Some news of the game if you haven't read about it:
The game comes with a complete RPG CP where you can edit just about everything from monsters/items/accessories/weapons/armor/etc.
Achievements for you to earn.
Player to Player donations.
Real time player vs player battles.
Fame system.
Currently 2 game add-ons that you can add to your board through the RPG CP - a lottery system and a game called Merlin's Magical Boxes.
Battle SystemThe previous battle system was time based with an active time bar. Wasn't really cutting it and was easily manipulated(Thanks to Gor for pointing that out). The new battle system cannot be manipulated as it's turn based and is set by the server for action turns on each side.
- Turn Based. Still greater initiative at the start of battle determines who goes first, and if you leave the battle to go post on the forum or something and it was to be your turn to attack next, you can still come back and it will be your turn.
- Monsters. These have been heavily modified, they are now rated by their body size, weapon damage, health, etc. If they are a monster of Colossal size and you are a Gnome of Small size - the monster clearly has the advantage and thus gives an attack bonus to itself and you suffer with a penalty because of the size.
- Melee and Ranged weapons. Melee weapons will not have any effect on how you go first in a battle, on the other hand a Ranged weapon will always give you the upper hand in combat. Melee weapons also are effected by their weapon size, the larger the weapon is the higher the critical damage will be.
- Magical items. These include Weapons and Armor. They are most beneficial in any way, created to be better than a Normal type item because of it's enhancements. An example Magical Weapon would be my Greatsword of Slaying. It's no ordinary Greatsword, it has an enhancement AND an ability. The enhancement would grant me extra damage on the attack and the ability would as well, such as fire/ice damage.
- Favored Monster. If you fight a monster more than others it will show you your favored monster.
RegistrationUpon registration you will see 2 extra sections. These are Race, and Class. Race and Class literally determine your character. While logging into the game for the first time after creating your character you will get some die rolls. These rolls, on the first round, will determine your ability scores(STR,DEX,INT,CON,WIS,CHA). You may re-roll as many times as you like. Your second roll will be to roll for your amount of health points(Remember, that each race/class will allow for smaller/greater dice to roll for this), and you will get a bonus to your health points from your Constitution modifier if your CON is great enough - otherwise a penalty. Your third roll will produce your Skills, these include Climb/Jump/Balance/Swim/Move Silently/Pick Lock/Search/Speak Language/Use Rope/Heal Everyone of those Skills will have an effect in the game. If you've chosen a Cleric/Sorcerer/Wizard you get to choose 2 spells. These include Cure Light Wounds/True Strike/Magic Missile/Flaming Sphere/Magic Weapon/Dispel Magic/Lightning Strike. You also get Feats, but those are only attained during levels up.
Ability Modifiers- STRength - Strength measures your character’s muscle and physical power.
- DEXterity - Dexterity measures hand-eye coordination, agility, reflexes, and balance.
- INTelligence - Intelligence determines how well your character learns and reasons.
- CONstitution - Constitution represents your character’s health and stamina.
- WISdom - Wisdom describes a character’s willpower, common sense, perception, and intuition.
- CHArisma - Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness.
FeatsFeats allow your character to grow.
Some feats have prerequisites, most feats have not been added into the game yet.
- Armor Proficiency - This feat allows the player to use better armor.
- Light
- Medium
- Heavy
- Weapon Proficiency - When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
- Small
- Medium
- Large
- Shield Proficiency - Allows the use of shields, granting extra AC to your character.
- Leadership - Your character must be of 6th level and you can attract loyal companions/followers.
- Dodge - Player must have at least 13 DEX and you receive +1 dodge bonus to AC.
- Toughness - Grants the player +3hp, this feat can stack.
- Spell Penetration - You get a +2 bonus on caster level checks made to overcome a creature’s spell resistance.
- Stealthy - Player gets +2 on Move Silently checks.
SkillsSkills are basically what your character uses to overcome an obstacle/advance further. None of the skills have been implemented into the game yet but they are available.
- Climb - You can advance up, down, or across a slope, a wall, or some other steep incline.
- Jump - Used to jump over a small crevasse, chasm, or gap.
- Balance - You can walk on a precarious surface.
- Swim - Swim over rivers, or large bodies of water.
- Move Silently - Move Silently over a surface to avoid being detected.
- Pick Lock - Used to try to gain access to a locked building, chest.
- Search - Search around the area you are in to obtain any items.
- Speak Language - Used to decipher books with languages you do not know, or to speak to others of that language.
- Use Rope - Tie knots, bind enemies, fasten two or more ropes together.
- Heal - An attempt to restore health points, treat poison, disease.
SpellsNone of the spells have been implemented into the game yet, but are available.
- Cure Light Wounds - You channel positive energy that cures 1d8 points of damage +1 point per caster level.
- True Strike - Grants the player a greater attack roll on his/her next attack.
- Magic Missile - A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. You get +1 Missile for every rank in this spell. Max 10 Missiles.
- Flaming Sphere - A burning globe of fire rolls in whichever direction you point and burns those it strikes, dealing 2d6 damage.
- Spell Resistance - Gain spell resistance equal to 12 + your caster level.
- Cure Serious Wounds - You channel positive energy that cures 8d12 points of damage +1 point per caster level(You must have Cure Light Wounds learned before you can use this).
- Lightning Strike - You release a powerful stroke of electrical energy that deals 3d4 points of electricity damage per caster level. You get +1 Lightning Bolt for every rank in this spell. Max 10 Bolts.
Saving ThrowsThese are basically when you are subject to an "unusual" or magical attack, you get a saving throw to avoid or reduce the effect. Each of these Saving Throws are affected by 3 of your ability modifier. Constitution(CON), Dexterity(DEX), and Wisdom(WIS) modifiers.
- Fortitude: Your ability to stand up to physical punishment or attacks against your vitality and health.
- Reflex: Your ability to dodge area attacks.
- Will: Your resistance to mental influence as well as many magical effects.
And a lot more not mentioned...also I keep adding more stuff to it, an army system is next.