Bonus will be "5% off " an item type. The item type is the same as the type that can be maxed out at the shop. This discount is applied after the clan and city shares are figured out, so this doesn't reduce the clan/city incomes for selling these. Since there are 2 cities that can max out each item type, that means there will be 2 cities that get that bonus. All other bonuses on unique buildings are unique.<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| City<br />
! scope="col"| Building<br />
! scope="col"| City Bonus<br />
! scope="col"| Clan Bonus<br />
|-<br />
! scope="row" rowspan="2"| Amador<br />
| The Fortress of Light<br />
| 10 Silver for Player Quests<br />
| +5% damage vs. Channelers NPCs<br />
|-<br />
| Seranda Palace<br />
| -5% Sword Price<br />
| 5% Sword Damage<br />
|-<br />
! scope="row" rowspan="2"| Bandar Eban<br />
| The Terhana Library<br />
| -10% Business upgrade cost<br />
| -5% Business upgrade cost<br />
|-<br />
| Arandi Square<br />
| 5% off Shields<br />
| -3% Shield cost<br />
|-<br />
! scope="row" rowspan="2"| Caemlyn<br />
| The Royal Palace<br />
| -5% Body Armor Price<br />
| -3% Body Armor Cost<br />
|-<br />
| Academy of the Rose<br />
| -10% Shop Stock Cost<br />
| -5% Shop Stock Cost<br />
|-<br />
! scope="row" rowspan="2"| Cairhien<br />
| School of Cairhien<br />
| +5% Farming Speed<br />
| +5% Farming Speed<br />
|-<br />
| Sun Palace<br />
| 5% off Knives<br />
| +5% Knife damage<br />
|-<br />
! scope="row" rowspan="2"| Cantorin<br />
| Cantorin Harbor<br />
| -5% Drink Price<br />
| 5% def vs Exotics<br />
|-<br />
| Shipyards<br />
| 5% Shipping Speed<br />
| 5% Shipping Speed<br />
|-<br />
! scope="row" rowspan="2"| Chachin<br />
| Aesdaishar Palace<br />
| -5% Bow Price<br />
| -3% Bow Cost<br />
|-<br />
| Bridge of Sunrise<br />
| 5% Mining Speed<br />
| 5% Mining Speed<br />
|-<br />
! scope="row" rowspan="2"| Ebou Dar<br />
| Tarasin Palace<br />
| -5% Knife Price<br />
| -3% Knife Cost<br />
|-<br />
| Circut of Heaven<br />
| -5% horse and feed costs<br />
| -5% horse and feed costs<br />
|-<br />
! scope="row" rowspan="2"| Emond's Field<br />
| Thane's Mill<br />
| -5% Bow Price<br />
| 5% Bow Damage<br />
|-<br />
| Luhhan's Forge<br />
| -10% Repair cost<br />
| -5% Repair cost<br />
|-<br />
! scope="row" rowspan="2"| Fal Dara<br />
| Fal Dara Keep<br />
| -10% Inn Rooms<br />
| -5% Inn Rooms<br />
|-<br />
| Dry Moat<br />
| +5 Bonus Ji for NPC Quests<br />
| +5% defense vs. Shadow NPCs<br />
|-<br />
! scope="row" rowspan="2"| Falme<br />
| Seanchan Compound<br />
| -5% Storage Costs<br />
| -5% Storage Cost<br />
|-<br />
| Towers of Do Miere A'vron<br />
| -5% Herb Price<br />
| 5% dmg vs Exotics<br />
|-<br />
! scope="row" rowspan="2"| Far Madding<br />
| Hall of the Counsels<br />
| All Quests Become Neutral<br />
| +5% defense vs. Channelers<br />
|-<br />
| Amhara Market<br />
| -200 Ji for new Shop items<br />
| -100 Ji for new Shop items<br />
|-<br />
! scope="row" rowspan="2"| Illian<br />
| Square of Tammaz<br />
| 10 Silver Bonus for Item Quests<br />
| 5% dmg vs Ruffians<br />
|-<br />
| Bridge of Flowers<br />
| 5% off Axes<br />
| 5% Axe Dmg<br />
|-<br />
! scope="row" rowspan="2"| Jehannah<br />
| The Jheda Palace<br />
| -5% Axe Price<br />
| -3% Axe Costs<br />
|-<br />
| Light Blessed Throne<br />
| All Quests become Light<br />
| 5% def vs Ruffians<br />
|-<br />
! scope="row" rowspan="2"| Lugard<br />
| Commerce Grounds<br />
| 4 Slots in Clan Shop<br />
| 2 Slots in Clan Shop<br />
|-<br />
| The Inner Walls<br />
| 5% off Shields<br />
| +5% Shield defense<br />
|-<br />
! scope="row" rowspan="2"| Maradon<br />
| The Camp<br />
| -5% off Leg Armor Cost<br />
| -3% off Leg Armor Cost<br />
|-<br />
| Cordamora Palace<br />
| +50 Silver Mark Bonus for Find Quests <br />
| +5% damage vs Military NPCs<br />
|-<br />
! scope="row" rowspan="2"| Mayene<br />
| Oilfish Shoals<br />
| -5% Leg Armor Price<br />
| 5% Leg Armor def<br />
|-<br />
| Hospital<br />
| 5% Consumable Quality<br />
| 5% Consumable Quality<br />
|-<br />
! scope="row" rowspan="2"| Rhuidean<br />
| The Great Plaza<br />
| -5% Spear Price<br />
| -3% Spear cost<br />
|-<br />
| Chaendaer<br />
| Bonus Ji for Find Quests<br />
| +5% damage vs Animals<br />
|-<br />
! scope="row" rowspan="2"| Salidar<br />
| The Little Tower<br />
| Bonus Ji for Item Quests<br />
| 5% Weave Dmg<br />
|-<br />
| Pigeon Coops<br />
| 2 additional quests in city<br />
| +2 order added hourly to ruled cities<br />
|-<br />
! scope="row" rowspan="2"| Shol Arbela<br />
| WatchTowers<br />
| 10% more time between duels<br />
| 5% dmg vs Shadow NPCs<br />
|-<br />
| Bell Foundry<br />
| -5% Sword Price<br />
| -3% Sword Cost<br />
|-<br />
! scope="row" rowspan="2"| Stedding Shangtai<br />
| The Stump<br />
| -5% Bludgeon Cost<br />
| -3% Bludgeon Cost<br />
|-<br />
| The Great Trees<br />
| 1 Stamina Regeneration per hour<br />
| 5% defense vs. Animal<br />
|-<br />
! scope="row" rowspan="2"| Tanchico<br />
| The Panarch's Palace<br />
| -5% Bludgeon Cost<br />
| 5% Bludgeon dmg<br />
|-<br />
| Illuminator's Chapter House<br />
| 5% Consumable Speed<br />
| 5% Consumable Speed<br />
|-<br />
! scope="row" rowspan="2"| Tar Valon<br />
| The White Tower<br />
| -5% Food Price<br />
| -3% Weave cost<br />
|-<br />
| The Warder Yard<br />
| Bonus Ji for Player quests<br />
| 5 city defense hourly in ruled cities<br />
|-<br />
! scope="row" rowspan="2"| Tear<br />
| The Stone of Tear<br />
| 50 Silver Bonus for NPC quests<br />
| +5% defense vs. Military<br />
|-<br />
| The Maule<br />
| -5% Spear Price<br />
| +5% Spear dmg<br />
|-<br />
! scope="row" rowspan="2"| Thakan'dar<br />
| The Forges<br />
| -5% Body Armor Price<br />
| +5% Body Armor Defense<br />
|-<br />
| Pit of Doom<br />
| All Quests become Shadow<br />
| 2 Chaos hourly to enemy cities<br />
|}<br />
<br />
== Updated for v?? ==</div>Talijhttp://talij.com/goswiki/index.php?title=Professions&diff=262Professions2015-01-18T05:11:37Z<p>Talij: </p>
<hr />
<div>Professions are jobs where the player will receive bonuses based on which profession you spend profession points on. Some professions also let the player buy and own businesses which will be explained in greater detail under the [[businesses]] page.<br />
<br />
There are 13 professions to choose from and each one will have 9 levels of skill. You advance your profession by using profession points and the higher level your skill in that profession, the better bonuses you will receive. Each character will start with 1 level of skill in the Merchant profession, and 1 level in two selected professions based on [[Nationalities|nationality]]. They will also have 1 unassigned profession point to spend as they choose. The player will receive one profession point for every five levels they advance. You can work on mastering a single job or become a jack-of-all-trades, the choice is up to you. ''Note: You can also earn more by completing [[achievements]].<br />
<br />
Bonuses for each profession are listed below, where 'x' is the current level of the profession.<br />
<br />
:*<u>'''Merchant'''</u> - Bonuses: x% discount in item shop; Can open a [[Businesses#Stalls|Stall]] in cities. (B)<br />
:*<u>'''Blacksmith'''</u> - Bonuses: items found will be less damaged than those found by other players (about 2% less damaged per blacksmith level); repairs at the [[blacksmith]] cost less (2% less per blacksmith level).<br />
:*<u>'''Performer'''</u> - Bonuses: 2x% discount for inn/food costs; Entertainment Bonus Level X (see below).<br />
:*<u>'''Cutpurse'''</u> - Bonuses: +x Luck in [[Duels]]; Cutpurse Bonus Level X (see below).<br />
:*<u>'''Medic'''</u> - Bonuses: -2x% price of herbs; herb effects last +x/2 turns (round down); can purchase [[Businesses#Herb Gardens|Herb Garden]] to grow own herbs. (B)<br />
:*<u>'''Brewer'''</u> - Bonuses: -2x% drink costs; drink effects last +x/2 turns (round down); able to purchase [[Businesses#Breweries|Brewery]] to brew drinks. (B)<br />
:*<u>'''Cook'''</u> - Bonuses: Food items recover an additional x/2 stamina (round up), food effects last -x/2 turns less (round down); Can purchase a [[Businesses#Kitchens|kitchen]] to make food. (B)<br />
:*<u>'''Farmers'''</u> - Bonuses: +2x Luck vs. NPCs in Plains; Can purchase [[Businesses#Farming|farm]] to grow crops. (B)<br />
:*<u>'''Miner'''</u> - Bonuses: +2x Luck vs. NPCs in Mountains; Can purchase land to [[Businesses#Mining|mine]] for minerals. (B)<br />
:*<u>'''Sailor'''</u> - Bonuses: +2x Luck vs. NPCs in Oceans; Can purchase ships and do [[Businesses#Shipping|shipping]]. (B)<br />
:*<u>'''Survivalist'''</u> - Bonuses: +2x Luck vs. NPCs in Wastelands; NPC Quest bonus coin (see below).<br />
:*<u>'''Peddler'''</u> - Bonuses: +2x Luck vs. NPCs in Hills; +x storage in item inv, +x/2 storage in consume inventory (round up).<br />
:*<u>'''Tracker'''</u> - Bonuses: +2x Luck vs. NPCs in Forests; Find Quest bonus coin (see below).<br />
<br />
<br />
*(B) = This profession has a [[Businesses|business]] that goes with it.<br />
<br />
<br />
'''Cutpurse Bonus:''' (10 x CUTPURSE_LEVEL x NUMBER_OF_CHARACTERS_NEARBY) cp per hour.<br />
<br />
'''Entertainment Bonus:''' (PERFORMER_LEVEL x CHARACTER_LEVEL) cp per hour. Only received if in a city.<br />
<br />
'''NPC Quest Bonus:''' (20 x SURVIVALIST_LEVEL x CHARACTER_LEVEL) cp bonus for each NPC quest completed.<br />
<br />
'''Find Quest Bonus:''' (20 x TRACKER_LEVEL x CHARACTER_LEVEL) cp bonus for each Find quest completed.<br />
<br />
<br />
== Updated for v13 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=232Item Stats2014-12-07T19:40:26Z<p>Talij: /* First Strike */</p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness. ''Note: The table below may not be accurate. Mainly this will just describe the concept.''<br />
<br />
:*R <= 0: Critical miss - 0% damage<br />
:*0 < R < 10: Glancing hit - 50% damage<br />
:*10 < R <= 25: Weak hit - 75% damage<br />
:*25 < R < 75: Normal hit - 100% damage<br />
:*75 <= R < 90: Solid hit - 120% damage<br />
:*90 <= R < 100: Strong hit - 140% damage<br />
:*R >= 100: Critical hit - 160% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' Randomized: 20-55% chance of poison hit on each battle turn (see Luck). When it hits, deals X damage, subtracts X from opponent's damage% and subtracts X from opponent's defense%. Fades by 50% per turn. No poison damage added on Critical misses, but any previous poison damage still applies (see Accuracy & Dodge).<br />
<br />
<br />
==Taint==<br />
<br />
'''Taint=''' Randomized: 20-55% chance of taint hit on each battle turn (see Luck). When it hits, deals X damage. Taint "carries" and "stacks" - If you have taint of 20, and it hits on one turn, the opponent receives 20 taint dmg on their next turn. If taint doesn't hit on your next turn, the opponent still receives 20 taint dmg. When/if taint hits again on the opponent's following turn, opponent receives 40 dmg. No Taint damage added on Critical misses, but any previous Taint damage still applies (see Accuracy & Dodge).<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.<br />
<br />
<u>Example:</u> Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.<br />
<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage that rebounds back to damage yourself<br />
<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players' turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equipment points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
<br />
:*Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
:*All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
:*After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player who defended the first turn also adds half their speed back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust The Creator.<br />
:*At the end of a player's turn, the other player adds their speed to total again. <br />
:*In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the following stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to you base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
''Example:''<br />
<br />
''Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74, B=100. B attacks. A adds 25 more. A=99, B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
''Example:<br />
<br />
''Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 18 added back on to offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
''Example:''<br />
<br />
''Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.''<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
''Example:''<br />
<br />
''Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''<br />
<br />
== Updated for v13 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Bubbles_of_Evil&diff=224Bubbles of Evil2014-12-06T08:20:16Z<p>Talij: /* Choosing a Target */</p>
<hr />
<div>The Age is coming to an end. The [[Seals]] are weakening and the Dark One again touches the world. You will experience the first signs of his touches in the form of two different types of Bubbles of Evil.<br />
<br />
<br />
== Individual Bubbles of Evil ==<br />
There are two types of Bubbles of Evil. The first type are small, individual sized bubbles. When players explore [[Wilderness Areas]] (battle [[NPCs]]), they have a small chance of encountering one of these bubbles instead of a regular NPC. The battle will be just like a regular NPC battle, but the Bubble's stats are an almost exact mirror of your own. The only difference is bubbles of evil will be 2 levels above you, so they will have slightly more health than you. This will help balance things out a bit since the player will always get the first hit since Speed and First strike stats will match.<br />
<br />
Defeating a Bubble of Evil will result in the same experience and Ji gain a normal NPC battle would and will count as battling a Shadowspawn NPC type. A perk of defeating a Bubble of Evil is that they will always drop Ter'angreal, with slightly better odds of it being a better Ter'angreal. Even though defeating a Bubble of Evil is kinda like fighting against the Dark One, battling them does NOT affect the player's alignment since Shadow players aren't actively choosing to fight them.<br />
<br />
The odds of encountering a Bubble of Evil instead of a normal NPC are small, but get higher the more you level up. Here's the formula:<br />
<br />
<br />
'''Bubble chance =''' ((Player level /10) round down) / 1000<br />
<br />
<br />
So if a player is below level 10, they will not encounter Bubbles. Once they hit level 10, they have a 1 in 1000 chance. 2 in 1000 at level 20, 3 in 1000 at level 30, etc. So the stronger your character gets, the more likely the Bubbles of Evil are to be drawn to you.<br />
<br />
<br />
== City Bubbles of Evil ==<br />
<br />
The second type of Bubbles are large scale Bubbles of Evil that can occur and effect [[cities]] instead of just an individual player. These Bubbles can occur whenever a horde would attack a city if it's undefeated (20 hours after the horde appears).<br />
<br />
If a Bubble appears depends on the following factors:<br />
<br />
<br />
:*If the horde is left unchecked and successfully attacks the city, a Bubble will appear.<br />
:*If no Seals have been found, there is a 20% chance of a Bubble appearing.<br />
:*For each seal held by a player, the chance increases by 4%.<br />
:*For each seal held by a city, the chance increases by 8%.<br />
<br />
<br />
So if all [[seals]] have been found and are held by cities, there's a 76% chance of a Bubble appearing for each horde.<br />
<br />
<br />
=== Choosing a Target ===<br />
<br />
Where the Bubble occurs will NOT be tied to where the horde is or who it is targeting. If a Bubble appears, it will target a randomly chosen city. However, the cities with lower Order will have a greater chance of being targeted. The exact amount of Order a city has in not important, but how it compares to the other cities is. Odds of the Bubble striking a specific town are:<br />
<br />
<br />
'''Bubble strike odds =''' (city rank by Order) / 300.<br />
<br />
<br />
For those wondering, 300 is the total of adding up all the numbers 1 through 24. So the city with the highest order has a 1 in 300 chance (~0.3%) of it targeting them, 2nd highest has 2 in 300, and so on down to the city with the lowest order having a 24 in 300 chance (8%). So the city with lowest Order is 24 times more likely to be targeted by the Bubble than the city with the highest Order.<br />
<br />
=== Results of City Bubbles ===<br />
<br />
When a Bubble appears, a randomly chosen negative effect will immediately happen in the city. No warning is given to the city or its Ruler; it just happens. Possible Bubble effects are (just one of these per Bubble):<br />
<br />
:*-10% City Defense<br />
:*-20% City Bank<br />
:*Loss of a City Upgrade (Random upgrade goes down 1 level, similar to if a [[Hordes|horde]] attacks)<br />
:*25% loss of Equipment items in shop (number of each item in the shop is reduced by 25%, rounded up)<br />
:*25% loss of Consumable items in shops (number of each consumable in the shops is reduced by 25%, rounded up)<br />
<br />
<br />
After a Bubble occurs, [[rumors]] will begin to spread about what happened. This info will show up on the Rumors page under the City Rumors page. <br />
<br />
<br />
<br />
== Updated for v?? ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=223Item Stats2014-12-06T07:47:34Z<p>Talij: /* Speed */</p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness. ''Note: The table below may not be accurate. Mainly this will just describe the concept.''<br />
<br />
:*R <= 0: Critical miss - 0% damage<br />
:*0 < R < 10: Glancing hit - 50% damage<br />
:*10 < R <= 25: Weak hit - 75% damage<br />
:*25 < R < 75: Normal hit - 100% damage<br />
:*75 <= R < 90: Solid hit - 120% damage<br />
:*90 <= R < 100: Strong hit - 140% damage<br />
:*R >= 100: Critical hit - 160% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' Randomized: 20-55% chance of poison hit on each battle turn (see Luck). When it hits, deals X damage, subtracts X from opponent's damage% and subtracts X from opponent's defense%. Fades by 50% per turn. No poison damage added on Critical misses, but any previous poison damage still applies (see Accuracy & Dodge).<br />
<br />
<br />
==Taint==<br />
<br />
'''Taint=''' Randomized: 20-55% chance of taint hit on each battle turn (see Luck). When it hits, deals X damage. Taint "carries" and "stacks" - If you have taint of 20, and it hits on one turn, the opponent receives 20 taint dmg on that turn. If taint doesn't hit on the next turn, opponent still receives 20 taint dmg. When/if taint hits again on a following turn, opponent receives 40 dmg. No Taint damage added on Critical misses, but any previous Taint damage still applies (see Accuracy & Dodge).<br />
<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.<br />
<br />
<u>Example:</u> Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.<br />
<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage that rebounds back to damage yourself<br />
<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equip points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
- Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
- All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
- After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player defended the first turn also adds half their speed to their back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust the Creator.<br />
- At the end of a players turn, the other player adds their speed to total again. <br />
- In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the follow stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to you base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
''Example:<br />
<br />
Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74. B=100. B attacks. A adds 25 more. A=99 B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
''Example:<br />
<br />
Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 16 added back on to make offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
''Example:<br />
<br />
Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.''<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
''Example:<br />
<br />
Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''<br />
<br />
== Updated for v12 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=222Item Stats2014-12-06T07:47:04Z<p>Talij: </p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness. ''Note: The table below may not be accurate. Mainly this will just describe the concept.''<br />
<br />
:*R <= 0: Critical miss - 0% damage<br />
:*0 < R < 10: Glancing hit - 50% damage<br />
:*10 < R <= 25: Weak hit - 75% damage<br />
:*25 < R < 75: Normal hit - 100% damage<br />
:*75 <= R < 90: Solid hit - 120% damage<br />
:*90 <= R < 100: Strong hit - 140% damage<br />
:*R >= 100: Critical hit - 160% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' Randomized: 20-55% chance of poison hit on each battle turn (see Luck). When it hits, deals X damage, subtracts X from opponent's damage% and subtracts X from opponent's defense%. Fades by 50% per turn. No poison damage added on Critical misses, but any previous poison damage still applies (see Accuracy & Dodge).<br />
<br />
<br />
==Taint==<br />
<br />
'''Taint=''' Randomized: 20-55% chance of taint hit on each battle turn (see Luck). When it hits, deals X damage. Taint "carries" and "stacks" - If you have taint of 20, and it hits on one turn, the opponent receives 20 taint dmg on that turn. If taint doesn't hit on the next turn, opponent still receives 20 taint dmg. When/if taint hits again on a following turn, opponent receives 40 dmg. No Taint damage added on Critical misses, but any previous Taint damage still applies (see Accuracy & Dodge).<br />
<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.<br />
<br />
<u>Example:</u> Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.<br />
<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage that rebounds back to damage yourself<br />
<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equip points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
- Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
- All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
- After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player defended the first turn also adds half their speed to their back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust the Creator.<br />
- At the end of a players turn, the other player adds their speed to total again. <br />
- In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the follow stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to you base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
''Speed Example:<br />
<br />
Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74. B=100. B attacks. A adds 25 more. A=99 B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
''Example:<br />
<br />
Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 16 added back on to make offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.''<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
''Example:<br />
<br />
Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.''<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
''Example:<br />
<br />
Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''<br />
<br />
== Updated for v12 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=221Item Stats2014-12-06T07:43:33Z<p>Talij: </p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness. ''Note: The table below may not be accurate. Mainly this will just describe the concept.''<br />
<br />
:*R <= 0: Critical miss - 0% damage<br />
:*0 < R < 10: Glancing hit - 50% damage<br />
:*10 < R <= 25: Weak hit - 75% damage<br />
:*25 < R < 75: Normal hit - 100% damage<br />
:*75 <= R < 90: Solid hit - 120% damage<br />
:*90 <= R < 100: Strong hit - 140% damage<br />
:*R >= 100: Critical hit - 160% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' Randomized: 20-55% chance of poison hit on each battle turn (see Luck). When it hits, deals X damage, subtracts X from opponent's damage% and subtracts X from opponent's defense%. Fades by 50% per turn. No poison damage added on Critical misses, but any previous poison damage still applies (see Accuracy & Dodge).<br />
<br />
<br />
==Taint==<br />
<br />
'''Taint=''' Randomized: 20-55% chance of taint hit on each battle turn (see Luck). When it hits, deals X damage. Taint "carries" and "stacks" - If you have taint of 20, and it hits on one turn, the opponent receives 20 taint dmg on that turn. If taint doesn't hit on the next turn, opponent still receives 20 taint dmg. When/if taint hits again on a following turn, opponent receives 40 dmg. No Taint damage added on Critical misses, but any previous Taint damage still applies (see Accuracy & Dodge).<br />
<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.<br />
<br />
<u>Example:</u> Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.<br />
<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage that rebounds back to damage yourself<br />
<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.<br />
<br />
==Turn-related Stats==<br />
<br />
There are 4 stats the affect the order of players turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equip points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these. <br />
<br />
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.<br />
- Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.<br />
- All players have a base speed of 20. Speed bonuses are added/subtracted from that.<br />
- After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player defended the first turn also adds half their speed to their back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust the Creator.<br />
- At the end of a players turn, the other player adds their speed to total again. <br />
- In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.<br />
<br />
To make it easier to follow, there are examples in each of the follow stats showing how each works. Good luck!<br />
<br />
<br />
----<br />
<br />
===Speed===<br />
<br />
'''Speed =''' Bonus added to you base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.<br />
<br />
====Speed Example====<br />
<br />
Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74. B=100. B attacks. A adds 25 more. A=99 B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.<br />
<br />
<br />
----<br />
<br />
===First Strike===<br />
<br />
'''First Strike =''' Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.<br />
<br />
====First Strike Example====<br />
<br />
Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 16 added back on to make offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.<br />
<br />
<br />
----<br />
<br />
===Stun===<br />
<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn. <br />
<br />
====Stun Example====<br />
<br />
Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.<br />
<br />
<br />
----<br />
<br />
===Wound===<br />
<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.) <br />
<br />
====Wound Example====<br />
<br />
Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!<br />
<br />
== Updated for v12 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Item_Stats&diff=220Item Stats2014-12-06T06:14:49Z<p>Talij: /* First Strike */</p>
<hr />
<div>Below is a list of all the current item stats and what their effects are.<br />
<br />
<br />
==Damage==<br />
<br />
'''Damage Min — Damage Max =''' base attack damage<br />
<br />
<br />
'''±Damage% =''' multiplies calculated attack damage by x%<br />
<br />
<br />
==Block==<br />
'''Block min — Block max =''' base damage blocking<br />
<br />
<br />
'''±Defense% =''' +Defense% reduces opponents Damage%. <u>-Defense% increases opponent's Damage%</u><br />
<br />
<br />
==Speed==<br />
<br />
'''Speed =''' Used to determine battle order. Effects rate at which the a player's "speed total" increases. The player with highest speed total attacks first. Easiest way to explain the system is an example:<br />
<br />
Player A has a speed of 5 and Player B has a speed of 8. Player B would attack first. At the end of Player B's turn, 5 more get added on to Player A's speed total. That makes A=10, B=8. So A attacks next. Then B adds 8 more. A=10, B=16. B attacks next. A adds 5 more. A=15, B=16. B still has the highest, so B attacks again. A adds 5 more. A=20, B=16. A attacks. And so on.<br />
<br />
In case of a tie in speed total, the person who didn't attack last will go. If its the first attack, the person attacking will get the first hit.<br />
<br />
When calculating speed, all players have a base speed of 20. So if someone has +7 speed, the number that is used for calculations is 27.<br />
<br />
<br />
==Stun==<br />
'''Stun =''' 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is. So if we continue with the last example, let's say Player A has a Stun bonus of 6. A attacks and stuns his opponent for 5 (between 0-6)That bumps B's speed back down to 11. B adds 8 to their speed total. A20, B=19. A attacks again, this time stunning for only 2. A=20, B=17. B adds 8 more. A=20, B=25.<br />
<br />
<br />
==First Strike==<br />
<br />
'''First Strike =''' is added to speed on the first turn to determine the battle order. The player with the highest speed/first strike will attack first (tie goes to the attacker.. After first turn is determined, the movement numbers are cut in half to minimize the impact. The player not going first gets half their speed (without first strike added back in, just to make it so +1 stun doesn't give double attacks. Easier to see with an example:<br />
<br />
Player A has +30 First Strike and +5 speed. Player B has +6 First Strike and +10 speed. To start the battle, A=55 and B=36 so A goes first. Both scores get cut in half (round down), so A=27 and B=18. B then gets 15 added back on to make offset things. So at the end of turn 1, A=27 and B=33. Starting turn 2, B gets their speed added again so we have A=27 and B=63 (assuming no stun/wound). B goes attacks on turn 2. Turn 3 A adds their speed, so A=52 and B=63. B goes again. Turn 4, A=77 and B=63. A attacks. And so on.<br />
<br />
==Wound==<br />
'''Wound =''' 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.)<br />
<br />
<br />
==Accuracy and Dodge==<br />
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness. ''Note: The table below may not be accurate. Mainly this will just describe the concept.''<br />
<br />
:*R <= 0: Critical miss - 0% damage<br />
:*0 < R < 10: Glancing hit - 50% damage<br />
:*10 < R <= 25: Weak hit - 75% damage<br />
:*25 < R < 75: Normal hit - 100% damage<br />
:*75 <= R < 90: Solid hit - 120% damage<br />
:*90 <= R < 100: Strong hit - 140% damage<br />
:*R >= 100: Critical hit - 160% damage<br />
<br />
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).<br />
<br />
==Poison==<br />
<br />
'''Poison =''' Randomized: 20-55% chance of poison hit on each battle turn (see Luck). When it hits, deals X damage, subtracts X from opponent's damage% and subtracts X from opponent's defense%. Fades by 50% per turn. No poison damage added on Critical misses, but any previous poison damage still applies (see Accuracy & Dodge).<br />
<br />
<br />
==Taint==<br />
<br />
'''Taint=''' Randomized: 20-55% chance of taint hit on each battle turn (see Luck). When it hits, deals X damage. Taint "carries" and "stacks" - If you have taint of 20, and it hits on one turn, the opponent receives 20 taint dmg on that turn. If taint doesn't hit on the next turn, opponent still receives 20 taint dmg. When/if taint hits again on a following turn, opponent receives 40 dmg. No Taint damage added on Critical misses, but any previous Taint damage still applies (see Accuracy & Dodge).<br />
<br />
<br />
==Health Gain==<br />
'''Health Gain % =''' Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.<br />
<br />
<u>Example:</u> Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.<br />
<br />
<br />
==Damage to Self==<br />
<br />
'''Damage to self % =''' Percent of your attack damage that rebounds back to damage yourself<br />
<br />
<br />
==Luck==<br />
<br />
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.<br />
<br />
Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.<br />
<br />
<br />
<br />
== Updated for v?? ==</div>Talijhttp://talij.com/goswiki/index.php?title=Horn_of_Valere&diff=218Horn of Valere2014-12-06T05:50:01Z<p>Talij: /* Woohoo! Found it! Now what? */</p>
<hr />
<div>The Horn of Valere is a special item that can be found by players, very similar to the Dark One's prison [[Seals]]. There is of course, only one Horn to be had unlike the 7 Seals.<br />
<br />
== How Can I Find It? ==<br />
<br />
Once the first player hits level 20, the Horn will start randomly showing up in item drops when you defeat [[NPCs]]. Once found the player holding the Horn will be identified on the Rumors page, but will not have an icon by their name elsewhere (to let them hide a little). If a player holds the Horn, other players can duel them for a chance to steal it.<br />
<br />
<br />
'''Steal % chance =''' 10 + (Seal holder's level) - (Attacker's level) <br />
<br />
<br />
Duels over the Horn earn an extra 1 Ji for the winning player.<br />
<br />
== Woohoo! Found it! Now what? ==<br />
<br />
The holder of the Horn can blow it during [[Hordes|horde]] attacks from the [[Rumors]] page. The Horn sounder has the option of which side they want to target: Horde or Army. Blowing the Horn will cut the health of the targeted horde/army in half of it's current value. Using the Horn on a horde will raise the Sounder's [[alignment]] by 100. Targeting an army will lower it by 100.<br />
<br />
Once the Horn is used, it will be removed from the Sounder's inventory. It can then be found from NPC drops again by any player and the cycle begins again.<br />
<br />
== The Last Battle ==<br />
<br />
Once the [[Last Battle]] starts, the Horn can no longer be blown. But the Last Battle is when it's SUPPOSED to be blown, right? We'll it will be. The Horn is blown every hour automatically and the Heroes of the Horn will fight for whichever side holds the Horn!<br />
<br />
When the Last Battle starts, the side of the player holding the Horn earns a bonus 800 points. Then every hour during the Last Battle, whichever side holds the Horn will earn 100 points towards their side. Doesn't matter if the player holds it for the whole hour or just the last 2 seconds. All that matters is who has it when the hour changes. When the Last Battle ends, the side holding the Horn earns a bonus 2,500 points.<br />
<br />
So if you add that all up (800 + 167*100 + 2500), that's 20,000 points that can be earned by holding the Horn. There is a chance that the Horn may not be held by anyone at an hour change (due to it being used before the Last Battle starts).<br />
If that happen, neither side gets those point.<br />
<br />
After the Last Battle is over, the Horn will vanish from whoever has it so it can be found again when it's needed for the next Age.<br />
<br />
Happy Hunting!<br />
<br />
<br />
<br />
== Updated for v?? ==</div>Talijhttp://talij.com/goswiki/index.php?title=Horn_of_Valere&diff=217Horn of Valere2014-12-06T05:48:42Z<p>Talij: /* How Can I Find It? */</p>
<hr />
<div>The Horn of Valere is a special item that can be found by players, very similar to the Dark One's prison [[Seals]]. There is of course, only one Horn to be had unlike the 7 Seals.<br />
<br />
== How Can I Find It? ==<br />
<br />
Once the first player hits level 20, the Horn will start randomly showing up in item drops when you defeat [[NPCs]]. Once found the player holding the Horn will be identified on the Rumors page, but will not have an icon by their name elsewhere (to let them hide a little). If a player holds the Horn, other players can duel them for a chance to steal it.<br />
<br />
<br />
'''Steal % chance =''' 10 + (Seal holder's level) - (Attacker's level) <br />
<br />
<br />
Duels over the Horn earn an extra 1 Ji for the winning player.<br />
<br />
== Woohoo! Found it! Now what? ==<br />
<br />
The holder of the Horn can blow it during [[Hordes|horde]] attacks from the Horde info page. The Horn sounder has the option of which side they want to target: Horde or Army. Blowing the Horn will cut the health of the targeted horde/army in half of it's current value. Using the Horn on a horde will raise the Sounder's [[alignment]] by 100. Targeting an army will lower it by 100.<br />
<br />
Once the Horn is used, it will be removed from the Sounder's inventory. It can then be found from NPC drops again by any player and the cycle begins again.<br />
<br />
<br />
<br />
== The Last Battle ==<br />
<br />
Once the [[Last Battle]] starts, the Horn can no longer be blown. But the Last Battle is when it's SUPPOSED to be blown, right? We'll it will be. The Horn is blown every hour automatically and the Heroes of the Horn will fight for whichever side holds the Horn!<br />
<br />
When the Last Battle starts, the side of the player holding the Horn earns a bonus 800 points. Then every hour during the Last Battle, whichever side holds the Horn will earn 100 points towards their side. Doesn't matter if the player holds it for the whole hour or just the last 2 seconds. All that matters is who has it when the hour changes. When the Last Battle ends, the side holding the Horn earns a bonus 2,500 points.<br />
<br />
So if you add that all up (800 + 167*100 + 2500), that's 20,000 points that can be earned by holding the Horn. There is a chance that the Horn may not be held by anyone at an hour change (due to it being used before the Last Battle starts).<br />
If that happen, neither side gets those point.<br />
<br />
After the Last Battle is over, the Horn will vanish from whoever has it so it can be found again when it's needed for the next Age.<br />
<br />
Happy Hunting!<br />
<br />
<br />
<br />
== Updated for v?? ==</div>Talijhttp://talij.com/goswiki/index.php?title=Tournaments&diff=216Tournaments2014-12-06T05:45:34Z<p>Talij: /* Updated for v12 */</p>
<hr />
<div>After a clan has taken control of a city, the clan leaders or Local Officer can start tournaments from the City Hall. A tournament starts 24 hours after the officer announces it and lasts for 24 hours after that.<br />
<br />
<br />
== FAQ ==<br />
<br />
<br />
*Tournament duels aren't counted for enemy/ally kills. So you wont become the Master Traitor for beating up your clan mates. Watch how many battles you've used against them though, because once you've spent the amount allowed for the tourney, duels will return to normal.<br />
*Tournament duels can be done anywhere in the world, not just the town where it's at. It is easier on everyone if you stick around.<br />
*Ji is still earned for your clan in the city from tournament duels, as long as your opponent is not an ally.<br />
*Ji is still earned for you from tournament duels.<br />
*Tournament duels also get counted toward duel wins.<br />
*Battles per player are per character.<br />
*Duels against your other characters DO NOT earn you tournament points, even if they are in the tournament as well.<br />
<br />
<br />
<br />
== Tournament rules ==<br />
<br />
When starting a tournament you've got several choices for the tournament rules:<br />
<br />
'''Battle type:'''<br />
<br />
:*'''Normal:''' everything is allowed.<br />
:*'''No equipment:''' only skill and consumable stats are counted in tournament duels.<br />
:*'''No skills:''' only equipment and consumable stats are counted in tournament duels.<br />
:*'''No consumables:''' only equipment and skill stats are counted in tournament duels.<br />
<br />
<br />
'''Prize distribution:'''<br />
<br />
:*'''Winner take all:''' the winner of the tournament gets the entire pot.<br />
:*'''Top 3:''' the prize is split between the three characters with the most points.<br />
<br />
<br />
'''Minimum level:'''<br />
<br />
The minium level required to enter the tournament.<br />
<br />
<br />
'''Maximum level:'''<br />
<br />
The maximum allowed level to enter the tournament.<br/><br />
''Note: If you level up past the maximum after you sign up, you will still be able to participate.''<br />
<br />
<br />
'''Battles per player:'''<br />
<br />
The number of battles you get that count against each player. This is per character. So each character gets this number of duels against each of the other characters in the tournament.<br />
<br />
<br />
'''Entrance fee:'''<br />
<br />
How much it costs to join the tournament. This money is added to the prize.<br />
<br />
<br />
<br />
=== Points explanation ===<br />
<br />
Points are gained and lost according in the following ways:<br />
<br />
:*+1 Point for every 5 health point more than your opponent you have at the end of a battle. If you lose the battle, you lose 1 point for every 5 health point less that your opponent you have.<br />
:*+5 Points for each battle, attacking or defending, that happens within the city of the tournament. If you attack a player 10 or more levels below you, you lose this bonus.<br />
:*+/-3 Point for each level higher/lower than you your opponent is for each battle (+/-1 point if it's a No Equipment tourney)<br />
<br />
==Example tournament==<br />
To explain, here's an in-depth example of a tournament:<br />
<br />
:'''Contest starts in:''' 5 hours<br/><br />
:'''Battle Type:''' Normal<br/><br />
:'''Prize Distribution:''' Winner Take All<br/><br />
:'''Player level range:''' Any - Level 20<br/><br />
:'''Battles per Player:''' 3<br/><br />
:'''Entry Fee:''' g: 0 s: 10 c:0<br/><br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col" rowspan="2"| Contestant<br />
! scope="col" colspan="2"| Total<br />
! scope="col" colspan="4"| My Results<br />
|-<br />
! scope="col"| Score<br />
! scope="col"| Battles<br />
! scope="col"| Attacked<br />
! scope="col"| Defended<br />
! scope="col"| My Points<br />
! scope="col"| Opponent<br />
|-<br />
! scope="row"| Rufus Albar<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| Shadar Haran<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| Kevaan alMordre<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| Rasina Seitaarin<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| Dahl Shadow<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| King Richard<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|}<br />
<br />
<br />
As you can see this tournament starts in 5 hours. It's a normal battle, winner takes all, characters level 1-20 can join and each char gets 3 battles against the other chars The entry fee is set to 10 silver.<br />
<br />
Seeing as there are 6 characters signed up for this tournament, each character can do a maximum of 3 x 5 = 15 duels that count against the final score.<br />
<br />
<br />
<br />
=== Table explanation ===<br />
<br />
This is the table(seen from Rufus Albar's view) after Rufus Albar has used 12 of his 15 duels and King Richard has used 3 of his. The points are way off, but should show how it works.<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col" rowspan="2"| Contestant<br />
! scope="col" colspan="2"| Total<br />
! scope="col" colspan="4"| My Results<br />
|-<br />
! scope="col"| Score<br />
! scope="col"| Battles<br />
! scope="col"| Attacked<br />
! scope="col"| Defended<br />
! scope="col"| My Points<br />
! scope="col"| Opponent<br />
|-<br />
! scope="row"| Rufus Albar<br />
| 300<br />
| 12<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| Shadar Haran<br />
| -100<br />
| 0<br />
| 3<br />
| 0<br />
| 100<br />
| -100<br />
|-<br />
! scope="row"| Kevaan alMordre<br />
| -100<br />
| 0<br />
| 3<br />
| 0<br />
| 100<br />
| -100<br />
|-<br />
! scope="row"| Rasina Seitaarin<br />
| -100<br />
| 0<br />
| 3<br />
| 0<br />
| 100<br />
| -100<br />
|-<br />
! scope="row"| Dahl Shadow<br />
| -100<br />
| 0<br />
| 3<br />
| 0<br />
| 100<br />
| -100<br />
|-<br />
! scope="row"| King Richard<br />
| 100<br />
| 3<br />
| 0<br />
| 3<br />
| -100<br />
| 100<br />
|}<br />
<br />
<br />
As you see Rufus has 300 points. 100 from each of the other participants except KR, where he has been attacked and lost 100 points. 400-100 = 300.<br />
<br />
KR has attacked Rufus 3 times and has earned 100 points.<br />
<br />
The rest haven't done any battles yet and are stuck at -100 points because Rufus has battled them.<br />
<br />
As it is Rufus can attack KR 3 times and then he's done everything he can this tournament. Any additional duels against the participants will be regular duels.<br />
<br />
<br />
== Updated for v12 ==</div>Talijhttp://talij.com/goswiki/index.php?title=Tournaments&diff=215Tournaments2014-12-06T05:43:17Z<p>Talij: /* Points explanation */</p>
<hr />
<div>After a clan has taken control of a city, the clan leaders or Local Officer can start tournaments from the City Hall. A tournament starts 24 hours after the officer announces it and lasts for 24 hours after that.<br />
<br />
<br />
== FAQ ==<br />
<br />
<br />
*Tournament duels aren't counted for enemy/ally kills. So you wont become the Master Traitor for beating up your clan mates. Watch how many battles you've used against them though, because once you've spent the amount allowed for the tourney, duels will return to normal.<br />
*Tournament duels can be done anywhere in the world, not just the town where it's at. It is easier on everyone if you stick around.<br />
*Ji is still earned for your clan in the city from tournament duels, as long as your opponent is not an ally.<br />
*Ji is still earned for you from tournament duels.<br />
*Tournament duels also get counted toward duel wins.<br />
*Battles per player are per character.<br />
*Duels against your other characters DO NOT earn you tournament points, even if they are in the tournament as well.<br />
<br />
<br />
<br />
== Tournament rules ==<br />
<br />
When starting a tournament you've got several choices for the tournament rules:<br />
<br />
'''Battle type:'''<br />
<br />
:*'''Normal:''' everything is allowed.<br />
:*'''No equipment:''' only skill and consumable stats are counted in tournament duels.<br />
:*'''No skills:''' only equipment and consumable stats are counted in tournament duels.<br />
:*'''No consumables:''' only equipment and skill stats are counted in tournament duels.<br />
<br />
<br />
'''Prize distribution:'''<br />
<br />
:*'''Winner take all:''' the winner of the tournament gets the entire pot.<br />
:*'''Top 3:''' the prize is split between the three characters with the most points.<br />
<br />
<br />
'''Minimum level:'''<br />
<br />
The minium level required to enter the tournament.<br />
<br />
<br />
'''Maximum level:'''<br />
<br />
The maximum allowed level to enter the tournament.<br/><br />
''Note: If you level up past the maximum after you sign up, you will still be able to participate.''<br />
<br />
<br />
'''Battles per player:'''<br />
<br />
The number of battles you get that count against each player. This is per character. So each character gets this number of duels against each of the other characters in the tournament.<br />
<br />
<br />
'''Entrance fee:'''<br />
<br />
How much it costs to join the tournament. This money is added to the prize.<br />
<br />
<br />
<br />
=== Points explanation ===<br />
<br />
Points are gained and lost according in the following ways:<br />
<br />
:*+1 Point for every 5 health point more than your opponent you have at the end of a battle. If you lose the battle, you lose 1 point for every 5 health point less that your opponent you have.<br />
:*+5 Points for each battle, attacking or defending, that happens within the city of the tournament. If you attack a player 10 or more levels below you, you lose this bonus.<br />
:*+/-3 Point for each level higher/lower than you your opponent is for each battle (+/-1 point if it's a No Equipment tourney)<br />
<br />
==Example tournament==<br />
To explain, here's an in-depth example of a tournament:<br />
<br />
:'''Contest starts in:''' 5 hours<br/><br />
:'''Battle Type:''' Normal<br/><br />
:'''Prize Distribution:''' Winner Take All<br/><br />
:'''Player level range:''' Any - Level 20<br/><br />
:'''Battles per Player:''' 3<br/><br />
:'''Entry Fee:''' g: 0 s: 10 c:0<br/><br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col" rowspan="2"| Contestant<br />
! scope="col" colspan="2"| Total<br />
! scope="col" colspan="4"| My Results<br />
|-<br />
! scope="col"| Score<br />
! scope="col"| Battles<br />
! scope="col"| Attacked<br />
! scope="col"| Defended<br />
! scope="col"| My Points<br />
! scope="col"| Opponent<br />
|-<br />
! scope="row"| Rufus Albar<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| Shadar Haran<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| Kevaan alMordre<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| Rasina Seitaarin<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| Dahl Shadow<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| King Richard<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|}<br />
<br />
<br />
As you can see this tournament starts in 5 hours. It's a normal battle, winner takes all, characters level 1-20 can join and each char gets 3 battles against the other chars The entry fee is set to 10 silver.<br />
<br />
Seeing as there are 6 characters signed up for this tournament, each character can do a maximum of 3 x 5 = 15 duels that count against the final score.<br />
<br />
<br />
<br />
=== Table explanation ===<br />
<br />
This is the table(seen from Rufus Albar's view) after Rufus Albar has used 12 of his 15 duels and King Richard has used 3 of his. The points are way off, but should show how it works.<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col" rowspan="2"| Contestant<br />
! scope="col" colspan="2"| Total<br />
! scope="col" colspan="4"| My Results<br />
|-<br />
! scope="col"| Score<br />
! scope="col"| Battles<br />
! scope="col"| Attacked<br />
! scope="col"| Defended<br />
! scope="col"| My Points<br />
! scope="col"| Opponent<br />
|-<br />
! scope="row"| Rufus Albar<br />
| 300<br />
| 12<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
|-<br />
! scope="row"| Shadar Haran<br />
| -100<br />
| 0<br />
| 3<br />
| 0<br />
| 100<br />
| -100<br />
|-<br />
! scope="row"| Kevaan alMordre<br />
| -100<br />
| 0<br />
| 3<br />
| 0<br />
| 100<br />
| -100<br />
|-<br />
! scope="row"| Rasina Seitaarin<br />
| -100<br />
| 0<br />
| 3<br />
| 0<br />
| 100<br />
| -100<br />
|-<br />
! scope="row"| Dahl Shadow<br />
| -100<br />
| 0<br />
| 3<br />
| 0<br />
| 100<br />
| -100<br />
|-<br />
! scope="row"| King Richard<br />
| 100<br />
| 3<br />
| 0<br />
| 3<br />
| -100<br />
| 100<br />
|}<br />
<br />
<br />
As you see Rufus has 300 points. 100 from each of the other participants except KR, where he has been attacked and lost 100 points. 400-100 = 300.<br />
<br />
KR has attacked Rufus 3 times and has earned 100 points.<br />
<br />
The rest haven't done any battles yet and are stuck at -100 points because Rufus has battled them.<br />
<br />
As it is Rufus can attack KR 3 times and then he's done everything he can this tournament. Any additional duels against the participants will be regular duels.<br />
<br />
<br />
== Updated for v?? ==</div>Talijhttp://talij.com/goswiki/index.php?title=Experience&diff=214Experience2014-12-06T05:34:53Z<p>Talij: /* Updated for v?? */</p>
<hr />
<div>As you fight other [[Duels|players]], [[NPCs]], or [[Hordes]], you gain experience points, which allow you to [[#Leveling Up|level up]]. Only the offensive player (who initiated the battle) can receive experience points.<br />
<br />
== Experience Gain ==<br />
The experience gain for a fight depends on the type of opponent, the strength of the opponent and the level difference between you and the opponent.<br />
<br />
=== Strength ===<br />
<br />
Strength is combination of the percentage of equipment points used by a character and the percentage of the character's remaining stamina. Since your equipment points play a bigger factor in the outcome of the battle, they are weighted 3 times as much as stamina. Here's the formula:<br />
<br />
<br />
'''Strength =''' (((Equipped Points Used)/(Max Equip Points))*3 + ((Stamina)/(Max Stamina)))/4<br/><br />
or<br/><br />
'''Strength =''' ((Percent of Equip Points Used)*3 + (Percent of Stamina remaining))/4<br />
<br />
<br />
A character's strength will be displayed as an '''Equipped''' level on the [[Nearby]] page and the full player list. There will be 6 different levels to show a character's Strength: <br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Strength <br />
! scope="col"| Levels<br />
|-<br />
! scope="row"| 85-100<br />
| Heavy<br />
|-<br />
! scope="row"| 70-85<br />
| Strong<br />
|-<br />
! scope="row"| 55-70<br />
| Fair<br />
|-<br />
! scope="row"| 40-55<br />
| Light<br />
|-<br />
! scope="row"| 25-40<br />
| Damaged<br />
|-<br />
! scope="row"| 0-25<br />
| Broken<br />
|}<br />
<br />
The number will be used for the actual calculations, but these strength levels will be what is displayed in game. <br />
<br />
Your Strength will be used as a factor in both the experience you gain from battles and for points earned for things like [[Clan Battles]], [[tournaments]], and the [[Last Battle]]. <br />
<br />
<br />
=== Experience Calculations ===<br />
Here are the formulas that will be used for earning experience:<br />
<br />
'''LevelDiff =''' AttackerLevel - DefenderLevel (Cannot be greater than +5 or less than -15)<br/><br />
'''StrengthDiff =''' AttackerStrength - DefenderStrength<br />
<br />
(Note: All NPCs & Hordes use a Strength of 90).<br />
<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Opponent<br />
! scope="col"| Base Experience<br />
|-<br />
! scope="row"| Player<br />
| 20 + LevelDiff - (StrengthDiff/15)<br />
|-<br />
! scope="row"| NPC<br />
| 15 + LevelDiff - (StrengthDiff/15)<br />
|-<br />
! scope="row"| Horde/Army<br />
| 50 + LevelDiff - (StrengthDiff/15)<br />
|}<br />
<br />
<br />
If you lose, you receive half of what you would have if you had won. The game code does track decimals in many statistics, so you may see slight inconsistencies in the number changes as display rounding comes and goes.<br />
<br />
<br />
<br />
== Leveling Up ==<br />
As you battle, your character will gain experience. After gaining so much experience, your character will level up. An increase in level will:<br />
<br />
:*Raises the character's health by 10,<br />
:*Raise the character's max stamina by 1,<br />
:*Raise the character's skill points available (increases by character's level/15 + 1 , rounded down, each level)<br />
:*Raise the number of equip points the character can use by 15.<br />
:*Raises the character's Profession points available (1 every 5 levels)<br />
:*Allows user to choose an additional specialized classes (1 every 20 levels)<br />
:*Allows user to build new estates (1 every 20 levels, starting at level 10)<br />
<br />
<br />
When you reach a new level, your [[Skills]] button at the top of the screen will light up to alert you that you reached the new level and that you have new skill points to use.<br />
<br />
''Note: Experience needed to level up increases slightly as you progress to higher levels.''<br />
<br />
<br />
<br />
== Updated for v12 ==</div>Talijhttp://talij.com/goswiki/index.php?title=NPCs&diff=213NPCs2014-12-06T05:27:58Z<p>Talij: </p>
<hr />
<div>NPCs (or non-player characters) are computer genetated enemies your character can battle.<br />
<br />
==NPC Types==<br />
<br />
NPCs players encounter throughout Randland will come from one of the types listed below. These types only matter when facing a favored or unfavored NPC class that is based on the player's [[Nationalities|nationality]].<br />
<br />
:*Shadowspawn<br />
:*Animals<br />
:*Military<br />
:*Exotic Animals<br />
:*Channeler<br />
:*Ruffians<br />
<br />
There are 7 different NPCs in each type. Some will be found in several [[Wilderness Areas|wilderness areas]] and will be fairly common there, while some will be a little more rare than that, and 1 NPC per type will be even rarer still and will only be found in 1 wilderness area. This is to make sure the types are spread around the world evenly. The table below will help show the distribution of the NPCs and how common they will be.<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| <br />
! scope="col"| Occur Most<br />
! scope="col"| 2nd Most<br />
! scope="col"| 3rd Most<br />
! scope="col"| 4th Most<br />
! scope="col"| 5th Most<br />
! scope="col"| 6th Most<br />
! scope="col"| Total Areas<br/>Found<br />
|-<br />
! scope="row"| NPC 1<br />
| 2<br />
| 2<br />
| 1<br />
| 1<br />
| <br />
| <br />
| 6<br />
|-<br />
! scope="row"| NPC 2<br />
| 1<br />
| 1<br />
| 2<br />
| 1<br />
| <br />
| <br />
| 5<br />
|-<br />
! scope="row"| NPC 3<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| <br />
| 5<br />
|-<br />
! scope="row"| NPC 4<br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 1<br />
| 3<br />
|-<br />
! scope="row"| NPC 5<br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 2<br />
|-<br />
! scope="row"| NPC 6<br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 2<br />
|-<br />
! scope="row"| NPC 7<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
|} <br />
<br />
The tables below are lists for the various kinds of NPCs you may encounter and the various stats they will have. The higher their levels the stronger the stats. The NPCs listed in each table are ordered from common to rare, top to bottom and will correspond with the table above.<br />
<br />
=== Shadowspawn ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Trolloc<br />
| 70%<br />
| +2x% damage<br />
| +x taint<br />
| +2x% damage<br />
|-<br />
! scope="row"| Myrddraal<br />
| 60%<br />
| +x stun<br />
| +x dodge<br />
| +x taint<br />
|-<br />
! scope="row"| Darkhound<br />
| 30%<br />
| +x poison<br />
| +x taint<br />
| +2x% defense<br />
|-<br />
! scope="row"| Draghkar <br />
| 50%<br />
| +x stun<br />
| +x taint<br />
| +x/3 wound<br />
|-<br />
! scope="row"| Grayman<br />
| 50%<br />
| +x dodge<br />
| +x poison<br />
| +x taint<br />
|-<br />
! scope="row"| Gholam<br />
| 60%<br />
| +x dodge<br />
| +x/3 wound<br />
| +x dodge<br />
|-<br />
! scope="row"| Jumara<br />
| 50%<br />
| +x% health gain<br />
| +x taint<br />
| +x-2x damage<br />
|}<br />
<br />
<br />
=== Animals ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Guard Dog<br />
| 50%<br />
| +x first strike<br />
| +2x dodge<br />
| +2% defense<br />
|-<br />
! scope="row"| Wolf<br />
| 60%<br />
| +2x% defense<br />
| +x accuracy<br />
| +x first strike<br />
|-<br />
! scope="row"| Lion<br />
| 60%<br />
| +x first strike<br />
| +2x% damage<br />
| +x dodge<br />
|-<br />
! scope="row"| Capar<br />
| 50%<br />
| +x dodge<br />
| +2x% defense<br />
| +x-2x defense<br />
|-<br />
! scope="row"| Bear<br />
| 60%<br />
| +2x% damage<br />
| +x accuracy<br />
| +x-2x damage<br />
|-<br />
! scope="row"| Gara<br />
| 60%<br />
| +x poison<br />
| +x stun<br />
| +x2x% damage<br />
|-<br />
! scope="row"| Blacklance<br />
| 50%<br />
| +x poison<br />
| +x/3 speed<br />
| +x poison<br />
|}<br />
<br />
=== Military ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Soldier<br />
| 50%<br />
| +2x% damage<br />
| +2x% defense<br />
| +x accuracy<br />
|-<br />
! scope="row"| Merchant Guard<br />
| 30%<br />
| +2x% defense<br />
| +x% health gain<br />
| +x-2x defense<br />
|-<br />
! scope="row"| Whitecloak<br />
| 40%<br />
| +2x% defense<br />
| +2x% damage<br />
| +2x% defense<br />
|-<br />
! scope="row"| Seachan<br />
| 60%<br />
| +2x% damage<br />
| +2x% defense<br />
| +2x% damage<br />
|-<br />
! scope="row"| Aiel<br />
| 60%<br />
| +x dodge<br />
| +x accuracy<br />
| +x first strike<br />
|-<br />
! scope="row"| Warder<br />
| 60%<br />
| +x accuracy<br />
| +x dodge<br />
| +x stun<br />
|-<br />
! scope="row"| Deathwatch<br/>Guard<br />
| 70%<br />
| +x-2x Damage<br />
| +2x% defense<br />
| +x stun<br />
|}<br />
<br />
=== Exotic Animals ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Grolm<br />
| 60%<br />
| +x% health gain<br />
| +2x% damage<br />
| +2x% damage<br />
|-<br />
! scope="row"| Torm <br />
| 45%<br />
| +x dodge<br />
| +2x% defense<br />
| +x dodge<br />
<br />
|-<br />
! scope="row"| Corlm <br />
| 55%<br />
| +x accuracy<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Raken<br />
| 65%<br />
| +x dodge<br />
| +x/3 speed<br />
| +x dodge<br />
|-<br />
! scope="row"| Lopar<br />
| 50%<br />
| +2x% damage<br />
| +2x% defense<br />
| +x% health gain<br />
|-<br />
! scope="row"| To'raken<br />
| 65%<br />
| +x accuracy<br />
| +2% damage<br />
| +x/3 speed<br />
|-<br />
! scope="row"| S'redit<br />
| 60%<br />
| +x stun<br />
| +2x% defense<br />
| +x stun<br />
|} <br />
<br />
<br />
=== Channeler ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Wilder<br />
| 60%<br />
| +x first strike<br />
| +2x% defense<br />
| +x first strike<br />
|-<br />
! scope="row"| Mad Male <br/>Channeler<br />
| 80%<br />
| +x taint<br />
| +3x% damage <br/> +x% damage to self<br />
| +x taint<br />
|-<br />
! scope="row"| Damane<br />
| 65%<br />
| +x first strike<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Asha'man<br />
| 65%<br />
| +x accuracy<br />
| +2x% damage<br />
| +x/3 wound<br />
|-<br />
! scope="row"| Black Ajah<br />
| 35%<br />
| +2x% defense<br />
| +x taint<br />
| +x/3 speed<br />
|-<br />
! scope="row"| Aes Sedai<br />
| 35%<br />
| +2x% defense<br />
| +x dodge<br />
| +x/3 speed<br />
|-<br />
! scope="row"| Dreadlord<br />
| 65%<br />
| +x taint<br />
| +2x% damage<br />
| +x/3 wound<br />
|}<br />
<br />
=== Ruffians ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Bandit<br />
| 60%<br />
| +x dodge<br />
| +2x% defense<br />
| +x poison<br />
|-<br />
! scope="row"| Dragonsworn<br />
| 75%<br />
| +x first strike<br />
| +2x% damage<br />
| +x poison<br />
|-<br />
! scope="row"| Darkfriend<br />
| 50%<br />
| +x dodge<br />
| +2x% damage<br />
| +2x% defense<br />
|-<br />
! scope="row"| Brigand<br />
| 60%<br />
| +x stun<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Mercenary<br />
| 60%<br />
| +x stun<br />
| +2x% damage<br />
| +x stun<br />
|-<br />
! scope="row"| Drunken <br/>Soldier <br />
| 80%<br />
| +2x% damage<br />
| +3x% damage <br/> +x% damage to self<br />
| +x-2x damage<br />
|-<br />
! scope="row"| Wolfbrother<br />
| 70%<br />
| +x accuracy<br />
| +3x% damage <br/>+x% damage to self<br />
| +x accuracy<br />
|}</div>Talijhttp://talij.com/goswiki/index.php?title=NPCs&diff=212NPCs2014-12-06T05:08:42Z<p>Talij: /* Animals */</p>
<hr />
<div><span style="color: red">'''In Progress'''</span><br />
<br />
NPCs (or non-player characters) are computer genetated enemies your character can battle.<br />
<br />
==NPC Types==<br />
<br />
NPCs players encounter throughout Randland will come from one of the types listed below. These types only matter when facing a favored or unfavored NPC class that is based on the player's [[Nationalities|nationality]].<br />
<br />
:*Shadowspawn<br />
:*Animals<br />
:*Military<br />
:*Exotic Animals<br />
:*Channeler<br />
:*Ruffians<br />
<br />
There are 7 different NPCs in each type. Some will be found in several [[Wilderness Areas|wilderness areas]] and will be fairly common there, while some will be a little more rare than that, and 1 NPC per type will be even rarer still and will only be found in 1 wilderness area. This is to make sure the types are spread around the world evenly. The table below will help show the distribution of the NPCs and how common they will be.<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| <br />
! scope="col"| Occur Most<br />
! scope="col"| 2nd Most<br />
! scope="col"| 3rd Most<br />
! scope="col"| 4th Most<br />
! scope="col"| 5th Most<br />
! scope="col"| 6th Most<br />
! scope="col"| Total Areas<br/>Found<br />
|-<br />
! scope="row"| NPC 1<br />
| 2<br />
| 2<br />
| 1<br />
| 1<br />
| <br />
| <br />
| 6<br />
|-<br />
! scope="row"| NPC 2<br />
| 1<br />
| 1<br />
| 2<br />
| 1<br />
| <br />
| <br />
| 5<br />
|-<br />
! scope="row"| NPC 3<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| <br />
| 5<br />
|-<br />
! scope="row"| NPC 4<br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 1<br />
| 3<br />
|-<br />
! scope="row"| NPC 5<br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 2<br />
|-<br />
! scope="row"| NPC 6<br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 2<br />
|-<br />
! scope="row"| NPC 7<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
|} <br />
<br />
The tables below are lists for the various kinds of NPCs you may encounter and the various stats they will have. The higher their levels the stronger the stats. The NPCs listed in each table are ordered from common to rare, top to bottom and will correspond with the table above.<br />
<br />
=== Shadowspawn ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Trolloc<br />
| 70%<br />
| +2x% damage<br />
| +x taint<br />
| +2x% damage<br />
|-<br />
! scope="row"| Myrddraal<br />
| 60%<br />
| +x stun<br />
| +x dodge<br />
| +x taint<br />
|-<br />
! scope="row"| Darkhound<br />
| 30%<br />
| +x poison<br />
| +x taint<br />
| +2x% defense<br />
|-<br />
! scope="row"| Draghkar <br />
| 50%<br />
| +x stun<br />
| +x taint<br />
| +x/3 wound<br />
|-<br />
! scope="row"| Grayman<br />
| 50%<br />
| +x dodge<br />
| +x poison<br />
| +x taint<br />
|-<br />
! scope="row"| Gholam<br />
| 60%<br />
| +x dodge<br />
| +x/3 wound<br />
| +x dodge<br />
|-<br />
! scope="row"| Jumara<br />
| 50%<br />
| +x% health gain<br />
| +x taint<br />
| +x-2x damage<br />
|}<br />
<br />
<br />
=== Animals ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Guard Dog<br />
| 50%<br />
| +x first strike<br />
| +2x dodge<br />
| +2% defense<br />
|-<br />
! scope="row"| Wolf<br />
| 60%<br />
| +2x% defense<br />
| +x accuracy<br />
| +x first strike<br />
|-<br />
! scope="row"| Lion<br />
| 60%<br />
| +x first strike<br />
| +2x% damage<br />
| +x dodge<br />
|-<br />
! scope="row"| Capar<br />
| 50%<br />
| +x dodge<br />
| +2x% defense<br />
| +x-2x defense<br />
|-<br />
! scope="row"| Bear<br />
| 60%<br />
| +2x% damage<br />
| +x accuracy<br />
| +x-2x damage<br />
|-<br />
! scope="row"| Gara<br />
| 60%<br />
| +x poison<br />
| +x stun<br />
| +x2x% damage<br />
|-<br />
! scope="row"| Blacklance<br />
| 50%<br />
| +x poison<br />
| +x/3 speed<br />
| +x poison<br />
|}<br />
<br />
=== Military ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Soldier<br />
| 50%<br />
| +2x% damage<br />
| +2x% defense<br />
| +x accuracy<br />
|-<br />
! scope="row"| Merchant Guard<br />
| 30%<br />
| +2x% defense<br />
| +x% health gain<br />
| +x-2x defense<br />
|-<br />
! scope="row"| Whitecloak<br />
| 40%<br />
| +2x% defense<br />
| +2x% damage<br />
| +2x% defense<br />
|-<br />
! scope="row"| Seachan<br />
| 60%<br />
| +2x% damage<br />
| +2x% defense<br />
| +2x% damage<br />
|-<br />
! scope="row"| Aiel<br />
| 60%<br />
| +x dodge<br />
| +x accuracy<br />
| +x first strike<br />
|-<br />
! scope="row"| Warder<br />
| 60%<br />
| +x accuracy<br />
| +x dodge<br />
| +x stun<br />
|-<br />
! scope="row"| Deathwatch<br/>Guard<br />
| 70%<br />
| +x-2x Damage<br />
| +2x% defense<br />
| +x stun<br />
|}<br />
<br />
=== Exotic Animals ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Grolm<br />
| 60%<br />
| +x% health gain<br />
| +2x% damage<br />
| +2x% damage<br />
|-<br />
! scope="row"| Torm <br />
| 45%<br />
| +x dodge<br />
| +2x% defense<br />
| +x dodge<br />
<br />
|-<br />
! scope="row"| Corlm <br />
| 55%<br />
| +x accuracy<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Raken<br />
| 65%<br />
| +x dodge<br />
| +x/3 speed<br />
| +x dodge<br />
|-<br />
! scope="row"| Lopar<br />
| 50%<br />
| +2x% damage<br />
| +2x% defense<br />
| +x% health gain<br />
|-<br />
! scope="row"| To'raken<br />
| 65%<br />
| +x accuracy<br />
| +2% damage<br />
| +x/3 speed<br />
|-<br />
! scope="row"| S'redit<br />
| 60%<br />
| +x stun<br />
| +2x% defense<br />
| +x stun<br />
|} <br />
<br />
<br />
=== Channeler ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Wilder<br />
| 60%<br />
| +x first strike<br />
| +2x% defense<br />
| +x first strike<br />
|-<br />
! scope="row"| Mad Male <br/>Channeler<br />
| 80%<br />
| +x taint<br />
| +3x% damage <br/> +x% damage to self<br />
| +x taint<br />
|-<br />
! scope="row"| Damane<br />
| 65%<br />
| +x first strike<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Asha'man<br />
| 65%<br />
| +x accuracy<br />
| +2x% damage<br />
| +x/3 wound<br />
|-<br />
! scope="row"| Black Ajah<br />
| 35%<br />
| +2x% defense<br />
| +x taint<br />
| +x/3 speed<br />
|-<br />
! scope="row"| Aes Sedai<br />
| 35%<br />
| +2x% defense<br />
| +x dodge<br />
| +x/3 speed<br />
|-<br />
! scope="row"| Dreadlord<br />
| 65%<br />
| +x taint<br />
| +2x% damage<br />
| +x/3 wound<br />
|}<br />
<br />
=== Ruffians ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Bandit<br />
| 60%<br />
| +x dodge<br />
| +2x% defense<br />
| +x poison<br />
|-<br />
! scope="row"| Dragonsworn<br />
| 75%<br />
| +x first strike<br />
| +2x% damage<br />
| +x poison<br />
|-<br />
! scope="row"| Darkfriend<br />
| 50%<br />
| +x dodge<br />
| +2x% damage<br />
| +2x% defense<br />
|-<br />
! scope="row"| Brigand<br />
| 60%<br />
| +x stun<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Mercenary<br />
| 60%<br />
| +x stun<br />
| +2x% damage<br />
| +x stun<br />
|-<br />
! scope="row"| Drunken <br/>Soldier <br />
| 80%<br />
| +2x% damage<br />
| +3x% damage <br/> +x% damage to self<br />
| +x-2x damage<br />
|-<br />
! scope="row"| Wolfbrother<br />
| 70%<br />
| +x accuracy<br />
| +3x% damage <br/>+x% damage to self<br />
| +x accuracy<br />
|}</div>Talijhttp://talij.com/goswiki/index.php?title=NPCs&diff=211NPCs2014-12-06T05:06:55Z<p>Talij: /* Military */</p>
<hr />
<div><span style="color: red">'''In Progress'''</span><br />
<br />
NPCs (or non-player characters) are computer genetated enemies your character can battle.<br />
<br />
==NPC Types==<br />
<br />
NPCs players encounter throughout Randland will come from one of the types listed below. These types only matter when facing a favored or unfavored NPC class that is based on the player's [[Nationalities|nationality]].<br />
<br />
:*Shadowspawn<br />
:*Animals<br />
:*Military<br />
:*Exotic Animals<br />
:*Channeler<br />
:*Ruffians<br />
<br />
There are 7 different NPCs in each type. Some will be found in several [[Wilderness Areas|wilderness areas]] and will be fairly common there, while some will be a little more rare than that, and 1 NPC per type will be even rarer still and will only be found in 1 wilderness area. This is to make sure the types are spread around the world evenly. The table below will help show the distribution of the NPCs and how common they will be.<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| <br />
! scope="col"| Occur Most<br />
! scope="col"| 2nd Most<br />
! scope="col"| 3rd Most<br />
! scope="col"| 4th Most<br />
! scope="col"| 5th Most<br />
! scope="col"| 6th Most<br />
! scope="col"| Total Areas<br/>Found<br />
|-<br />
! scope="row"| NPC 1<br />
| 2<br />
| 2<br />
| 1<br />
| 1<br />
| <br />
| <br />
| 6<br />
|-<br />
! scope="row"| NPC 2<br />
| 1<br />
| 1<br />
| 2<br />
| 1<br />
| <br />
| <br />
| 5<br />
|-<br />
! scope="row"| NPC 3<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| <br />
| 5<br />
|-<br />
! scope="row"| NPC 4<br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 1<br />
| 3<br />
|-<br />
! scope="row"| NPC 5<br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 2<br />
|-<br />
! scope="row"| NPC 6<br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 2<br />
|-<br />
! scope="row"| NPC 7<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
|} <br />
<br />
The tables below are lists for the various kinds of NPCs you may encounter and the various stats they will have. The higher their levels the stronger the stats. The NPCs listed in each table are ordered from common to rare, top to bottom and will correspond with the table above.<br />
<br />
=== Shadowspawn ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Trolloc<br />
| 70%<br />
| +2x% damage<br />
| +x taint<br />
| +2x% damage<br />
|-<br />
! scope="row"| Myrddraal<br />
| 60%<br />
| +x stun<br />
| +x dodge<br />
| +x taint<br />
|-<br />
! scope="row"| Darkhound<br />
| 30%<br />
| +x poison<br />
| +x taint<br />
| +2x% defense<br />
|-<br />
! scope="row"| Draghkar <br />
| 50%<br />
| +x stun<br />
| +x taint<br />
| +x/3 wound<br />
|-<br />
! scope="row"| Grayman<br />
| 50%<br />
| +x dodge<br />
| +x poison<br />
| +x taint<br />
|-<br />
! scope="row"| Gholam<br />
| 60%<br />
| +x dodge<br />
| +x/3 wound<br />
| +x dodge<br />
|-<br />
! scope="row"| Jumara<br />
| 50%<br />
| +x% health gain<br />
| +x taint<br />
| +x-2x damage<br />
|}<br />
<br />
<br />
=== Animals ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Guard Dog<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
! scope="row"| Wolf<br />
| 60%<br />
| +2x% defense<br />
| +x accuracy<br />
| +x first strike<br />
|-<br />
! scope="row"| Lion<br />
| 60%<br />
| +x first strike<br />
| +2x% damage<br />
| +x dodge<br />
|-<br />
! scope="row"| Capar<br />
| 50%<br />
| +x dodge<br />
| +2x% defense<br />
| +x-2x defense<br />
|-<br />
! scope="row"| Bear<br />
| 60%<br />
| +2x% damage<br />
| +x accuracy<br />
| +x-2x damage<br />
|-<br />
! scope="row"| Gara<br />
| 60%<br />
| +x poison<br />
| +x stun<br />
| +x2x% damage<br />
|-<br />
! scope="row"| Blacklance<br />
| 50%<br />
| +x poison<br />
| +x/3 speed<br />
| +x poison<br />
|} <br />
<br />
<br />
=== Military ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Soldier<br />
| 50%<br />
| +2x% damage<br />
| +2x% defense<br />
| +x accuracy<br />
|-<br />
! scope="row"| Merchant Guard<br />
| 30%<br />
| +2x% defense<br />
| +x% health gain<br />
| +x-2x defense<br />
|-<br />
! scope="row"| Whitecloak<br />
| 40%<br />
| +2x% defense<br />
| +2x% damage<br />
| +2x% defense<br />
|-<br />
! scope="row"| Seachan<br />
| 60%<br />
| +2x% damage<br />
| +2x% defense<br />
| +2x% damage<br />
|-<br />
! scope="row"| Aiel<br />
| 60%<br />
| +x dodge<br />
| +x accuracy<br />
| +x first strike<br />
|-<br />
! scope="row"| Warder<br />
| 60%<br />
| +x accuracy<br />
| +x dodge<br />
| +x stun<br />
|-<br />
! scope="row"| Deathwatch<br/>Guard<br />
| 70%<br />
| +x-2x Damage<br />
| +2x% defense<br />
| +x stun<br />
|}<br />
<br />
=== Exotic Animals ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Grolm<br />
| 60%<br />
| +x% health gain<br />
| +2x% damage<br />
| +2x% damage<br />
|-<br />
! scope="row"| Torm <br />
| 45%<br />
| +x dodge<br />
| +2x% defense<br />
| +x dodge<br />
<br />
|-<br />
! scope="row"| Corlm <br />
| 55%<br />
| +x accuracy<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Raken<br />
| 65%<br />
| +x dodge<br />
| +x/3 speed<br />
| +x dodge<br />
|-<br />
! scope="row"| Lopar<br />
| 50%<br />
| +2x% damage<br />
| +2x% defense<br />
| +x% health gain<br />
|-<br />
! scope="row"| To'raken<br />
| 65%<br />
| +x accuracy<br />
| +2% damage<br />
| +x/3 speed<br />
|-<br />
! scope="row"| S'redit<br />
| 60%<br />
| +x stun<br />
| +2x% defense<br />
| +x stun<br />
|} <br />
<br />
<br />
=== Channeler ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Wilder<br />
| 60%<br />
| +x first strike<br />
| +2x% defense<br />
| +x first strike<br />
|-<br />
! scope="row"| Mad Male <br/>Channeler<br />
| 80%<br />
| +x taint<br />
| +3x% damage <br/> +x% damage to self<br />
| +x taint<br />
|-<br />
! scope="row"| Damane<br />
| 65%<br />
| +x first strike<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Asha'man<br />
| 65%<br />
| +x accuracy<br />
| +2x% damage<br />
| +x/3 wound<br />
|-<br />
! scope="row"| Black Ajah<br />
| 35%<br />
| +2x% defense<br />
| +x taint<br />
| +x/3 speed<br />
|-<br />
! scope="row"| Aes Sedai<br />
| 35%<br />
| +2x% defense<br />
| +x dodge<br />
| +x/3 speed<br />
|-<br />
! scope="row"| Dreadlord<br />
| 65%<br />
| +x taint<br />
| +2x% damage<br />
| +x/3 wound<br />
|}<br />
<br />
=== Ruffians ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Bandit<br />
| 60%<br />
| +x dodge<br />
| +2x% defense<br />
| +x poison<br />
|-<br />
! scope="row"| Dragonsworn<br />
| 75%<br />
| +x first strike<br />
| +2x% damage<br />
| +x poison<br />
|-<br />
! scope="row"| Darkfriend<br />
| 50%<br />
| +x dodge<br />
| +2x% damage<br />
| +2x% defense<br />
|-<br />
! scope="row"| Brigand<br />
| 60%<br />
| +x stun<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Mercenary<br />
| 60%<br />
| +x stun<br />
| +2x% damage<br />
| +x stun<br />
|-<br />
! scope="row"| Drunken <br/>Soldier <br />
| 80%<br />
| +2x% damage<br />
| +3x% damage <br/> +x% damage to self<br />
| +x-2x damage<br />
|-<br />
! scope="row"| Wolfbrother<br />
| 70%<br />
| +x accuracy<br />
| +3x% damage <br/>+x% damage to self<br />
| +x accuracy<br />
|}</div>Talijhttp://talij.com/goswiki/index.php?title=NPCs&diff=210NPCs2014-12-06T05:03:32Z<p>Talij: /* Ruffians */</p>
<hr />
<div><span style="color: red">'''In Progress'''</span><br />
<br />
NPCs (or non-player characters) are computer genetated enemies your character can battle.<br />
<br />
==NPC Types==<br />
<br />
NPCs players encounter throughout Randland will come from one of the types listed below. These types only matter when facing a favored or unfavored NPC class that is based on the player's [[Nationalities|nationality]].<br />
<br />
:*Shadowspawn<br />
:*Animals<br />
:*Military<br />
:*Exotic Animals<br />
:*Channeler<br />
:*Ruffians<br />
<br />
There are 7 different NPCs in each type. Some will be found in several [[Wilderness Areas|wilderness areas]] and will be fairly common there, while some will be a little more rare than that, and 1 NPC per type will be even rarer still and will only be found in 1 wilderness area. This is to make sure the types are spread around the world evenly. The table below will help show the distribution of the NPCs and how common they will be.<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| <br />
! scope="col"| Occur Most<br />
! scope="col"| 2nd Most<br />
! scope="col"| 3rd Most<br />
! scope="col"| 4th Most<br />
! scope="col"| 5th Most<br />
! scope="col"| 6th Most<br />
! scope="col"| Total Areas<br/>Found<br />
|-<br />
! scope="row"| NPC 1<br />
| 2<br />
| 2<br />
| 1<br />
| 1<br />
| <br />
| <br />
| 6<br />
|-<br />
! scope="row"| NPC 2<br />
| 1<br />
| 1<br />
| 2<br />
| 1<br />
| <br />
| <br />
| 5<br />
|-<br />
! scope="row"| NPC 3<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| <br />
| 5<br />
|-<br />
! scope="row"| NPC 4<br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 1<br />
| 3<br />
|-<br />
! scope="row"| NPC 5<br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 2<br />
|-<br />
! scope="row"| NPC 6<br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 2<br />
|-<br />
! scope="row"| NPC 7<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
|} <br />
<br />
The tables below are lists for the various kinds of NPCs you may encounter and the various stats they will have. The higher their levels the stronger the stats. The NPCs listed in each table are ordered from common to rare, top to bottom and will correspond with the table above.<br />
<br />
=== Shadowspawn ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Trolloc<br />
| 70%<br />
| +2x% damage<br />
| +x taint<br />
| +2x% damage<br />
|-<br />
! scope="row"| Myrddraal<br />
| 60%<br />
| +x stun<br />
| +x dodge<br />
| +x taint<br />
|-<br />
! scope="row"| Darkhound<br />
| 30%<br />
| +x poison<br />
| +x taint<br />
| +2x% defense<br />
|-<br />
! scope="row"| Draghkar <br />
| 50%<br />
| +x stun<br />
| +x taint<br />
| +x/3 wound<br />
|-<br />
! scope="row"| Grayman<br />
| 50%<br />
| +x dodge<br />
| +x poison<br />
| +x taint<br />
|-<br />
! scope="row"| Gholam<br />
| 60%<br />
| +x dodge<br />
| +x/3 wound<br />
| +x dodge<br />
|-<br />
! scope="row"| Jumara<br />
| 50%<br />
| +x% health gain<br />
| +x taint<br />
| +x-2x damage<br />
|}<br />
<br />
<br />
=== Animals ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Guard Dog<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
! scope="row"| Wolf<br />
| 60%<br />
| +2x% defense<br />
| +x accuracy<br />
| +x first strike<br />
|-<br />
! scope="row"| Lion<br />
| 60%<br />
| +x first strike<br />
| +2x% damage<br />
| +x dodge<br />
|-<br />
! scope="row"| Capar<br />
| 50%<br />
| +x dodge<br />
| +2x% defense<br />
| +x-2x defense<br />
|-<br />
! scope="row"| Bear<br />
| 60%<br />
| +2x% damage<br />
| +x accuracy<br />
| +x-2x damage<br />
|-<br />
! scope="row"| Gara<br />
| 60%<br />
| +x poison<br />
| +x stun<br />
| +x2x% damage<br />
|-<br />
! scope="row"| Blacklance<br />
| 50%<br />
| +x poison<br />
| +x/3 speed<br />
| +x poison<br />
|} <br />
<br />
<br />
=== Military ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Soldier<br />
| 50%<br />
| +2x% damage<br />
| +2x% defense<br />
| +x accuracy<br />
|-<br />
! scope="row"| Merchant Guard<br />
| 30%<br />
| +2x% defense<br />
| +x% health gain<br />
| +x-2x defense<br />
|-<br />
! scope="row"| Whitecloak<br />
| 40%<br />
| +2x% defense<br />
| +2x% damage<br />
| +2x% defense<br />
|-<br />
! scope="row"| Seachan<br />
| 60%<br />
| +2x% damage<br />
| +2x% defense<br />
| +2x% damage<br />
|-<br />
! scope="row"| Aiel<br />
| 60%<br />
| +x dodge<br />
| +x accuracy<br />
| +x first strike<br />
|-<br />
! scope="row"| Warder<br />
| 60%<br />
| +x accuracy<br />
| +x dodge<br />
| +x stun<br />
|-<br />
! scope="row"| Deathwatch<br/>Guard<br />
| <br />
| <br />
| <br />
| <br />
|} <br />
<br />
<br />
=== Exotic Animals ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Grolm<br />
| 60%<br />
| +x% health gain<br />
| +2x% damage<br />
| +2x% damage<br />
|-<br />
! scope="row"| Torm <br />
| 45%<br />
| +x dodge<br />
| +2x% defense<br />
| +x dodge<br />
<br />
|-<br />
! scope="row"| Corlm <br />
| 55%<br />
| +x accuracy<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Raken<br />
| 65%<br />
| +x dodge<br />
| +x/3 speed<br />
| +x dodge<br />
|-<br />
! scope="row"| Lopar<br />
| 50%<br />
| +2x% damage<br />
| +2x% defense<br />
| +x% health gain<br />
|-<br />
! scope="row"| To'raken<br />
| 65%<br />
| +x accuracy<br />
| +2% damage<br />
| +x/3 speed<br />
|-<br />
! scope="row"| S'redit<br />
| 60%<br />
| +x stun<br />
| +2x% defense<br />
| +x stun<br />
|} <br />
<br />
<br />
=== Channeler ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Wilder<br />
| 60%<br />
| +x first strike<br />
| +2x% defense<br />
| +x first strike<br />
|-<br />
! scope="row"| Mad Male <br/>Channeler<br />
| 80%<br />
| +x taint<br />
| +3x% damage <br/> +x% damage to self<br />
| +x taint<br />
|-<br />
! scope="row"| Damane<br />
| 65%<br />
| +x first strike<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Asha'man<br />
| 65%<br />
| +x accuracy<br />
| +2x% damage<br />
| +x/3 wound<br />
|-<br />
! scope="row"| Black Ajah<br />
| 35%<br />
| +2x% defense<br />
| +x taint<br />
| +x/3 speed<br />
|-<br />
! scope="row"| Aes Sedai<br />
| 35%<br />
| +2x% defense<br />
| +x dodge<br />
| +x/3 speed<br />
|-<br />
! scope="row"| Dreadlord<br />
| 65%<br />
| +x taint<br />
| +2x% damage<br />
| +x/3 wound<br />
|}<br />
<br />
=== Ruffians ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Bandit<br />
| 60%<br />
| +x dodge<br />
| +2x% defense<br />
| +x poison<br />
|-<br />
! scope="row"| Dragonsworn<br />
| 75%<br />
| +x first strike<br />
| +2x% damage<br />
| +x poison<br />
|-<br />
! scope="row"| Darkfriend<br />
| 50%<br />
| +x dodge<br />
| +2x% damage<br />
| +2x% defense<br />
|-<br />
! scope="row"| Brigand<br />
| 60%<br />
| +x stun<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Mercenary<br />
| 60%<br />
| +x stun<br />
| +2x% damage<br />
| +x stun<br />
|-<br />
! scope="row"| Drunken <br/>Soldier <br />
| 80%<br />
| +2x% damage<br />
| +3x% damage <br/> +x% damage to self<br />
| +x-2x damage<br />
|-<br />
! scope="row"| Wolfbrother<br />
| 70%<br />
| +x accuracy<br />
| +3x% damage <br/>+x% damage to self<br />
| +x accuracy<br />
|}</div>Talijhttp://talij.com/goswiki/index.php?title=NPCs&diff=209NPCs2014-12-06T05:02:45Z<p>Talij: /* Channeler */</p>
<hr />
<div><span style="color: red">'''In Progress'''</span><br />
<br />
NPCs (or non-player characters) are computer genetated enemies your character can battle.<br />
<br />
==NPC Types==<br />
<br />
NPCs players encounter throughout Randland will come from one of the types listed below. These types only matter when facing a favored or unfavored NPC class that is based on the player's [[Nationalities|nationality]].<br />
<br />
:*Shadowspawn<br />
:*Animals<br />
:*Military<br />
:*Exotic Animals<br />
:*Channeler<br />
:*Ruffians<br />
<br />
There are 7 different NPCs in each type. Some will be found in several [[Wilderness Areas|wilderness areas]] and will be fairly common there, while some will be a little more rare than that, and 1 NPC per type will be even rarer still and will only be found in 1 wilderness area. This is to make sure the types are spread around the world evenly. The table below will help show the distribution of the NPCs and how common they will be.<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| <br />
! scope="col"| Occur Most<br />
! scope="col"| 2nd Most<br />
! scope="col"| 3rd Most<br />
! scope="col"| 4th Most<br />
! scope="col"| 5th Most<br />
! scope="col"| 6th Most<br />
! scope="col"| Total Areas<br/>Found<br />
|-<br />
! scope="row"| NPC 1<br />
| 2<br />
| 2<br />
| 1<br />
| 1<br />
| <br />
| <br />
| 6<br />
|-<br />
! scope="row"| NPC 2<br />
| 1<br />
| 1<br />
| 2<br />
| 1<br />
| <br />
| <br />
| 5<br />
|-<br />
! scope="row"| NPC 3<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| 1<br />
| <br />
| 5<br />
|-<br />
! scope="row"| NPC 4<br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 1<br />
| 3<br />
|-<br />
! scope="row"| NPC 5<br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 2<br />
|-<br />
! scope="row"| NPC 6<br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
| 2<br />
|-<br />
! scope="row"| NPC 7<br />
| <br />
| <br />
| <br />
| <br />
| <br />
| 1<br />
| 1<br />
|} <br />
<br />
The tables below are lists for the various kinds of NPCs you may encounter and the various stats they will have. The higher their levels the stronger the stats. The NPCs listed in each table are ordered from common to rare, top to bottom and will correspond with the table above.<br />
<br />
=== Shadowspawn ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Trolloc<br />
| 70%<br />
| +2x% damage<br />
| +x taint<br />
| +2x% damage<br />
|-<br />
! scope="row"| Myrddraal<br />
| 60%<br />
| +x stun<br />
| +x dodge<br />
| +x taint<br />
|-<br />
! scope="row"| Darkhound<br />
| 30%<br />
| +x poison<br />
| +x taint<br />
| +2x% defense<br />
|-<br />
! scope="row"| Draghkar <br />
| 50%<br />
| +x stun<br />
| +x taint<br />
| +x/3 wound<br />
|-<br />
! scope="row"| Grayman<br />
| 50%<br />
| +x dodge<br />
| +x poison<br />
| +x taint<br />
|-<br />
! scope="row"| Gholam<br />
| 60%<br />
| +x dodge<br />
| +x/3 wound<br />
| +x dodge<br />
|-<br />
! scope="row"| Jumara<br />
| 50%<br />
| +x% health gain<br />
| +x taint<br />
| +x-2x damage<br />
|}<br />
<br />
<br />
=== Animals ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Guard Dog<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
! scope="row"| Wolf<br />
| 60%<br />
| +2x% defense<br />
| +x accuracy<br />
| +x first strike<br />
|-<br />
! scope="row"| Lion<br />
| 60%<br />
| +x first strike<br />
| +2x% damage<br />
| +x dodge<br />
|-<br />
! scope="row"| Capar<br />
| 50%<br />
| +x dodge<br />
| +2x% defense<br />
| +x-2x defense<br />
|-<br />
! scope="row"| Bear<br />
| 60%<br />
| +2x% damage<br />
| +x accuracy<br />
| +x-2x damage<br />
|-<br />
! scope="row"| Gara<br />
| 60%<br />
| +x poison<br />
| +x stun<br />
| +x2x% damage<br />
|-<br />
! scope="row"| Blacklance<br />
| 50%<br />
| +x poison<br />
| +x/3 speed<br />
| +x poison<br />
|} <br />
<br />
<br />
=== Military ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Soldier<br />
| 50%<br />
| +2x% damage<br />
| +2x% defense<br />
| +x accuracy<br />
|-<br />
! scope="row"| Merchant Guard<br />
| 30%<br />
| +2x% defense<br />
| +x% health gain<br />
| +x-2x defense<br />
|-<br />
! scope="row"| Whitecloak<br />
| 40%<br />
| +2x% defense<br />
| +2x% damage<br />
| +2x% defense<br />
|-<br />
! scope="row"| Seachan<br />
| 60%<br />
| +2x% damage<br />
| +2x% defense<br />
| +2x% damage<br />
|-<br />
! scope="row"| Aiel<br />
| 60%<br />
| +x dodge<br />
| +x accuracy<br />
| +x first strike<br />
|-<br />
! scope="row"| Warder<br />
| 60%<br />
| +x accuracy<br />
| +x dodge<br />
| +x stun<br />
|-<br />
! scope="row"| Deathwatch<br/>Guard<br />
| <br />
| <br />
| <br />
| <br />
|} <br />
<br />
<br />
=== Exotic Animals ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Grolm<br />
| 60%<br />
| +x% health gain<br />
| +2x% damage<br />
| +2x% damage<br />
|-<br />
! scope="row"| Torm <br />
| 45%<br />
| +x dodge<br />
| +2x% defense<br />
| +x dodge<br />
<br />
|-<br />
! scope="row"| Corlm <br />
| 55%<br />
| +x accuracy<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Raken<br />
| 65%<br />
| +x dodge<br />
| +x/3 speed<br />
| +x dodge<br />
|-<br />
! scope="row"| Lopar<br />
| 50%<br />
| +2x% damage<br />
| +2x% defense<br />
| +x% health gain<br />
|-<br />
! scope="row"| To'raken<br />
| 65%<br />
| +x accuracy<br />
| +2% damage<br />
| +x/3 speed<br />
|-<br />
! scope="row"| S'redit<br />
| 60%<br />
| +x stun<br />
| +2x% defense<br />
| +x stun<br />
|} <br />
<br />
<br />
=== Channeler ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Wilder<br />
| 60%<br />
| +x first strike<br />
| +2x% defense<br />
| +x first strike<br />
|-<br />
! scope="row"| Mad Male <br/>Channeler<br />
| 80%<br />
| +x taint<br />
| +3x% damage <br/> +x% damage to self<br />
| +x taint<br />
|-<br />
! scope="row"| Damane<br />
| 65%<br />
| +x first strike<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Asha'man<br />
| 65%<br />
| +x accuracy<br />
| +2x% damage<br />
| +x/3 wound<br />
|-<br />
! scope="row"| Black Ajah<br />
| 35%<br />
| +2x% defense<br />
| +x taint<br />
| +x/3 speed<br />
|-<br />
! scope="row"| Aes Sedai<br />
| 35%<br />
| +2x% defense<br />
| +x dodge<br />
| +x/3 speed<br />
|-<br />
! scope="row"| Dreadlord<br />
| 65%<br />
| +x taint<br />
| +2x% damage<br />
| +x/3 wound<br />
|}<br />
<br />
=== Ruffians ===<br />
<br />
{| class="wikitable"<br />
|-<br />
! scope="col"| Name<br />
! scope="col"| Damage%<br />
! scope="col"| Skill 1<br />
! scope="col"| Skill 2<br />
! scope="col"| Skill 3<br />
|-<br />
! scope="row"| Bandit<br />
| 60%<br />
| +x dodge<br />
| +2x% defense<br />
| +x poison<br />
|-<br />
! scope="row"| Dragonsworn<br />
| 75%<br />
| +x first strike<br />
| +2x% damage<br />
| +x poison<br />
|-<br />
! scope="row"| Darkfriend<br />
| 50%<br />
| +x dodge<br />
| +2x% damage<br />
| +2x% defense<br />
|-<br />
! scope="row"| Brigand<br />
| 60%<br />
| +x stun<br />
| +2x% damage<br />
| +x accuracy<br />
|-<br />
! scope="row"| Mercenary<br />
| <br />
| <br />
| <br />
| <br />
|-<br />
! scope="row"| Drunken <br/>Soldier <br />
| 80%<br />
| +2x% damage<br />
| +3x% damage <br/> +x% damage to self<br />
| +x-2x damage<br />
|-<br />
! scope="row"| Wolfbrother<br />
| 70%<br />
| +x accuracy<br />
| +3x% damage <br/>+x% damage to self<br />
| +x accuracy<br />
|}</div>Talijhttp://talij.com/goswiki/index.php?title=Official_Rules&diff=14Official Rules2014-09-29T05:13:46Z<p>Talij: </p>
<hr />
<div>There are only 4 official rules, but they cover a wide variety of issues. This page is to clarify the rules and hopefully remove certain gray areas. Punishment for violating these rules is at the discretion of The Creator. He tends to be lenient for first transgressions, but don't push him or he'll make you an example. If he has to deal out punishments, he tries to make them fit the crime. He's glad he's never had to use his ban hammer, but he does own one.<br />
<br />
== Rule 1. I will act considerately towards all players. ==<br />
<br />
- No foul language (if it's questionable whether you should use it, just don't)<br />
<br />
- No sexually explicit images or language. A little innuendo is acceptable.<br />
<br />
- No spamming chat or messages. Try to keep all in game public chat mostly game related. Deviating into Real Life topics a little is acceptable, but just remember that chat isn't your personal chat room. You can talk about what you want to in personal messages and we do have a Facebook group if you want to get to know more about each other outside of GoS.<br />
<br />
- In character taunts are allowed, but don't let attacks get personal. This is just a game and the characters people play as don't necessarily reflect a person's personality in Real Life. The game should be welcoming to all. If you don't like someone, at least be civil.<br />
<br />
- No hacking, use of automation software or macros, or other means of trying to give yourself an unfair advantage over other players who play the game as it was intended.<br />
<br />
<br />
== Rule 2. I will not create more than 3 characters (6 for donors) at once. ==<br />
<br />
- This is pretty straight forward. The game has checks in place based on your IP address, but it is possible to work around this with little effort. However, there are additional database checks The Creator can do if someone is suspected of violating this rule. If you get caught, your number of characters will be reduced and probably not the ones you'd choose.<br />
<br />
- If more than one person wants to play the game from the same IP address, contact The Creator. You might be able to work something out if you can convince him you're more than one person.<br />
<br />
- The code limits that a player can have no more than 2 characters in the same clan (or 3 characters if the player is a donor). This does not mean you can just cycle your characters in and out of one clan. Pick which characters you want to be in a clan and stick with it. Minor switching is allowed, but constant switching or switching to allow running of battles at the right time or donating of items/coin is forbidden.<br />
<br />
<br />
== Rule 3. I will not create characters for the purpose of furthering other characters or clans. ==<br />
<br />
- No transfer of items, coin, etc from one of your characters to another. The code prevents direct transfers, but it can be circumvented by passing to another player first. This practice was ignored previously but now is officially against the rules.<br />
<br />
- No using your secondary characters to further your main character's achievements. Achievements are meant to be based on the actions of a individual character, not a group activity. Explicitly helping another player boost their stats for achievements or titles is also frowned on and The Creator may step in if he decides the actions are inappropriate.<br />
<br />
- No creating characters only to run their battles, donate their coin, or other actions explicitly to help a clan before immediately deleting them. There are now checks in place to track deletions of characters, so this behavior will be easier to track down now.<br />
<br />
<br />
== Rule 4. I will report any bugs or exploits to The Creator immediately. ==<br />
<br />
- If you notice any things that may be bugs or exploits that can be used to your advantage, notify The Creator immediately. Keeping them secret and using them to further your own characters or clans is against the rules and can result in punishment. If you're not sure if it's a bug, it's advised to report it anyways.<br />
<br />
<br />
----<br />
<br />
NOTE: Any behavior not explicitly mentioned here that is found to be unacceptable by The Creator can still result in punishment. He'll likely just give a warning and ask you to stop, but you'd better listen. He'll smite you if he has to.<br />
<br />
Please report any suspected violations of the rules to The Creator and let him handle the situation. He doesn't like having to deal with this kind of stuff, but he'd rather do it than leave it to "Mob Justice".<br />
<br />
Go Team!</div>Talijhttp://talij.com/goswiki/index.php?title=Official_Rules&diff=13Official Rules2014-09-29T05:10:41Z<p>Talij: Protected "Official Rules" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>There are only 4 official rules, but they cover a wide variety of issues. This page is to clarify the rules and hopefully remove certain gray areas. Punishment for violating these rules is at the discretion of The Creator. He tends to be lenient for first transgressions, but don't push him or he'll make you an example. If he has to deal out punishments, he tries to make them fit the crime. He's glad he's never had to use his ban hammer, but he does own one.<br />
<br />
== Rule 1. I will act considerately towards all players. ==<br />
<br />
- No foul language (if it's questionable whether you should use it, just don't)<br />
<br />
- No sexually explicit images or language. A little innuendo is acceptable.<br />
<br />
- No spamming chat or messages. Try to keep all in game public chat mostly game related. Deviating into Real Life topics a little is acceptable, but just remember that chat isn't your personal chat room. You can talk about what you want to in personal messages and we do have a Facebook group if you want to get to know more about each other outside of GoS.<br />
<br />
- In character taunts are allowed, but don't let attacks get personal. This is just a game and the characters people play as don't necessarily reflect a person's personality in Real Life. The game should be welcoming to all. If you don't like someone, at least be civil.<br />
<br />
- No hacking, use of automation software or macros, or other means of trying to give yourself an unfair advantage over other players who play the game as it was intended.<br />
<br />
== Rule 2. I will not create more than 3 characters (6 for donors) at once. ==<br />
<br />
- This is pretty straight forward. The game has checks in place based on your IP address, but it is possible to work around this with little effort. However, there are additional database checks The Creator can do if someone is suspected of violating this rule. If you get caught, your number of characters will be reduced and probably not the ones you'd choose.<br />
<br />
- If more than one person wants to play the game from the same IP address, contact The Creator. You might be able to work something out if you can convince him you're more than one person.<br />
<br />
- The code limits that a player can have no more than 2 characters in the same clan (or 3 characters if the player is a donor). This does not mean you can just cycle your characters in and out of one clan. Pick which characters you want to be in a clan and stick with it. Minor switching is allowed, but constant switching or switching to allow running of battles at the right time or donating of items/coin is forbidden.<br />
<br />
== Rule 3. I will not create characters for the purpose of furthering other characters or clans. ==<br />
<br />
- No transfer of items, coin, etc from one of your characters to another. The code prevents direct transfers, but it can be circumvented by passing to another player first. This practice was ignored previously but now is officially against the rules.<br />
<br />
- No using your secondary characters to further your main character's achievements. Achievements are meant to be based on the actions of a individual character, not a group activity. Explicitly helping another player boost their stats for achievements or titles is also frowned on and The Creator may step in if he decides the actions are inappropriate.<br />
<br />
- No creating characters only to run their battles, donate their coin, or other actions explicitly to help a clan before immediately deleting them. There are now checks in place to track deletions of characters, so this behavior will be easier to track down now.<br />
<br />
<br />
== Rule 4. I will report any bugs or exploits to The Creator immediately. ==<br />
<br />
- If you notice any things that may be bugs or exploits that can be used to your advantage, notify The Creator immediately. Keeping them secret and using them to further your own characters or clans is against the rules and can result in punishment. If you're not sure if it's a bug, it's advised to report it anyways.<br />
<br />
----<br />
<br />
NOTE: Any behavior not explicitly mentioned here that is found to be unacceptable by The Creator can still result in punishment. He'll likely just give a warning and ask you to stop, but you'd better listen. He'll smite you if he has to.<br />
<br />
Please report any suspected violations of the rules to The Creator and let him handle the situation. He doesn't like having to deal with this kind of stuff, but he'd rather do it than leave it to "Mob Justice".<br />
<br />
Go Team!</div>Talijhttp://talij.com/goswiki/index.php?title=Official_Rules&diff=12Official Rules2014-09-29T05:08:58Z<p>Talij: </p>
<hr />
<div>There are only 4 official rules, but they cover a wide variety of issues. This page is to clarify the rules and hopefully remove certain gray areas. Punishment for violating these rules is at the discretion of The Creator. He tends to be lenient for first transgressions, but don't push him or he'll make you an example. If he has to deal out punishments, he tries to make them fit the crime. He's glad he's never had to use his ban hammer, but he does own one.<br />
<br />
== Rule 1. I will act considerately towards all players. ==<br />
<br />
- No foul language (if it's questionable whether you should use it, just don't)<br />
<br />
- No sexually explicit images or language. A little innuendo is acceptable.<br />
<br />
- No spamming chat or messages. Try to keep all in game public chat mostly game related. Deviating into Real Life topics a little is acceptable, but just remember that chat isn't your personal chat room. You can talk about what you want to in personal messages and we do have a Facebook group if you want to get to know more about each other outside of GoS.<br />
<br />
- In character taunts are allowed, but don't let attacks get personal. This is just a game and the characters people play as don't necessarily reflect a person's personality in Real Life. The game should be welcoming to all. If you don't like someone, at least be civil.<br />
<br />
- No hacking, use of automation software or macros, or other means of trying to give yourself an unfair advantage over other players who play the game as it was intended.<br />
<br />
== Rule 2. I will not create more than 3 characters (6 for donors) at once. ==<br />
<br />
- This is pretty straight forward. The game has checks in place based on your IP address, but it is possible to work around this with little effort. However, there are additional database checks The Creator can do if someone is suspected of violating this rule. If you get caught, your number of characters will be reduced and probably not the ones you'd choose.<br />
<br />
- If more than one person wants to play the game from the same IP address, contact The Creator. You might be able to work something out if you can convince him you're more than one person.<br />
<br />
- The code limits that a player can have no more than 2 characters in the same clan (or 3 characters if the player is a donor). This does not mean you can just cycle your characters in and out of one clan. Pick which characters you want to be in a clan and stick with it. Minor switching is allowed, but constant switching or switching to allow running of battles at the right time or donating of items/coin is forbidden.<br />
<br />
== Rule 3. I will not create characters for the purpose of furthering other characters or clans. ==<br />
<br />
- No transfer of items, coin, etc from one of your characters to another. The code prevents direct transfers, but it can be circumvented by passing to another player first. This practice was ignored previously but now is officially against the rules.<br />
<br />
- No using your secondary characters to further your main character's achievements. Achievements are meant to be based on the actions of a individual character, not a group activity. Explicitly helping another player boost their stats for achievements or titles is also frowned on and The Creator may step in if he decides the actions are inappropriate.<br />
<br />
- No creating characters only to run their battles, donate their coin, or other actions explicitly to help a clan before immediately deleting them. There are now checks in place to track deletions of characters, so this behavior will be easier to track down now.<br />
<br />
<br />
== Rule 4. I will report any bugs or exploits to The Creator immediately. ==<br />
<br />
- If you notice any things that may be bugs or exploits that can be used to your advantage, notify The Creator immediately. Keeping them secret and using them to further your own characters or clans is against the rules and can result in punishment. If you're not sure if it's a bug, it's advised to report it anyways.<br />
<br />
----<br />
<br />
NOTE: Any behavior not explicitly mentioned here that is found to be unacceptable by The Creator can still result in punishment. He'll likely just give a warning and ask you to stop, but you'd better listen. He'll smite you if he has to.<br />
<br />
Please report any suspected violations of the rules to The Creator and let him handle the situation. He doesn't like having to deal with this kind of stuff, but he'd rather do it than leave it to "Mob Justice".<br />
<br />
Go Team!</div>Talijhttp://talij.com/goswiki/index.php?title=Official_Rules&diff=11Official Rules2014-09-29T05:08:05Z<p>Talij: </p>
<hr />
<div>There are only 4 official rules, but they cover a wide variety of issues. This page is to clarify the rules and hopefully remove certain gray areas. Punishment for violating these rules is at the discretion of The Creator. He tends to be lenient for first transgressions, but don't push him or he'll make you an example. If he has to deal out punishments, he tries to make them fit the crime. He's glad he's never had to use his ban hammer, but he does own one.<br />
<br />
== 1. I will act considerately towards all players. ==<br />
<br />
- No foul language (if it's questionable whether you should use it, just don't)<br />
<br />
- No sexually explicit images or language. A little innuendo is acceptable.<br />
<br />
- No spamming chat or messages. Try to keep all in game public chat mostly game related. Deviating into Real Life topics a little is acceptable, but just remember that chat isn't your personal chat room. You can talk about what you want to in personal messages and we do have a Facebook group if you want to get to know more about each other outside of GoS.<br />
<br />
- In character taunts are allowed, but don't let attacks get personal. This is just a game and the characters people play as don't necessarily reflect a person's personality in Real Life. The game should be welcoming to all. If you don't like someone, at least be civil.<br />
<br />
- No hacking, use of automation software or macros, or other means of trying to give yourself an unfair advantage over other players who play the game as it was intended.<br />
<br />
== 2. I will not create more than 3 characters (6 for donors) at once. ==<br />
<br />
- This is pretty straight forward. The game has checks in place based on your IP address, but it is possible to work around this with little effort. However, there are additional database checks The Creator can do if someone is suspected of violating this rule. If you get caught, your number of characters will be reduced and probably not the ones you'd choose.<br />
<br />
- If more than one person wants to play the game from the same IP address, contact The Creator. You might be able to work something out if you can convince him you're more than one person.<br />
<br />
- The code limits that a player can have no more than 2 characters in the same clan (or 3 characters if the player is a donor). This does not mean you can just cycle your characters in and out of one clan. Pick which characters you want to be in a clan and stick with it. Minor switching is allowed, but constant switching or switching to allow running of battles at the right time or donating of items/coin is forbidden.<br />
<br />
== 3. I will not create characters for the purpose of furthering other characters or clans. ==<br />
<br />
- No transfer of items, coin, etc from one of your characters to another. The code prevents direct transfers, but it can be circumvented by passing to another player first. This practice was ignored previously but now is officially against the rules.<br />
<br />
- No using your secondary characters to further your main character's achievements. Achievements are meant to be based on the actions of a individual character, not a group activity. Explicitly helping another player boost their stats for achievements or titles is also frowned on and The Creator may step in if he decides the actions are inappropriate.<br />
<br />
- No creating characters only to run their battles, donate their coin, or other actions explicitly to help a clan before immediately deleting them. There are now checks in place to track deletions of characters, so this behavior will be easier to track down now.<br />
<br />
<br />
== 4. I will report any bugs or exploits to The Creator immediately. ==<br />
<br />
- If you notice any things that may be bugs or exploits that can be used to your advantage, notify The Creator immediately. Keeping them secret and using them to further your own characters or clans is against the rules and can result in punishment. If you're not sure if it's a bug, it's advised to report it anyways.<br />
<br />
----<br />
<br />
NOTE: Any behavior not explicitly mentioned here that is found to be unacceptable by The Creator can still result in punishment. He'll likely just give a warning and ask you to stop, but you'd better listen. He'll smite you if he has to.<br />
<br />
Please report any suspected violations of the rules to The Creator and let him handle the situation. He doesn't like having to deal with this kind of stuff, but he'd rather do it than leave it to "Mob Justice".<br />
<br />
Go Team!</div>Talijhttp://talij.com/goswiki/index.php?title=Official_Rules&diff=10Official Rules2014-09-29T05:06:17Z<p>Talij: </p>
<hr />
<div>There are only 4 official rules, but they cover a wide variety of issues. This page is to clarify the rules and hopefully remove certain gray areas. Punishment for violating these rules is at the discretion of The Creator. He tends to be lenient for first transgressions, but don't push him or he'll make you an example. If he has to deal out punishments, he tries to make them fit the crime. He's glad he's never had to use his ban hammer, but he does own one.<br />
<br />
== 1. I will act considerately towards all players. ==<br />
<br />
<br />
- No foul language (if it's questionable whether you should use it, just don't)<br />
<br />
- No sexually explicit images or language. A little innuendo is acceptable.<br />
<br />
- No spamming chat or messages. Try to keep all in game public chat mostly game related. Deviating into Real Life topics a little is acceptable, but just remember that chat isn't your personal chat room. You can talk about what you want to in personal messages and we do have a Facebook group if you want to get to know more about each other outside of GoS.<br />
<br />
- In character taunts are allowed, but don't let attacks get personal. This is just a game and the characters people play as don't necessarily reflect a person's personality in Real Life. The game should be welcoming to all. If you don't like someone, at least be civil.<br />
<br />
- No hacking, use of automation software or macros, or other means of trying to give yourself an unfair advantage over other players who play the game as it was intended.<br />
<br />
<br />
'''2. I will not create more than 3 characters (6 for donors) at once.'''<br />
<br />
- This is pretty straight forward. The game has checks in place based on your IP address, but it is possible to work around this with little effort. However, there are additional database checks The Creator can do if someone is suspected of violating this rule. If you get caught, your number of characters will be reduced and probably not the ones you'd choose.<br />
<br />
- If more than one person wants to play the game from the same IP address, contact The Creator. You might be able to work something out if you can convince him you're more than one person.<br />
<br />
- The code limits that a player can have no more than 2 characters in the same clan (or 3 characters if the player is a donor). This does not mean you can just cycle your characters in and out of one clan. Pick which characters you want to be in a clan and stick with it. Minor switching is allowed, but constant switching or switching to allow running of battles at the right time or donating of items/coin is forbidden.<br />
<br />
'''3. I will not create characters for the purpose of furthering other characters or clans.'''<br />
<br />
- No transfer of items, coin, etc from one of your characters to another. The code prevents direct transfers, but it can be circumvented by passing to another player first. This practice was ignored previously but now is officially against the rules.<br />
<br />
- No using your secondary characters to further your main character's achievements. Achievements are meant to be based on the actions of a individual character, not a group activity. Explicitly helping another player boost their stats for achievements or titles is also frowned on and The Creator may step in if he decides the actions are inappropriate.<br />
<br />
- No creating characters only to run their battles, donate their coin, or other actions explicitly to help a clan before immediately deleting them. There are now checks in place to track deletions of characters, so this behavior will be easier to track down now.<br />
<br />
<br />
'''4. I will report any bugs or exploits to The Creator immediately.'''<br />
<br />
- If you notice any things that may be bugs or exploits that can be used to your advantage, notify The Creator immediately. Keeping them secret and using them to further your own characters or clans is against the rules and can result in punishment. If you're not sure if it's a bug, it's advised to report it anyways.<br />
<br />
<br />
NOTE: Any behavior not explicitly mentioned here that is found to be unacceptable by The Creator can still result in punishment. He'll likely just give a warning and ask you to stop, but you'd better listen. He'll smite you if he has to.<br />
<br />
Please report any suspected violations of the rules to The Creator and let him handle the situation. He doesn't like having to deal with this kind of stuff, but he'd rather do it than leave it to "Mob Justice".<br />
<br />
Go Team!</div>Talijhttp://talij.com/goswiki/index.php?title=Official_Rules&diff=9Official Rules2014-09-29T05:05:39Z<p>Talij: </p>
<hr />
<div>There are only 4 official rules, but they cover a wide variety of issues. This page is to clarify the rules and hopefully remove certain gray areas. Punishment for violating these rules is at the discretion of The Creator. He tends to be lenient for first transgressions, but don't push him or he'll make you an example. If he has to deal out punishments, he tries to make them fit the crime. He's glad he's never had to use his ban hammer, but he does own one.<br />
<br />
'''1. I will act considerately towards all players.'''<br />
<br />
- No foul language (if it's questionable whether you should use it, just don't)<br />
<br />
- No sexually explicit images or language. A little innuendo is acceptable.<br />
<br />
- No spamming chat or messages. Try to keep all in game public chat mostly game related. Deviating into Real Life topics a little is acceptable, but just remember that chat isn't your personal chat room. You can talk about what you want to in personal messages and we do have a Facebook group if you want to get to know more about each other outside of GoS.<br />
<br />
- In character taunts are allowed, but don't let attacks get personal. This is just a game and the characters people play as don't necessarily reflect a person's personality in Real Life. The game should be welcoming to all. If you don't like someone, at least be civil.<br />
<br />
- No hacking, use of automation software or macros, or other means of trying to give yourself an unfair advantage over other players who play the game as it was intended.<br />
<br />
<br />
'''2. I will not create more than 3 characters (6 for donors) at once.'''<br />
<br />
- This is pretty straight forward. The game has checks in place based on your IP address, but it is possible to work around this with little effort. However, there are additional database checks The Creator can do if someone is suspected of violating this rule. If you get caught, your number of characters will be reduced and probably not the ones you'd choose.<br />
<br />
- If more than one person wants to play the game from the same IP address, contact The Creator. You might be able to work something out if you can convince him you're more than one person.<br />
<br />
- The code limits that a player can have no more than 2 characters in the same clan (or 3 characters if the player is a donor). This does not mean you can just cycle your characters in and out of one clan. Pick which characters you want to be in a clan and stick with it. Minor switching is allowed, but constant switching or switching to allow running of battles at the right time or donating of items/coin is forbidden.<br />
<br />
'''3. I will not create characters for the purpose of furthering other characters or clans.'''<br />
<br />
- No transfer of items, coin, etc from one of your characters to another. The code prevents direct transfers, but it can be circumvented by passing to another player first. This practice was ignored previously but now is officially against the rules.<br />
<br />
- No using your secondary characters to further your main character's achievements. Achievements are meant to be based on the actions of a individual character, not a group activity. Explicitly helping another player boost their stats for achievements or titles is also frowned on and The Creator may step in if he decides the actions are inappropriate.<br />
<br />
- No creating characters only to run their battles, donate their coin, or other actions explicitly to help a clan before immediately deleting them. There are now checks in place to track deletions of characters, so this behavior will be easier to track down now.<br />
<br />
<br />
'''4. I will report any bugs or exploits to The Creator immediately.'''<br />
<br />
- If you notice any things that may be bugs or exploits that can be used to your advantage, notify The Creator immediately. Keeping them secret and using them to further your own characters or clans is against the rules and can result in punishment. If you're not sure if it's a bug, it's advised to report it anyways.<br />
<br />
<br />
NOTE: Any behavior not explicitly mentioned here that is found to be unacceptable by The Creator can still result in punishment. He'll likely just give a warning and ask you to stop, but you'd better listen. He'll smite you if he has to.<br />
<br />
Please report any suspected violations of the rules to The Creator and let him handle the situation. He doesn't like having to deal with this kind of stuff, but he'd rather do it than leave it to "Mob Justice".<br />
<br />
Go Team!</div>Talijhttp://talij.com/goswiki/index.php?title=Official_Rules&diff=8Official Rules2014-09-29T05:04:23Z<p>Talij: Created page with "There are only 4 official rules, but they cover a wide variety of issues. This page is to clarify the rules and hopefully remove certain gray areas. Punishment for violating t..."</p>
<hr />
<div>There are only 4 official rules, but they cover a wide variety of issues. This page is to clarify the rules and hopefully remove certain gray areas. Punishment for violating these rules is at the discretion of The Creator. He tends to be lenient for first transgressions, but don't push him or he'll make you an example. If he has to deal out punishments, he tries to make them fit the crime. He's glad he's never had to use his ban hammer, but he does own one.<br />
<br />
'''1. I will act considerately towards all players.'''<br />
<br />
- No foul language (if it's questionable whether you should use it, just don't)<br />
- No sexually explicit images or language. A little innuendo is acceptable.<br />
- No spamming chat or messages. Try to keep all in game public chat mostly game related. Deviating into Real Life topics a little is acceptable, but just remember that chat isn't your personal chat room. You can talk about what you want to in personal messages and we do have a Facebook group if you want to get to know more about each other outside of GoS.<br />
- In character taunts are allowed, but don't let attacks get personal. This is just a game and the characters people play as don't necessarily reflect a person's personality in Real Life. The game should be welcoming to all. If you don't like someone, at least be civil.<br />
- No hacking, use of automation software or macros, or other means of trying to give yourself an unfair advantage over other players who play the game as it was intended.<br />
<br />
<br />
'''2. I will not create more than 3 characters (6 for donors) at once.'''<br />
<br />
- This is pretty straight forward. The game has checks in place based on your IP address, but it is possible to work around this with little effort. However, there are additional database checks The Creator can do if someone is suspected of violating this rule. If you get caught, your number of characters will be reduced and probably not the ones you'd choose.<br />
- If more than one person wants to play the game from the same IP address, contact The Creator. You might be able to work something out if you can convince him you're more than one person.<br />
- The code limits that a player can have no more than 2 characters in the same clan (or 3 characters if the player is a donor). This does not mean you can just cycle your characters in and out of one clan. Pick which characters you want to be in a clan and stick with it. Minor switching is allowed, but constant switching or switching to allow running of battles at the right time or donating of items/coin is forbidden.<br />
<br />
<br />
'''3. I will not create characters for the purpose of furthering other characters or clans.'''<br />
<br />
- No transfer of items, coin, etc from one of your characters to another. The code prevents direct transfers, but it can be circumvented by passing to another player first. This practice was ignored previously but now is officially against the rules.<br />
- No using your secondary characters to further your main character's achievements. Achievements are meant to be based on the actions of a individual character, not a group activity. Explicitly helping another player boost their stats for achievements or titles is also frowned on and The Creator may step in if he decides the actions are inappropriate.<br />
- No creating characters only to run their battles, donate their coin, or other actions explicitly to help a clan before immediately deleting them. There are now checks in place to track deletions of characters, so this behavior will be easier to track down now.<br />
<br />
<br />
'''4. I will report any bugs or exploits to The Creator immediately.'''<br />
<br />
- If you notice any things that may be bugs or exploits that can be used to your advantage, notify The Creator immediately. Keeping them secret and using them to further your own characters or clans is against the rules and can result in punishment. If you're not sure if it's a bug, it's advised to report it anyways.<br />
<br />
<br />
NOTE: Any behavior not explicitly mentioned here that is found to be unacceptable by The Creator can still result in punishment. He'll likely just give a warning and ask you to stop, but you'd better listen. He'll smite you if he has to.<br />
<br />
Please report any suspected violations of the rules to The Creator and let him handle the situation. He doesn't like having to deal with this kind of stuff, but he'd rather do it than leave it to "Mob Justice".<br />
<br />
Go Team!</div>Talijhttp://talij.com/goswiki/index.php?title=Main_Page&diff=7Main Page2014-09-29T05:01:22Z<p>Talij: </p>
<hr />
<div><br />
== Welcome to the GoS Help Wiki! ==<br />
<br />
This site is currently under re-construction due the previous host of this wiki (wikispaces) no longer providing free wikis to non-education. Working on transferring information from the old wiki to here. If anyone wants to help recreate pages, that'd be great. :D<br />
<br />
[[General Overview]]<br />
<br />
[[Official Rules]]<br />
<br />
[[Tips for New Players]]<br />
<br />
== Character Related pages ==<br />
<br />
[[Classes]]<br />
<br />
[[Nationalities]]<br />
<br />
[[Professions]]<br />
<br />
[[Skills]]<br />
<br />
[[Experience]] (combine Leveling page with this)<br />
<br />
[[Ji]]<br />
<br />
[[Alignment]]<br />
<br />
[[Achievements]]<br />
<br />
[[Net Worth]]<br />
<br />
[[Profile]]<br />
<br />
[[Quests]]<br />
<br />
[[Heroes]]<br />
<br />
== Item Related pages ==<br />
<br />
[[Inventory]]<br />
<br />
[[Item Stats]]<br />
<br />
[[Item List]]<br />
<br />
[[Ter'angreal]]<br />
<br />
[[Ter'angreal List]]<br />
<br />
[[Weaves]]<br />
<br />
== Clan Related Pages ==<br />
<br />
[[Clans]]<br />
<br />
[[Controlling Cities]]<br />
<br />
[[Clan Office]]<br />
<br />
[[Vault]]<br />
<br />
[[Clan Battles]]<br />
<br />
== World Related Pages ==<br />
<br />
[[Cities]]<br />
<br />
[[Wilderness Areas]] <br />
<br />
[[Travel]]<br />
<br />
[[Map]]<br />
<br />
[[Estates]]<br />
<br />
[[Terrain Types]]<br />
<br />
[[Nearby]]<br />
<br />
== City Related Pages ==<br />
<br />
[[Shops]]<br />
<br />
[[Blacksmith]]<br />
<br />
[[Market]]<br />
<br />
[[Outfitter]]<br />
<br />
[[City Hall]]<br />
<br />
[[Inn]]<br />
<br />
[[Wise Woman]]<br />
<br />
[[Tavern]]<br />
<br />
[[Rumors]]<br />
<br />
[[Businesses]]<br />
<br />
[[City Upgrades]]<br />
<br />
[[Bank]]<br />
<br />
[[Tournaments]]<br />
<br />
== Battle Related Pages ==<br />
<br />
[[Duels]]<br />
<br />
[[NPCs]]<br />
<br />
[[Hordes]]<br />
<br />
[[Last Battle]]<br />
<br />
[[Battle Tips]]<br />
<br />
== Miscellaneous Pages ==<br />
<br />
[[Donor Bonuses]]<br />
<br />
[[Messages]]<br />
<br />
[[Chat]]<br />
<br />
[[Forum]]<br />
<br />
[[Navigation]]<br />
<br />
[[Game Settings]]</div>Talijhttp://talij.com/goswiki/index.php?title=Main_Page&diff=6Main Page2014-09-29T02:03:39Z<p>Talij: </p>
<hr />
<div><br />
== Welcome to the GoS Help Wiki! ==<br />
<br />
This site is currently under re-construction due the previous host of this wiki (wikispaces) no longer providing free wikis to non-education. Working on transferring information from the old wiki to here. If anyone wants to help recreate pages, that'd be great. :D<br />
<br />
[[General Overview]]<br />
<br />
[[Official Rules]]<br />
<br />
[[Tips for New Players]]<br />
<br />
<br />
== Character Related pages ==<br />
<br />
[[Classes]]<br />
<br />
[[Nationalities]]<br />
<br />
[[Professions]]<br />
<br />
[[Skills]]<br />
<br />
[[Leveling]]<br />
<br />
[[Ji]]<br />
<br />
[[Achievements]]<br />
<br />
== Item Related pages ==<br />
<br />
[[Item Stats]]<br />
<br />
[[Item List]]<br />
<br />
[[Inventory]]<br />
<br />
[[Ter'angreal]]<br />
<br />
[[Wise Woman]]<br />
<br />
[[Blacksmith]]<br />
<br />
[[Market]]<br />
<br />
== Clan Related Pages ==<br />
<br />
[[Clans]]<br />
<br />
[[Controlling Towns]]<br />
<br />
[[Clan Battles]]<br />
<br />
[[Clan Office]]<br />
<br />
== World Related Pages ==<br />
<br />
[[Towns]]<br />
<br />
[[Travel]]<br />
<br />
[[Town Upgrades]]<br />
<br />
[[Terrain Types]]<br />
<br />
== Battle Related Pages ==<br />
<br />
[[Duels]]<br />
<br />
[[NPCs]]<br />
<br />
[[Battle Tips]]<br />
<br />
== Miscellaneous Pages ==<br />
<br />
[[Donor Bonuses]]<br />
<br />
[[Messages]]<br />
<br />
[[Chat]]</div>Talijhttp://talij.com/goswiki/index.php?title=Main_Page&diff=5Main Page2014-09-29T02:00:32Z<p>Talij: </p>
<hr />
<div><br />
== Welcome to the GoS Help Wiki! ==<br />
<br />
This site is currently under re-construction due the previous host of this wiki (wikispaces) no longer providing free wikis to non-education. Working on transferring information from the old wiki to here. If anyone wants to help recreate pages, that'd be great. :D<br />
<br />
[[General Overview]]<br />
<br />
[[Official Rules]]<br />
<br />
[[Tips for New Players]]<br />
<br />
== Featured Pages: ==<br />
<br />
----<br />
<br />
--Character Related pages--<br />
<br />
[[Classes]]<br />
<br />
[[Nationalities]]<br />
<br />
[[Professions]]<br />
<br />
[[Skills]]<br />
<br />
[[Leveling]]<br />
<br />
[[Ji]]<br />
<br />
[[Achievements]]<br />
<br />
----<br />
<br />
--Item Related pages--<br />
<br />
[[Item Stats]]<br />
<br />
[[Item List]]<br />
<br />
[[Inventory]]<br />
<br />
[[Ter'angreal]]<br />
<br />
[[Wise Woman]]<br />
<br />
[[Blacksmith]]<br />
<br />
[[Market]]<br />
<br />
----<br />
<br />
--Clan Related Pages--<br />
<br />
[[Clans]]<br />
<br />
[[Controlling Towns]]<br />
<br />
[[Clan Battles]]<br />
<br />
[[Clan Office]]<br />
<br />
----<br />
<br />
--World Related Pages--<br />
<br />
[[Towns]]<br />
<br />
[[Travel]]<br />
<br />
[[Town Upgrades]]<br />
<br />
[[Terrain Types]]<br />
<br />
----<br />
<br />
--Battle Related Pages--<br />
<br />
[[Duels]]<br />
<br />
[[NPCs]]<br />
<br />
[[Battle Tips]]<br />
<br />
---- <br />
<br />
--Miscellaneous Pages--<br />
<br />
[[Donor Bonuses]]<br />
<br />
[[Messages]]<br />
<br />
[[Chat]]</div>Talijhttp://talij.com/goswiki/index.php?title=Main_Page&diff=4Main Page2014-09-29T01:59:28Z<p>Talij: </p>
<hr />
<div>Welcome to the GoS Help Wiki!<br />
<br />
This site is currently under re-construction due the previous host of this wiki (wikispaces) no longer providing free wikis to non-education. Working on transferring information from the old wiki to here. If anyone wants to help recreate pages, that'd be great. :D<br />
<br />
[[General Overview]]<br />
[[Official Rules]]<br />
[[Tips for New Players]]<br />
<br />
Featured Pages:<br />
<br />
----<br />
<br />
--Character Related pages--<br />
<br />
[[Classes]]<br />
<br />
[[Nationalities]]<br />
<br />
[[Professions]]<br />
<br />
[[Skills]]<br />
<br />
[[Leveling]]<br />
<br />
[[Ji]]<br />
<br />
[[Achievements]]<br />
<br />
----<br />
<br />
--Item Related pages--<br />
<br />
[[Item Stats]]<br />
<br />
[[Item List]]<br />
<br />
[[Inventory]]<br />
<br />
[[Ter'angreal]]<br />
<br />
[[Wise Woman]]<br />
<br />
[[Blacksmith]]<br />
<br />
[[Market]]<br />
<br />
----<br />
<br />
--Clan Related Pages--<br />
<br />
[[Clans]]<br />
<br />
[[Controlling Towns]]<br />
<br />
[[Clan Battles]]<br />
<br />
[[Clan Office]]<br />
<br />
----<br />
<br />
--World Related Pages--<br />
<br />
[[Towns]]<br />
<br />
[[Travel]]<br />
<br />
[[Town Upgrades]]<br />
<br />
[[Terrain Types]]<br />
<br />
----<br />
<br />
--Battle Related Pages--<br />
<br />
[[Duels]]<br />
<br />
[[NPCs]]<br />
<br />
[[Battle Tips]]<br />
<br />
---- <br />
<br />
--Miscellaneous Pages--<br />
<br />
[[Donor Bonuses]]<br />
<br />
[[Messages]]<br />
<br />
[[Chat]]</div>Talijhttp://talij.com/goswiki/index.php?title=Main_Page&diff=3Main Page2014-09-29T01:57:12Z<p>Talij: </p>
<hr />
<div>Welcome to the GoS Help Wiki!<br />
<br />
This site is currently under re-construction due the previous host of this wiki (wikispaces) no longer providing free wikis to non-education. Working on transferring information from the old wiki to here. If anyone wants to help recreate pages, that'd be great. :D<br />
<br />
[[General Overview]]<br />
[[Official Rules]]<br />
[[Tips for New Players]]<br />
<br />
Featured Pages:<br />
<br />
--Character Related pages--<br />
<br />
[[Classes]]<br />
<br />
[[Nationalities]]<br />
<br />
[[Professions]]<br />
<br />
[[Skills]]<br />
<br />
[[Leveling]]<br />
<br />
[[Ji]]<br />
<br />
[[Achievements]]<br />
<br />
--Item Related pages--<br />
[[Item Stats]]<br />
[[Item List]]<br />
[[Inventory]]<br />
[[Ter'angreal]]<br />
[[Wise Woman]]<br />
[[Blacksmith]]<br />
[[Market]]<br />
<br />
--Clan Related Pages--<br />
[[Clans]]<br />
[[Controlling Towns]]<br />
[[Clan Battles]]<br />
[[Clan Office]]<br />
<br />
--World Related Pages--<br />
[[Towns]]<br />
[[Travel]]<br />
[[Town Upgrades]]<br />
[[Terrain Types]]<br />
<br />
--Battle Related Pages--<br />
[[Duels]]<br />
[[NPCs]]<br />
[[Battle Tips]]<br />
<br />
--Miscellaneous Pages--<br />
[[Donor Bonuses]]<br />
[[Messages]]<br />
[[Chat]]</div>Talijhttp://talij.com/goswiki/index.php?title=Main_Page&diff=2Main Page2014-09-29T01:56:27Z<p>Talij: </p>
<hr />
<div>Welcome to the GoS Help Wiki!<br />
<br />
This site is currently under re-construction due the previous host of this wiki (wikispaces) no longer providing free wikis to non-education. Working on transferring information from the old wiki to here. If anyone wants to help recreate pages, that'd be great. :D<br />
<br />
[[General Overview]]<br />
[[Official Rules]]<br />
[[Tips for New Players]]<br />
<br />
Featured Pages:<br />
--Character Related pages--<br />
[[Classes]]<br />
[[Nationalities]]<br />
[[Professions]]<br />
[[Skills]]<br />
[[Leveling]]<br />
[[Ji]]<br />
[[Achievements]]<br />
<br />
--Item Related pages--<br />
[[Item Stats]]<br />
[[Item List]]<br />
[[Inventory]]<br />
[[Ter'angreal]]<br />
[[Wise Woman]]<br />
[[Blacksmith]]<br />
[[Market]]<br />
<br />
--Clan Related Pages--<br />
[[Clans]]<br />
[[Controlling Towns]]<br />
[[Clan Battles]]<br />
[[Clan Office]]<br />
<br />
--World Related Pages--<br />
[[Towns]]<br />
[[Travel]]<br />
[[Town Upgrades]]<br />
[[Terrain Types]]<br />
<br />
--Battle Related Pages--<br />
[[Duels]]<br />
[[NPCs]]<br />
[[Battle Tips]]<br />
<br />
--Miscellaneous Pages--<br />
[[Donor Bonuses]]<br />
[[Messages]]<br />
[[Chat]]</div>Talij