Classes | Kingdom PvP

Classes

Path of Blood (Vampires) — good at meelee and range fights. Best of all stay versus opponents exceed of due to features of the healing. In the attack are considered as average fighters due to the average damages with their weapons. Also feature of a class is a high damage from class ability
Path of Light ( Paladins ) — good at melee fights. Keeping well versus enemies exceed. Weapon possesses strong damage. For the class ability can becomes almost impregnable for some period of time.
Path of Might ( Berserks ) — best in melee fight. Most quickly kill the single emeny, but the exceed of enemies for them is serious danger. The magic attacks on this class don’t cause a notable damage. It is well used in team with other classes. Can’t dress Sandrock Armor.
Path of Nature ( Amazons ) — weak soldier in melee, but has quite good advantages as the shooter. Possesses the richest arsenal of various fight tactics. It is good to use in a combination with stronger melee classes. Alone, as a rule, don’t serious danger.
Path of Dark ( Necromants ) —weak class in melee, but has good advantages as the magician. Possesses black magic of various tactics of fight. It is good to use in a combination with other classes. Alone, as a rule, don’t serious danger.
Path of Life ( Monks ) — weak hero in melee, but has good advantages as the magician. Possesses light magic of various tactics. It is good to use in a combination with other classes. Alone, as a rule, don’t serious danger.
Path of Humans — humans have a row of the weapons, possessing as specific properties, and causing a high damage to class characters. People differ in low healing, therefore are rather vulnerable for any attack types. There are only, who can dress Ancient Armor. Formally people aren’t considered as a class.

Conditions of a morph and character progress:
When you are determined with way of progress, you will need to collect up a few credits and to use a prize column for a morph in a class of the first step. In total, each class has 4 steps (levels). Each level of a class has the set of equipment, class features and the upper bound for skills. It is possible to get acquainted with features of each step in the detailed description of classes in more detail.

Path of Blood (Vampires)

Path of Blood ( Vampires) — blood has allocated them with unique abilities . Its has made them dependent on feeling of eternal hunger. Vampires have the increased survivability, can with ease keep against the enemies exceed and possess the quite good attack in meelee and range fights. Can’t use bandage and bottles of healing. Uses blood for healing.

Crystals
Bloody Crystal — price 3000 credits, 2 TM, slot for Bloody Sickle, Sting of Pain, Sting of Revenger.
Bloody Crystal  accumulates souls, at the expense of which it is possible to hook the enemy, causing a damage and darkening of the screen + stun, doing it incapable to move within 1,5 seconds

Path of Blood: ( Vampires )
1 level Ghoul — 3000 credits+3 silver ball
2 level Vampire — 6000 credits+4 TM
3 level Vampire Knight — 9000 credits+4 TM
4 level Nosferatu Vampire — 5 ТМ, 45000 credits,50 gold or 500 gold . Period – 7 days

II level: Vampire

Features: The delay on blood drink 1 second. A bottle restores on average 45 HP (the max skill of Vampirism allows to increase this value to 50).
At blood drink, weapon drops out of hands

Class items:
Vampire Shroud — costs 1500 credits, a increases +10 Strength
Vampire Claw — costs 2500 credits. From each blow restore lives, except the paladin. Accumulates blow force
Bloody Hand — costs 2500 credits
Bloody Sickle — costs 2500 credits. Bleeds wounds. Has 1 slot for a crystal.
Crystal effect: Works in a radius of 5 tiles, has 10 charges. Teleports the owner to the enemy at the same time, 15 HP cause a damage on and for 1.5 seconds enemy stun
If it is the paladin, the effect of the dark screen for 6 seconds is hung up on him and all buffs fall (protection, reactive armor, bless).
Cost: 2 ТМ, 3000 credits

Abilities:
Life Drain
Effect: fills to the vampire shortage of life at the expense enemy life (the quantity lacking vampites HP is filled for the enemy HP. If the enemy isn’t enough HP, then he dies)
Action time: instantly
Cooldown: 300 seconds
Command: .life_drain
Cost: 1000 credits

Maximum values of skills:
Parrying — 105.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Vampirism — 105.0
Magery — 105.0
Magic Resistance — 105.0
Tactics — 105.0
Poisoning — 103.0
Archery — 105.0
Taming — 120.0
Swordsmanship — 110.0
Fencing — 110.0
Mining — 120.0
Stealth — 105.0

III level: Vampire Knight

Features: The delay on blood drink 1 second. A bottle restores on average 45 HP (the max skill of Vampirism allows to increase this value to 60).
At blood drink, weapon drops out of hands

Vampire Knight Shroud — costs 2500 credits, a increases +10 Strength. Poison resistance
Vampire Knight Claw — costs 4000 credits. From each blow restore lives, except the paladin. Accumulates blow force
Hand of Pain — costs 4000 credits. Accumulates blow force.
Sting of Pain — costs 4000 credits. Bleeds wounds. Has 1 slot for a crystal.
Crystal effect: Works in a radius of 6 tiles, has 10 charges. Teleports the owner to the enemy at the same time, 25 HP cause a damage on and for 1.5 seconds enemy stun
If it is the paladin, the effect of the dark screen for 6 seconds is hung up on him and all buffs fall (protection, reactive armor, bless).
Crystal cost: 2 ТМ, 3000 credits

Maximum values of skills:
Parrying — 110.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Vampirism — 115.0
Magery — 115.0
Magic Resistance — 115.0
Tactics — 115.0
Poisoning — 103.0
Archery — 115.0
Taming — 120.0
Swordsmanship — 110.0
Fencing — 110.0
Mining — 120.0
Stealth — 115.0

IV level: Nosferatu Vampire

Features: The delay on blood drink 1 second. A bottle restores on average 65 HP (the max skill of Vampirism allows to increase this value to 80).
At blood drink, weapon drops out of hands

Nosferatu Vampire Shroud — is given when receiving a morph. Increases +10 Strength, +10% parrying. Poison resistance and reflects on enemy.
Nosferatu Vampire Claw — is given when receiving a morph. From each blow restore lives, except the paladin. Accumulates blow force
Nosferatu Bloody Hand — is given when receiving a morph. Accumulates blow force
Sting of Revenger — is given when receiving a morph. Bleeds wounds. Has 1 slot for a crystal.
Crystal effect: Works in a radius of 8 tiles, has 10 charges. Teleports the owner to the enemy at the same time, 35 HP cause a damage on and for 1.5 seconds enemy stun
If it is the paladin, the effect of the dark screen for 6 seconds is hung up on him and all buffs fall (protection, reactive armor, bless).bless ).
Crystal cost: is given when receiving a morph

Maximum values of skills:
Parrying — 115.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Vampirism — 120.0
Magery — 115.0
Magic Resistance — 120.0
Tactics — 115.0
Poisoning — 103.0
Archery — 115.0
Taming — 120.0
Swordsmanship — 110.0
Fencing — 110.0
Mining — 120.0
Stealth — 115.0

Path of Light ( Paladins )

Path of Light ( Paladins ) — once having sworn an oath to serve Good, daybreakers have received protection of Heaven. Paladins possess the bandage raised skill of healing, which isn’t interrupted by a paralysis spell, and also doesn’t remove a shield at the expense of what keep well versus enemies exceed. Prefer to carry a shield and one hand blade or a mace. For healing use all means available to the classless character, however bandage, bottles and magic of healing restore more than forces.
Path of Light: ( Paladin )
1 level Follower of Light — 3000 credits + 3 Silver Balls
2 level Knight of Justice — 6000 credits +4 TM
3 level Paladin — 9000 credits+4 TM
4 level High Paladin— 5 ТМ ,45000 credits,50 gold or 500 gold. Period – 7 days

II level: Knight of Justice

Features: Healing potions (GH), healing spells (Heal and Greater Heal) restore 25% more life. A delay on drink potions 8 seconds. At use of bandage the shield doesn’t drop out from hands.
Healing by bandage isn’t interrupted by a spell of Paralyze.
Bandage heal on average 55 HP (the maximum skill of Healing allows to increase this value to 65).

Class items:
Blade of Justice — cost is 2500 credits. Critical blow with lightning (depends on Magery skill)
Holy Ring — cost is 1500 credits. Small percent protection resistance Paralyze spell
Mace of Disruption — the cost of 2500 credits. From blow burn stamina, small percent to break bones to the enemy
Holy Essence — cost is 30 credits
Effect: Through Holy Essence the paladin can charge his weapons (charged on 8-10 hits).
The sprinkled weapon causes the raised damage on Chaos classes (the Necromancer, the Vampire).
If the sprinkled weapon is used on other classes — in each hit, the paladin regenerates a bit of HP ( 10% of the damage caused by weapon )
Also the paladin can use Holy Essence bottle on other characters who is in radius of two steps.
When using on Chaos characters, essence causes a small magic damage and 6 sec debuff, lowering efficiency of healing for 30%.
When using on others, Holy Essence imposes buff Bless and instant recovers HP in the quantity, equal to the current quantity of paladins mana.
Not the thicket can use essence on the character than time in 10 seconds. It is impossible to use-self. The Anatomy skill the higher, buff is better.

Abilities:
Holy Protection
Effect: only a third part of damage from any attacks is receives to the Paladin under the Holy Protection
Valid time: 1,5 minutes
Cooldown: 20 minutes
Command: .holy_protection
Cost: 1200 credits

Pray
Effect: the Paladin, under the influence of the Prayer, restores average 18 HP life an each 2 seconds.
Valid time: 40 seconds
Cooldown: 10 minutes
Command: .pray
Cost: 1500 credits

Heavens Anger
Эффект: Causes a 65 HP damage on selected enemy
Valid time: instantly
Cooldown: 5 minutes
Command: .heavens_anger
Cost: 1000 credits

Maximum values of skills:
Anatomy — 115.0
Parrying — 105.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Healing — 110.0
Magery — 105.0
Magic Resistance — 105.0
Tactics — 105.0
Poisoning — 103.0
Taming — 120.0
Swordsmanship — 110.0
Macefighting — 110.0
Mining — 120.0
Stealth — 105.0

III level: Paladin

Features: Healing potions (GH), healing spells (Heal and Greater Heal) restore 30% more life. A delay on drink potions 7 seconds. At use of bandage the shield doesn’t drop out from hands.
Healing by bandage isn’t interrupted by a spell of Paralyze.
Bandage heal on average 65 HP (the maximum skill of Healing allows to increase this value to 80).

Class items:
Anger of Heaven – cost is 4000 credits. Critical blow with lightning (depends on Magery skill)
Ring of Heaven — cost is 2500 credits. Small percent protection resistance Paralyze spell and reflect to enemy
Mace of Disruption — cost is 4000 credits. From blow burn stamina, small percent to break bones to the enemy

Maximum values of skills:
Anatomy — 115.0
Parrying — 110.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Healing — 115.0
Magery — 115.0
Magic Resistance — 115.0
Tactics — 115.0
Poisoning — 103.0
Taming — 120.0
Swordsmanship — 110.0
Macefighting — 110.0
Mining — 120.0
Stealth — 115.0

IV Level: Guardian of Heaven

Features: Healing potions (GH), healing spells (Heal and Greater Heal) restore 35% more life. A delay on drink potions 6 seconds. At use of bandage the shield doesn’t drop out from hands.
Healing by bandage isn’t interrupted by a spell of Paralyze.
Bandage heal on average 85 HP (the maximum skill of Healing allows to increase this value to 105).

Class items:
Blade of the Fate — is given when receiving a morph. Critical blow with lightning (depends on Magery skill)
Mace of Retribution — is given when receiving a morph. From blow burn stamina, small percent to break bones to the enemy
Paladin’s Dupre — is given when receiving a morph. The robe is painted under color of armor. Adds + 5% Healing skill and 50% block Life Drain ability.

Maximum values of skills:
Anatomy — 115.0
Parrying — 115.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Healing — 120.0
Magery — 120.0
Magic Resistance — 120.0
Tactics — 115.0
Poisoning — 103.0
Taming — 120.0
Swordsmanship — 110.0
Macefighting — 110.0
Mining — 120.0
Stealth — 115.0

Path of Might ( Berserkers )

Path of Might ( Berserkers )— fear and pain it isn’t known to in what veins blood of northern tribes flows. The berserker possesses a unique capability to accumulate rage. Rage gives the chance to cause the raised damage and to become temporarily resistance to paralysis spells. There is no more dangerous enemy in infighting 1 vs 1, than the furious berserker. However the enemies exceed is serious danger for them. Berserkers can’t use bows and arbalests, and also are limited in skills of magic. For healing use all means available to the classless character, and also the Restore bottles, filling a stamina and a few HP.

Path of Might: ( Berserker )
1 level Adept of Might — 3000 credits +3 Silver Balls
2 level Barbarian — 6000 credits +4 TM
3 level Berserker — 9000 credits +4 TM
4 level Elite Berserker — 5 ТМ,45000 credits,50 gold or 500 gold . Period – 7 days

II level: Barbarian
Features: can’t cast spells from 7-8 circles of Spellbook. For healing, besides bandage and bottles of healing (GH), use bottles of Restoration. A delay on drink of Restoration potions – 4 seconds. The bottle of Restoration heals on average 20 HP. Chance to strike critical hit. Critical hit stuns the enemy, doing him incapable to move within 1,5 seconds.

Class items:
Barbarian Axe — cost is 2500 credits. Increases +10 AC. Small percent to send the opponent from a saddle and paralysis.
Barbarian Mace — cost is 2500 credits. When strike with critical damage to the enemy, breaks the second hand and/or doing him incapable to move within 1,5 seconds.
Barbarian Kilt —cost is 1500 credits. Increases +5 Dexterity. Weaken spell resistance.
Mask of Barbarian — cost is 1500 credits. Heath regeneration. At least there have to be 70 Intelligence that the mask worked.

Abilities:
Fury
Effect: Obsessed with rage, has immunity from a spell of Paralyze
Valid time: 1 minutes
Cooldown: 15 minutes
Command: .fury
Cost: 1500 credits
Stun
Effect: On the selected target the enemy becomes stunned (effect of a Paralyze spell)
Valid time: instantly
Cooldown: 5 minutes
Command: .stun
Cost: 1000 credits
Maximum values of skills:
Anatomy — 105.0
Armslore — 120.0
Parrying — 105.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Healing — 105.0
Magery — 105.0
Magic Resistance — 115.0
Tactics — 105.0
Poisoning — 103.0
Taming — 120.0
Swordsmanship — 110.0
Macefightning — 110.0
Mining — 120.0
Stealth — 105.0

III level: Berserker
Features: can’t cast spells from 7-8 circles of Spellbook. For healing, besides bandage and bottles of healing (GH), use bottles of Restoration. A delay on drink of Restoration potions – 4 seconds. The bottle of Restoration heals on average 25 HP. Chance to strike critical hit. Critical hit stuns the enemy, doing him incapable to move within 1,5 seconds.
Ancient Avenger — cost is 4000 credits. Increases +20 AC. Small percent to send the opponent from a saddle and paralysis.
Ancient Avenger Mace — cost is 4000 credits. When strike with critical damage to the enemy, breaks the second hand and/or doing him incapable to move within 1,5 seconds.
Ancient Kilt —cost is 2500 credits .Increases +10 Dexterity. Weaken spell resistance
Mask of Berserker — cost is 2500 credits. Heath regeneration. At least there have to be 70 Intelligence that the mask worked.

Maximum values of skills:
Anatomy — 115.0
Armslore — 120.0
Parrying — 110.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Healing — 115.0
Magery — 115.0
Magic Resistance — 125.0
Tactics — 115.0
Poisoning — 103.0
Taming — 120.0
Swordsmanship — 110.0
Macefightning — 110.0
Mining — 120.0
Stealth — 115.0

IV level: Child of Ragnar
Features: can’t cast spells from 7-8 circles of Spellbook. For healing, besides bandage and bottles of healing (GH), use bottles of Restoration. A delay on drink of Restoration potions – 4 seconds. The bottle of Restoration heals on average 35 HP. Chance to strike critical hit. Critical hit stuns the enemy, doing him incapable to move within 1,5 seconds.
Class items:
Rage of Ancestors — is given when receiving a morph. Increases +30 AC. Small percent to send the opponent from a saddle and paralysis.
Rage of Ancestors Mace — is given when receiving a morph. When strike with critical damage to the enemy, breaks the second hand and/or doing him incapable to move within 1,5 seconds.
Kilt of Ancestors — is given when receiving a morph. Increases +15 Dexterity. Weaken, Clumsy spell resistance and reflection
Mask of Elite Berserker — is given when receiving a morph. Heath regeneration. At least there have to be 70 Intelligence that the mask worked.
Maximum values of skills:
Anatomy — 115.0
Armslore — 120.0
Parrying — 115.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Healing — 120.0
Magery — 115.0
Magic Resistance — 130.0
Tactics — 115.0
Poisoning — 103.0
Taming — 120.0
Swordsmanship — 110.0
Macefightning — 110.0
Mining — 120.0
Stealth — 115.0

Path of Nature ( Amazons )

Path of Nature (Amazons )- charming creations of the Mother nature, amazon fascinate at first sight and, apparently, isn’t able to do harm. However, a quiver with arrows behind the back and bow in hands do them by the serious enemy and the unsurpassed fighter at the range. In melee fight they are quite vulnerable, because have a leather armor, which allows them to keep more strong in a saddle. For healing use all means available to the classless character, and also Mom’s Mixture, regenerating vital forces.
Path of Nature: ( Amazon )
1 level Child of Nature — 3000 credits+3 Silver Balls
2 level Amazon Girl — 6000 credits+4 TM
3 level Amazon — 9000 credits+4 TM points
4 level Glorious Amazon — 5 ТМ, 45000 credits,50 gold or 500 gold . Period – 7 days.

II level: Amazon Girl
Features: for healing use Mom’s Mixture elixir, bandages and bottles of healing (GH). The elixir of Mom’s Mixture heals on average 16 HP, in addition working with 1-2 times. The delay by use of Mom’s Mixture up to 6 seconds.

Class items:
Skirt of Dexterity — cost is 1500 credits. Increases +10 Dexterity.
Amazonian Spear — cost is 2500 credits, small percent to put the enemyt in paralysis.
Amazonian Kryss — cost is 2500 credits, the small percent poisons the enemy.
Amazonian Bow — cost is 2500 credits.
Amazonian Armor(full set) — cost is 4000 credits, 30% lower chance
to throw off you from a mount.
Earrings of Strength — cost is 1500 credits. Increases +5 Strength.

Abilities:
Regeneration
Effect: Health regeneration 20-30 HP per second
Valid time: 1,5 minutes
Cooldown: 20 minutes
Command: .regen
Cost: 1500 credits

Rapid Shot
Effect: Increases rate of fire from bows
Valid time: 45 seconds
Cooldown: 8 minutes
Command: .rapid_shot
Cost: 1500 credits

Maximum values of skills:
Parrying — 105.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Healing — 105.0
Magery — 105.0
Magic Resistance — 105.0
Tactics — 105.0
Poisoning — 103.0
Archery — 105.0
Taming — 120.0
Fencing — 110.0
Mining — 120.0
Stealth — 105.0

III level: Amazon
Features: for healing use Mom’s Mixture elixir, bandages and bottles of healing (GH). The elixir of Mom’s Mixture heals on average 20 HP, in addition working with 1-3 times. The delay by use of Mom’s Mixture up to 6 seconds. Also, Mom’s Mixture cure poison effects.

Class items:
Amazon Skirt — cost is 2500 credits. Increases +10 Dexterity, Clumsy spell immunity.
Spear of Paralyze — cost is 4000 credits, small percent to put the enemy in paralysis.
Kryss of Illness — cost is 4000 credits, small percent throw on the enemy weakening of Strength.
Bow of Paralyze — cost is 4000 credits, small percent to put the enemy in paralysis.
Bow of Illness — cost is 4000 credits, small percent throw on the enemy weakening of Strength.
Earrings of Greater Strength — cost is 2500 credits. Increases +10 Strength.
Amazon Armor(full set) — cost is 7000 credits. You can’t be thrown off from a mount.

Maximum values of skills:
Parrying — 110.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Healing — 115.0
Magery — 115.0
Magic Resistance — 115.0
Tactics — 115.0
Poisoning — 103.0
Archery — 115.0
Taming — 120.0
Fencing — 110.0
Mining — 120.0
Stealth — 115.0

IV level: Glorious Amazon
Features: for healing use Mom’s Mixture elixir, bandages and bottles of healing (GH). The elixir of Mom’s Mixture heals on average 23 HP, in addition working with 2-3 times. The delay by use of Mom’s Mixture up to 6 seconds. Also, Mom’s Mixture cure poison effects.

Class items:
Superior Amazon Skirt — is given when receiving a morph. прибавляет +10 ловкости, иммунитет к магии Clumsy, Weaken.
Superior Spear of Paralyze — is given when receiving a morph. Small percent to put the enemy in paralysis.
Superior Kryss of Illness — is given when receiving a morph. Small percent throw on the enemy weakening
Superior Bow of Paralyze — is given when receiving a morph. Small percent to put the enemy in paralysis.
Superior Bow of Illness — is given when receiving a morph. Small percent throw on the enemy weakening
Superior Amazon Armor(full set) — is given when receiving a morph. You can’t be thrown off from a mount.

Maximum values of skills:
Parrying — 115.0
Blacksmithing — 110.0
DetectingHidden — 115.0
Healing — 120.0
Magery — 115.0
Magic Resistance — 120.0
Tactics — 115.0
Poisoning — 103.0
Archery — 115.0
Fencing — 110.0
Taming — 120.0
Fencing — 110.0
Mining — 120.0
Stealth — 115.0

Path of Death (Necromants)

Path of Death (Necromants) — Masters of dark magic and masters of death, necromancers use the unique spells capable to fill with dread live and to raise the dead. Necromancers can’t dress heavy armor, therefore try to avoid melee fights and to deal shortly with the enemy by magic. Poisons don’t cause indulge harm, and on the contrary — restore health. For healing necromancers use Health Stones and spells from the Book of Dead. Bandages and usual bottles of healing by him are inaccessible, and the magic of healing gives heavy damage.
Path of Dark: ( Necromants )
1 level Damned Soul — 3000 credits+3 Silver balls
2 level Dark Prophet — 6000 credits+4 TM
3 level Necromancer — 9000 credits+4 TM
4 level Priest of Death — 5 ТМ, 45000 credits,50 gold or 500 gold. Period – 7 days

II level: Dark Prophet
Features: Has the increased maximum level of skills and the strengthened set of class items, and also it is capable to use the Book of Dead. The maximum skill of Necromancy allows to increase force of Stones of Health restoration to 44.

Class items:
Harbinger of Darkness — cost is 2500 credits. By means of the Harbinger the necromancer can absorb souls of the dead (no more than 20 souls), to throw Shadow Bolt and to restore mana. Shadow Bolt imposes effect of “Darkness” for 3 seconds.
Dark Mask — cost is 1500 credits. Increases +10 Intelligence, gives immunity to a spells of decrease in intelligence (Feeblemind) and damnations (Curse).
Mantle of Mana Spring — cost is 2500 credits. Has effect of the Shield of Mana, i.e. absorbs a physical damage at the expense of a mana in “critical” situations. Saving from death, Mana Shield burns all necromancers mana. After operation of protection, 7 seconds for a shield recharge are required. Doesn’t protect from a magic damage. Also increases the speed of passive mana regeneration.
The Book of Dead — cost is1000 credits. Source of dark magic and the forbidden rituals. Each spell demands a certain level of skill Necromancy for casting. The necromancer with completely charged Book is quite dangerous enemy. However upon purchase the Book has only 1 spell. Further the Necromancer himself has to get new spells and add them to the Book.
Dark Prophet Armor — cost is 4000 credits. Passive regeneration, also increases +5 Strength.

Death spells:
Corpse Drain
Effect: takes away the remained energy from a dead body and restores vital forces to the Necromancer.
Command: .cast_corpse_drain

Bone Armor
Effect: Is replacement to standard Protection spell, however has one feature — buff falls down not only after effect time (Dispel), but also in case of total receipt not magic damage higher than 200. Doesn’t require reagents. For the rest ( mana expense, cast time) Protection is identical. Works as regular spell. For a caste need 102 Necromancy and availability in the Book of the Dead require.
Command: .cast_bone_armor

Drain
Effect: Exhausts a certain quantity of life at the victim and transfers her to the Necromancer. Each following level of magic demands a bigger skill of Necromancy. Command: .cast_drain, .cast_drain_2 etc.

Poison Strike
Effect: If the enemy is under the influence of poisons, the spell of Poison Strike causes an instant damage and removes effect of poisons. If the enemy isn’t poisoned, then Poison Strike works as usual Poison.
Command: .cast_poison_strike, .cast_poison_strike_2 etc.

Leech Energy
Effect: Works as a dot, exhausting at the victim a certain quantity of life and stamina each 4 seconds, transferring her to the Necromancer.
Command: .cast_leech_energy, .cast_leech_energy_2 etc.

Soul Catcher
Effect: On the enemy Soul Catcher rushes. If the target under the influence of this effect, increases a damage by 15% (over the head red sticks light up).
Command: .cast_soul_catcher

Abilities:
Fear
Effect: Fills with fear the enemy. Obsessed with fear, can’t attack the Necromancer in no way. Any damage, caused by the necromancer on this target, will interrupt action of fear.
Valid time: 30 seconds
Cooldown: 7 minutes
Command: .fear
Cost: 1500 credits

Maximum values of skills:
Parrying — 105.0
Blacksmithing — 110.0
DetectingHidden — 115.0
EvaluatingIntel — 110.0
Magery — 115.0
Magic Resistance — 110.0
Tactics — 105.0
Poisoning — 110.0
Taming — 120.0
Mining — 120.0
Stealth — 105.0
Necromancy — 110.0

III level: Necromancer
Features: Has the increased maximum level of skills and the strengthened set of class items, and also it is capable to use the Book of Dead. The maximum skill of Necromancy allows to increase force of Stones of Health restoration to 52.

Class items:
Harbinger of Plague — cost is 4000 credits. By means of the Harbinger the necromancer can absorb souls of the dead (no more than 30 souls), to throw Shadow Bolt and to restore mana. Shadow Bolt imposes effect of “Darkness” for 3 seconds.
Mask of Necromancer — cost is 2500 credits. Increases +10 Intelligence, gives immunity to a spells of decrease in intelligence (Feeblemind) and damnations (Curse) have opposite (positive) effect.
Mantle of Mana Tide — cost is 4000 credits. Has effect of the Shield of Mana, i.e. absorbs a physical damage at the expense of a mana in “critical” situations. Saving from death, Mana Shield burns all necromancers mana. After operation of protection, 5 seconds for a shield recharge are required. Doesn’t protect from a magic damage. Also increases the speed of passive mana regeneration.
Necromancer Armor — 7000 credits. Passive regeneration, also increases +10 Strength.

Abilities:
Silence
Effect: On all players in a radius of 12 tiles the effect is hung up without giving “to become silent” him the chance to use magic castes.
Valid time: 15 seconds
Cooldown: 10 minutes
Command: .silence
Cost: 2000 credits

Maximum values of skills:
Parrying — 115.0
Blacksmithing — 110.0
DetectingHidden — 115.0
EvaluatingIntel — 120.0
Magery — 125.0
Magic Resistance — 120.0
Tactics — 115.0
Poisoning — 115.0
Taming — 120.0
Mining — 120.0
Stealth — 115.0
Necromancy — 120.0

IV level: Priest of Death
Features: Has the increased maximum level of skills and the strengthened set of class items, and also it is capable to use the Book of Dead. The maximum skill of Necromancy allows to increase force of Stones of Health restoration to 52.

Class items:
Harbinger of Death — is given when receiving a morph. By means of the Harbinger the necromancer can absorb souls of the dead (no more than 40 souls), to throw Shadow Bolt and to restore mana. Shadow Bolt imposes effect of “Darkness” for 3 seconds.
Mantle of Mana — is given when receiving a morph. Has effect of the Shield of Mana, i.e. absorbs a physical damage at the expense of a mana in “critical” situations. Saving from death, Mana Shield burns all necromancers mana. After operation of protection, 4 seconds for a shield recharge are required. Doesn’t protect from a magic damage. Also increases the speed of passive mana regeneration.
Mask of Death — is given when receiving a morph. Increases +10 Intelligence, gives immunity to a spells of decrease in intelligence (Feeblemind) and damnations (Curse) have opposite (positive) effect and reflect on enemy
Armor of Death — is given when receiving a morph. Passive regeneration, also increases +15 Strength.

Maximum values of skills:
Parrying — 120.0
Blacksmithing — 110.0
DetectingHidden — 115.0
EvaluatingIntel — 120.0
Magery — 130.0
Magic Resistance — 125.0
Tactics — 115.0
Poisoning — 120.0
Taming — 120.0
Mining — 120.0
Stealth — 115.0
Necromancy — 125.0

Path Of Life ( Monk )

Path Of Life ( Monk )— Monks, saint soldiers of Ivgorod, temper the body and spirit day and night. In patriarchal monasteries they put themselves on severe trials — both corporal, and spiritual — reach unsurpassed self-control and prove the selfless devotion to belief. Daily rituals help monks to clear the spirit and protect them from damage that gnaws hearts of people. In a pursuit of perfection in martial arts they also perfect clarity of mind and balancing. It helps them with mastering art of fisticuffs and finding of skill of the handling of various weapons. Monks all life undergo education and training. Only then they receive a bless and they are allowed to leave monastery walls to carry out in the world of an order of patriarchs. The symbol on a forehead of the monk tells devoted that before them — the soldier who has passed tests, reached an enlightenment, one of pillars of society. Each step and each monks blow bears in itself will thousands and one Ivgorod’s god.

Path of Life: ( Monk )
1 level Novice — 3000 credits+3 Silver balls
2 level Monk — 6000 credits +4 TM
3 level Sacred Monk — 9000 credits +4 TM
4 level Holy Spirit — 5 ТМ, 45000 credits,50 gold or 500 gold. Period – 7 days

Unclassed Path ( Humans )

Unclassed Path (Humans) — Among crowd of valorous warriors of the world of people always flashed. People who were always weaker than any class fighter. If for any reasons between the simple person and the representative of any of races there was a conflict, then it inevitably came to an end with defeat of the first. Knowing, that concede in everything to any of races, people for long time have developed in themselves some abilities which aren’t available to any of classes. Among people there were those in which veins proud blood of travelers and adventurers flowed. Units from human race knew about the forgotten city of the Snake people. It is unknown how, but the people, who were coming back from this city, came with mighty weapon by means of which they could prove to be adequately in the battlefield.
Human Items: 2 level
Adept Hat — cost is 800 credits. Increases +10 Intelligence.

Human Items: 3 level
Wizard Hat — cost is 2000 credits. Increases +20 Intelligence.
Ring of Mana Regen — cost is 1200 credits. Regeneration +10 MP each 2 seconds.

Human Items: 4 level
Archmage Hat — cost is 3000 credits. Increases +30 Intelligence.
Ring of Greater Mana Regen — cost is 2000 credits. Regeneration +15 MP each 2 seconds.
Warlord Defender — cost is 5000 credits. Increases 60 AC and +3 Parrying.
Serpent’s Bow — it is possible to dress only at 120% of Archery, very high damage on morphs.
Human Blade — cost is 500 credits. It is possible to insert magic crystals
Human Bow — cost is 500 credits. It is possible to insert magic crystals

Magic amulet of Hits
Features: 3-5 health regeneration each 2 seconds
Cost: 250 credits

Crystals:
Crystal Vortex — cost is 5000 credits, 1 ТМ, slot for Human Blade or Human Bow.
Crystal Fe — cost is 5000 credits, 1 ТМ, slot for Human Blade .
Crystal Se — cost is 5000 credits, 1 ТМ, slot for Human Blade .
Crystal Dex — cost is 5000 credits, 1 ТМ, slot for Human Blade .
Crystal Dmg — cost is 5000 credits, 1 ТМ, slot for Human Blade .
Crystal CE — cost is 5000 credits, 1 ТМ, slot for Human Blade .
Crystal BF — cost is 5000 credits, 1 ТМ, slot for Human Blade .
Crystal Crit — cost is 5000 credits, 1 ТМ, slot for Human Blade .
Holy Crystal — cost is 5000 credits, 1 ТМ, slot for Human Blade .

Crystals description:
Vortex Crystal — small percent to throw 3 lightnings on the enemy.
Fe Crystal — adds fire damage
Se Crystal — stones the enemy on few time
Dex Crystal — increases attack speed
Dmg Crystal — increases damage
Crit Crystal — the chance of critical hit of 33%, also stun the enemy, doing it incapable to move within 1,5 seconds and 40% to poison the enemy.
Ce Crystal — causes for 50% more damage when enemy is infected. It is possible to recover Archcure spell.
BF Crystal — causes for 25% more damage on morphs, 33% chance to break second hand to the enemy.
Holy Crystal — causes a big damage on Necromants and Vampires.

Abilities:
Extra Strength
Effect: increases Strength by 150
Valid time: 2 minutes
Cooldown: 10 minutes
Command: .extra_str
Cost: 1200 credits

Extra Dexterity
Effect: increases Dexterity by 100
Valid time: 2 minutes
Cooldown: 10 minutes
Command: .extra_dex
Cost: 1000 credits

Extra Intelligence
Effect: increases Intelligence by 100
Valid time: 2 minutes
Cooldown: 8 minutes
Command: .extra_int
Cost: 500 credits