Friday, March 19, 2010

The magic in Allods

In Allods, there are altogether 5 kinds of magic power. Next, i will introduce each of them.
Fire magic
Fire Arrow: take 3 points magic, attack one person.
FireBall: need 30 points magic, attack a group.
Wall Of Fire: need 30 points magic, attack a group.

Water Magic:
Ice Missile: take 3 points magic, attack one person.
Poison Cloud: need 30 points magic, attack a group.
Blizzard: take 100 points magic, attack a group.

Air Magic:
Lighting: need 10 points magic, Allods Gold attack one person.
Prismatic Spray: need 80 points magic, issued 5 lights at one time, attack more than one person.
Invisility: take 100 points magic, for one person.

Earth Magic:
Stone Missile: take 3 points magic, attack one person.
Wall Of Earth: a 15-Mana, built a wall to stop the enemy attack.
Stone Curse: need 40 points magic, the enemy being turned into stone.

Sacred Magic:
Heal: take 5-point magic and restore the value of life, for one person.
Bless: need 10 mana, increase the rate of the ATK, for one person.
Haste: need 10 mana, increase speed, for one person.
Drain Life: need 20 points magic, reducing the Cheap Allods Gold value of the enemy's life, while increasing their own, for one person.
Summon: take 100 mana, summon a monster.
Animated Dead: need 30 points magic, so that the body becomes a spirit.
Teleport: need 60 points magic, move to a fixed Allods Gold location.
Shield: need 10 points magic, with a temporary shield to absorb the enemy's attack, for one person.
Protection From Fire: take 40-point magic, increase the value of fire-proof for one person.
Protection From Water: take 40-point magic, increase the value of water-proof and fire-proof, for one person.
Protection From Air: take 40-point magic, increase the wind-proof value, for one person.
Protection From Earth: take 40-point magic, increase ground-proof value, for one person.

Allods Online wins the Most Anticipated MMO

From the begining of the Ferbruary, mmosite has started a vote for the titles such as the most anticipated mmo, the best new mmo and Allods Gold the best F2P mmo. After a month of fierce competition, MMOsite Reader's Choice Award 2009 has successfully ended on February 25th, 2009. Thousands of MMOsite members participated in the event, voting on their top choices of the games or companies that they feel deserve the awards. Here we sincerely thank you for your support and congratulations to the winners!
The result is as follows:

Most Anticipated MMO
1.Allods Online
2.Silkroad Online 2
3.Blade and Soul

Best F2P MMO
1.Cross Fire
2.Silkroad Online
3.Atlantica Online

For other top games, you can see more imformation on our site.

Allods offcial's reply to the item price issue

Recently, there is a heated discussion about the overpriced item shop of in the Allods game. In order to save this game, the allods official responded to the players' questions publicly.
Below is allods officials' answers to players' questions:

Item shop prices are overpriced, what is gPotato doing about this?

As we mentioned in our official statement last week, the Allods team is well aware of the situation. We can't apologize enough Allods Gold for the stir and shock it's caused within the community and the lack of communication we had beforehand with not evolving you, the players, in our decision making process.

We want to make clear that this is something we are not taking lightly. We are not sitting and waiting just to see how many dollars we're going to make over the next four weeks. It is very clear to us that players are already disgruntled with the situation and we are actively working on new pricing options to accommodate the masses. However, we ask the Allods community to please be Allods Online Gold patient with the situation! Adjustments like this cannot happen overnight. That's why we continually encourage everyone to submit constructive feedback to us regarding your opinion about both the game and the item shop. In fact, we started a forum thread that we will be checking on an hourly basis here.

The Allods team works hard on this game and loves it just as much as many of you do. When we see a problem we want to address it and take Allods Gold the most appropriate actions that make sense for both the players and the game. With that said, we encourage everyone to voice your opinion, even if it's about something you absolutely hate, just please do so in a constructive manner.

General tips for Allods Healer

For a healer, when you reached certain level, there are four classes you can choose from:Kanians, Elves, Xadaganian and Arisen. No race is much Allods Gold better than another. Main difference lies in their different racial abilities. Let's look at thise racials more closely:
- Elven Priest's special ability is a spell which make their opponents lose mana or energy when they cast spells or use energy-consuming abilities respectively. Good ability for PvP, for PvE almost useless.
- Kanian Cleric has a "Tensess shield" they can use once every 3 minutes. It has 30 seconds duration and absorbs any Allods Online Gold incoming damage. The amount of damage absorbed depends on Healer's INT stat. A useful ability both for PvE and PvP purposes.
- Xadaganian Inquisitor's warcry "For the Motherland" makes his party immune to control effects for a short time. The spell has 3-minutes cooldown. Good ability to gain advantage in PvP encounter or to run away from a dangerous foe.
- Arisen Heretic can increase his wisdom for a short time. Good ability for party or raid healer.
As for Healer stats, the advice is quite simple: you should keep all highlighted characteristics as high as possible. The only exception is WIS which can be sacrificed by DD builds because it is important for Cheap Allods Gold healers only.
Healer is designed to be main party healer, but if you wish you can make him a formidable damager at the expense of healing abilities. Besides healing and damaging, Healer also can tank bosses on higher levels. Here I'll post some builds to show you how one can improve healer performance in each of this fields.

Brief introduction to Allods Mage class

There are three races that can be a mage: Kanians, Elves and Arisen Zem.
At first, being a mage may seem hard but eventually you will get used to it and the game becomes a leisurely walk through the world of Allods. The main potential of a mage is when he is a part of a
Allods Gold group with other people. For a faster and easier game try to find a guild or friends for co-operative gaming.
Below are some statistics of mage class, and their impact on the ability.
Strength – affects physical damage. Absolutely useless for mages.
Finesse – affects your armour penetration(%). Absolutely useless for mages.
Expertise – affects your chance to physically hit the target(%). Absolutely useless for mages.
Agility – affects your chance to evade a physical attack. Fairly useful both in PvE and PvP.
Luck – affects your chance to critically hit the target(2x dmg) If your Luck is too low then you will get an anticrit (1/2x dmg) (Even if your Luck is high then you will still have a chance to get
Allods Gold an anticrit) It also affects the Endurance of the target. Very important stat for mages.
Instinct – affects the chance of you receiving a critical hit. Don’t allow the % to get higher then 10%.
Stamina- affects your health pool. Very important for mages.
Intelligence – affects your magical damage. Very important for all mages.
Intuition – affects the chance that your target resists your spell either partially or fully. Can be partial resist(1% – 100%). This can be read in the combat log. For enjoyable game play do not let the % get above 20%.(~10% ideal) Is more important for PvE then PvP.
Persistence - affects the chance of disabling spells landing on the target and the duration of the spell on the target (eg: spell “Icy Grave”).
Willpower – affects your chance to Allods Gold resist a disabling effect and the time you stay disabled. (ie: your chance to resist Icy Grave and the duration you stay in Icy Grave).
Rage – affects your chance to cure the target of an inflicted wound. You can see how grave the wounds are by looking at the health bar. The more blood drops you see there the graves and harder to heal that wound is.
Wisdom – affects your effective healing. Almost useless for mages. Mages have only 1 healing talent. Grows by itself without damaging any other stat.(goes hand in hand on gear with many other mage stats)
Spirit – affects your mana pool and mana regeneration rate. Should only be raised if you understand that you don’t have enough mana for a fight.
Armour – affects the damage you receive(reduces incoming damage by a %).
Resistance to Elemental\Natural\Divine Magic – affects the magical damage you receive(reduces incoming dmg by a %). Elemental- Fire, Ice, Lightning. Natural – Poisons, Diseases. Divine – Light, Shadow, Astral.

Thursday, March 18, 2010

Allods Mage class skills

Below are some distinguishing skills of mage:

Fire Arrow – |Element: Fire|Cast TIme:1.5s|Recharge:1s|Distance:40yrds|

Basic spell for all mages –you receive it from the start. Fast cast, fair damage. Useful skill, Fire Mages usually upgrade it to rank 3.

Icy Flow – |Element: Ice|Cast Time: 0-3s|Recharge: 1s|Distance:40yrds|

Tactical Spell. For every 0.5 seconds you channel it hits the target for minor damage and debuffs it, reducing both Allods Gold movement speed and damage dealt by 15% per application. Stacks up to 6 times. If the target is damaged by a fire spell then 2 stacks of the debuff are removed and the target receives additional damage. Bonus damage is dealt only once.

Discharge – |Element: Lightning|Cast Time: 0s|Recharge: 1s|Distance: Close Combat|

Fair damage, close combat. This spell only achieves its True Potential if the target’s hp is less then 25% in which Allods Gold case the damage doubles. Good finishing spell. For beginner mages 5x Discharge + Electric Control is very easy way to kill mobs.

Fire Ball – |Element: Fire|Cast Time: 5s|Recharge: 1s|Distance: 40yrds|

AoE spell with incredibly high damage. Can only be precasted, after the precast is done, you can activate the spell and Allods Gold a pentogram-in-a-circle will appear where ever you point your mouse(range limit observed). Strongest AoE spell in the game. All fire mages should take rank 3.

Icy Grave – |Element: Ice|Cast Time: 2.5s|Recharge: 10s|Distance: 20yrds|

Tactical Spell. Freezes the target preventing it from doing anything for the duration of the spell. Damage interrupts the effect. Priests can use their invulnerability spell to get out of it prematurely. If the target is under guidance of one of the 12 apostles then duration is significantly reduced.

Stone Barrier – |Element: Astral|Cast Time: 0s|Recharge: 45s|Distance: Self Only|

Defensive skill. Puts up defensive layers on the mage. If mage is attacked then a certain amount of damage is absorbed (depends on Intelligence). All mages should take 3 ranks of this spell.

Thunderbolt – |Element: Lightning|Cast Time: 3s|Recharge: 1s|Distance: 40yrds|

Medium cast time, medium damage inflicted. The best part about this spell is that it destroys some of the target’s mana. Very useful against mana starved classes such as Necromancers and Druids.

Meditation – |Element: Astral|Cast Time: 0-10s|Recharge: 30s|Distance: Self Only|

When used, the mage regenerates ALL of his mana. At first rank it will take 10s, second – 8с, third – 6с(to regain all mana). If used in combat it doubles the time it takes to regenerate the mana (20s – 16s – 12s). If you are attacked while meditating you will receive Double Damage. Mana restoration rate is NOT linear. At first tick you will receive almost no mana, on second tick – slightly more and only on the final tick will you regain more than half of your mana at once.

Wall of Flame – |Element: Fire|Cast Time: 0-8s|Recharge:1s|Distance: 40yrds|

The mage creates a wall of flame in front of him. If the Wall of Flame is created upon a target then the target cannot move but can attack. One mage can keep a target in a Wall of Fire until his mana is gone. Two mages can keep the target immobile forever. (1 keeps up the Wall, the other meditates)

Pulse Lightning – |Element: Lightning|Cast Time: 0-8s|Recharge: 20s|Distance: 40yrds|

The target receives some damage every second. Huge mana cost, small damage. Can be used as a tactical anti-mage spell(Removes Reflections very fast). Hard to say if it’s worth the points.

Ice Comet – |Element: Ice|Cast Time: 4s|Recharge:1s|Distance: 40yrds|

The mage creates an ice comet which flies from the mage to the target in a line damaging everything in its path(AoE spell really). Long cast time, medium damage. Hard to say if it’s worth the points.

Elemental Shield – |Element: Astral|Cast Time: 0s|Rechage: 45s|Distance: Self Only|

Defensive Skill. The mage puts up several magic barriers. If the mage is hit with a Magical(Elementa/Divine) attack then the barrier absorbs some damage(depends on intelligence) and 1 barrier is removed. The shield will not save you from dots of Necromancers because Natural damage is not absorbed. The shield will prevent damage from Priest dots only if the first tick is absorbed fully. Conflagrate completely ignores this shield. All mages should take 3 ranks of this skill unless more important skills are available.

Allods Paladin tips Part 1

Here is the short description of all stats that are important for Paladins:

1) Strength. Determines physical damage, spell damage and healing done by the Paladin. Very important stat no matter which build you use and what role you perform in the group. Nearly everything you do is affected by it.

2) Finesse. Determines % of enemy’s armor your physical strikes ignore. Important stat because most of your Allods Gold attack skills are physical. Most usefull when fighting with heavy armored enemies such as other plate-users. Good balance between Strength and Finesse is a must for any Paladin.

3) Expertise. Determines chance to miss with physical attacks and amount of spell damage the enemy ignores. If you miss Allods Gold you deal no damage so Expertise is really even more important than Finesse. Besides, it affects all your damage, not only physical one.

4) Luck. Luck is important for all classes and Paladins are no exception. Determines two things: chance to inflict critical damage or healing and chance to deal a glancing blow. Glancing blows Allods Gold deal only half of normal damage or healing so avoid them by keeping your Luck high.

These four stats are the most important ones. Keep them high and everything will be ok. Other stats’ importance heavily depends on your chosen build. Here are some examples:

5) Agility. The higher is yout Agility stat the better are your chances to dodge incoming attack. Dodging means that the enemy completely misses you and deals no damage. Important for tanks. All non-tanks shouldn’t pay too much attention to it. If you can kill the enemy quickly it doesn’t really matters how much damage he inflicted: just heal yourself and go on.

6) Endurance. Determines chance to recieve critical strike. Just like Agility it is important for tanks only. But tanks should maximize Endurance at any cost. If you tank with low Endurance you have good chances of constantly wiping entire party only because boss dealed two or three crits in a row.

7) Stamina. Determines amount of health. No comments

And the last two stats that Paladin needs to think about become important after 23 lvl when open PvP starts:

8 ) Willpower. Gives you some chance to resist control spells. Control is bread and butter of 1v1 PvP and control spell failure often means a certain death for the controller.

9) Rage. Increases the complexity of wounds done. Which means that it will be harder for enemy healer to heal them. If you fight against good PvP group with healer who is protected by other group members this stat matters. In ‘chaotic’ PvP (much more common situation) there is a small chance that your enemy will be healed in the middle of the fight. So don’t pay too much attention to this stat.

Paladin equipment
Paladin can wear leather armor from the first level and plate armor after level 20. Paladin and Warrior armor have much in common: both give bonuses to Strength, Finesse, Expertise and Luck. Try to switch to plate as soon as you are 20 – additional armor points will make your life much easier.