- Base health points were increased by about 8X and the cost of healing
was reduced 10X (it costs one gold to heal 10 HP).
- The weapon stats in the lower levels were changed to give the 1H
players a fair chance against 2H players. All weapons stats were increased
in the higher levels but the increase was made in such a way that the
1H/2h are well balanced up to at least level 65!
- ALL Players received an increase in the bonus for strength to
increase overall damage.
- Players who place more than ~ 50% of their skill points in defense
receive a penalty on their bonus for dexterity. This penalty increases
proportionally to the number of points placed in defense; the more you
build as a "turtle", the less each point of dexterity will yield.
- Critical hits have been introduced; if you successfully make a
critical hit, you cause ~50% more damage than normal. The chance for critical
hits is coupled to your fighting ability/parry skills, if you have MUCH
lower stats than your opponent, you have NO chance to make a critical
hit. If the skills are equal, the chance is 50% and it is a flip of the
coin who makes more critical hits!
- The overall amount of randomness was reduced by using a new formula
to decide the chances to hit your opponent; the chance to hit your
opponent is more strongly coupled to your fighting skills/parry. Once a
certain point has been reached (that is, if your skills are horrible Razz
), you have NO chance to even hit your opponent.
- stamina no longer gives you one round per 2 points! At first you get
about 1 round per 2 points but later you only get 1 round for each 3-4
points. That means that the more you train stamina the less each new
point will increase your rounds! This is intended to prevent players from
skilling stamina and neglecting other stats to win. However, stamina is
still more important than ever because the higher base health points
result in fights that go for many rounds! If you neglect your stamina you
will often lose to players who are otherwise equal!
was reduced 10X (it costs one gold to heal 10 HP).
- The weapon stats in the lower levels were changed to give the 1H
players a fair chance against 2H players. All weapons stats were increased
in the higher levels but the increase was made in such a way that the
1H/2h are well balanced up to at least level 65!
- ALL Players received an increase in the bonus for strength to
increase overall damage.
- Players who place more than ~ 50% of their skill points in defense
receive a penalty on their bonus for dexterity. This penalty increases
proportionally to the number of points placed in defense; the more you
build as a "turtle", the less each point of dexterity will yield.
- Critical hits have been introduced; if you successfully make a
critical hit, you cause ~50% more damage than normal. The chance for critical
hits is coupled to your fighting ability/parry skills, if you have MUCH
lower stats than your opponent, you have NO chance to make a critical
hit. If the skills are equal, the chance is 50% and it is a flip of the
coin who makes more critical hits!
- The overall amount of randomness was reduced by using a new formula
to decide the chances to hit your opponent; the chance to hit your
opponent is more strongly coupled to your fighting skills/parry. Once a
certain point has been reached (that is, if your skills are horrible Razz
), you have NO chance to even hit your opponent.
- stamina no longer gives you one round per 2 points! At first you get
about 1 round per 2 points but later you only get 1 round for each 3-4
points. That means that the more you train stamina the less each new
point will increase your rounds! This is intended to prevent players from
skilling stamina and neglecting other stats to win. However, stamina is
still more important than ever because the higher base health points
result in fights that go for many rounds! If you neglect your stamina you
will often lose to players who are otherwise equal!