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Differences between Ember Online and RoK (Realms of Kaos)

This is a list of the major differences between Ember Online (EO) and Realms of Kaos (RoK). If you have not played RoK then there is no real need to read this. Only differences are listed, if it is not listed then it should work as RoK did.

PS. To my fellow editors: my memory is a little fuzzy, so if you see a mistake, please feel free to correct/add/change. I/you may add links to important new features (ie. death sickness).

Maybe no need for classes, could just link them to the classes section already in the wiki.

WIP! (It can definitely be made to look prettier, the Sections for examples. I have limited knowledge on editing a Wiki, and have been looking at what others have done for ideas on how to set up a wiki page).

General Changes

These are in no particular order (basically adding as I think of them. Might try to put order to them later).

Flying solo There is a one character per player restriction.

Healing Magic There is now a "healing decay". Healing magic degrades a little the more you use it during combat. So in a prolonged battle you will be doing less damage.

Death Sickness There is a stat penalty based on how many times you die. This will fade with time.

Soulbound items Items soulbound are now soulbound to the first character who equips it. You can spend 100k to buy an unbinding scroll however.

Combat rounds Combat rounds are now quicker (this is NOT a god send to me! I have an increased chance of dying while watching movies and reading books!).

Reset and OAD's Reset is still at the same time, but not all OAD's are available at reset. OAD's spawn at different times (and so do OAD key holders).

'[[]World Bosses] Special boss monsters that spawn at random times. They have oodles of health. There are 6 dragons (one of each divinity, and a neutral one). Fighting the dragons award points (essences) based off participation. These essences can be redeemed for scales at the temples north of Drevlar, which can be used to craft powerful weapons.

KTP "Kill to progress" squares. There are some squares where you need to kill all (or a specific) creatures in order to move off the square.

The old thief levelling trick No longer exists. You cannot die with a huge amount of money on you and then go rob it blind on your thief to level. You only get experience for the gold robbed that the creature started with.

Party Experience You get the standard damage based experience, and the kill shot experience is divided amongst the party. However you get an increase of experience for each party member (and gold is also dividied amongst the party). So it is more beneficial to group up for levelling.

Party Size Party size is limited to 5 characters

Pets All classes that had pets are now limited to one pet per pet creator. Most pets also "taunt", basically monster tend to target them more than players.

Communication There is now a party/guild and global chat available. Global chat has a delay between messages to avoid spamming.

Food and Drink You can now eat and drink out of combat. This will replenish health (eating) or mana (drinking). Some food/drink combine the effects. This is a god send (for cheap feckers like me)! You do not get thirsty or hungry and start losing health if you do not eat or drink (except in real life, please eat and drink in real life).

Party Leader Appointing You do not need to be on the same square as the party to appoint a new leader (as in you were the party leader and due to an unfortunate incident you are now back in your temple). So no need to disband and reform a party on the fly.

Protection from PK This last until level 15. At level 16 you can now be pk'd (you get an in game warning).

Bless, Soulbound and Enchant scrolls These can now be bought in temples/stores as appropriate. The relevant spells act differently in that you need a blank scroll. The command is /scribe bless (etc). A fizzle will consume the scroll. To use a scroll you hold ctrl and then click and hold the left mouse button onto the scroll, drag and drop onto the piece of equipment you want to apply the scroll to.

Soulbound shop bought equipment Weapons, instruments and armour (including helms and shields) bought from shop stores come soulbound (up to level 15? do level 20 items come soulbound? must check this later).

Right click to examine shop item You can right click on an item for sale in a shop to get information on it (level, AD, souldbound, if it is equippable by you etc).

Droppables Certain monsters drop items: equipable weapons, armour, instruments etc, some that can be used (potions, food, drink), some that can be sold, some that are keys, and sometimes items used in quests (they can also be sold).

Divinities There is now a Neutral Divinity available to players. They have no bonuses or penalties vs other divinities except other Neutral Divs (+15% damage to neutral divs). Neutral divs can temple in any temple, but need a small amount of gold (based on level). There is also the Holy and Evil divinities that is only to NPC/Mobs.

Embers They add to the damage or protection of weapon/armour/shields vs what the ember has div over. They are applied in the same way as enchant scrolls etc. Neutral div characters do not receive any bonus or penalties from embers. They have a chance of dropping from any creature. Only one ember per item of equipment, putting a new ember into a piece of equipment that already has an ember will replace the old ember with the new one.

Playable Classes

For more information head to the Classes section here: Classes

Fighter

Barbarian

Attack Increments At Levels: 3, 10, 25

Needed EXP to Level 25: 300mil

Can use two handed weapons (which grant damage bonuses and unique abilities). Can dual wield (this gives a +10% damage bonus).

Can now wear heavy armour.

-7.5% MR Reduction

5% less dodge rate

8% more overall HP

Rage - After three successful attacks regardless of misses, you will enter a rage, dealing 40% increased damage, increasing 5% for each successful rage attack. Rage will be reset if you miss while raged, move into a safe area, or land three successful rage attacks.

Extra Damage - As you drop in health, you deal increased damage, up to 8% with 1HP.

Knight

Attack Increments At Levels: 3, 10, 25

Needed EXP to Level 25: 300mil

Can /TAUNT: Charisma based skill. The more charisma you have, the more likely an enemy will target you instead of something else on that square. Taunt also grants a damage reduction based on Charisma.

Gain focus points per successful attack. Focus points (FP) go down if you move and also will go down over time. Focus points are based off charisma. 10 charisma = 4AP at level 25, 23 charisma = 8AP at level 25. Focus points can be used for two special attacks, /smash and /strike.

Maximum Focus Points based on CHR
CHR 10 4 FP CHR 12 5 FP CHR 16 6 FP CHR 20 7 FP
CHR 23 8 FP

/Smash will reduce INT and is charisma based for how long and how much. It also does 15% more damage. It takes 3 focus points.

/Strike is a straight up damage attack. It has a minimum requirement of 2 focus points and will use all your focus points on use. Each focus point is 10% more damage and also boosts your chance to hit (It would be something like (YOURAGI + ((Focus Points - 2) * 0.04167 * YOURAGI))..

SHIELD BASH skill:A passive skill that activates when your shield deflects (you deal 50% of your damage to the attacker).

5% Increased Hit Rate

4% more overall HP

Monk

Attack Increments At Levels: 4, 13, 25

Needed EXP to Level 25: 350mil

Can wear a light helmet

7.5% more dodge rate

Immunity to poison (75% duration reduction)

Can use /meditate. This ability acts like food (but INT factors into it). Health is regenerated over time, can only be used out of combat. It also negates poison.

+1 armor per level

+6 (level 1) to +14 (level 25) attack modifier. +1 per 3 levels.


Paladin

Attack Increments At Levels: 3, 10, 25

Needed EXP to Level 25: 300mil

5% MR Bonus

16% Blunt Damage Bonus. (Will be on par or little better than sword at level 15 decked item and should be better then swords at level 20 in any case).

/scribe Bless. This is used in the creation of scrolls of Bless (see Decking in the New Players Guide section). Ability gained at 16th LVL.


Spells:

Cure (5 MP Cost) - A minor healing spell (used on self or target). Can also be used to damage undead for half of the heal amount.

Heal (10 MP Cost) - A healing spell that is a step up from Cure (used on self or target). Can also be used to damage undead for half of the heal amount.

Remedy (20 MP Cost) - Negates the effects of poison (used on self or target).

Sight (10 MP Cost) - Allows the target of the spell too see in dark places (used on self or target) and also negates the Blind (Necromancer Spell) effect.

Aegis (20 MP Cost) - Gives a small buff to your armour and reduces damage taken slightly from those you have DIV on (used on self).

Smite (8 MP Cost) - Calls down a storm of divinity-based elemental damage on a single target. Does massive damage to undead and about a third of that damage to enemies that are not undead (including players).

Ranger

Attack Increments At Levels: 2, 8, 25

Needed EXP to Level 25: 300mil

Can wield bows (you still only attack on the same square as your enemy though). Bows can use unique arrows which grant critical hit chances. Any arrow they use gets double chance to critical. I.E. If arrow is 15%, they have 30% chance.

Can use /track. /track gets more useful as you level up and can become a very handy tracking tool.

Can use /scribe. Can scribe 'identify\. Identify gets information on NPCs such as divinity and type.

Can have a /pet. Pets need to be /capture'd first.

Ranger Pets will automatically attack the target you are attacking.

The higher the rangers CHR the better the pet will perform.

Ranger pets can have equipment bought for them to further increase their effectiveness. To equip a piece of gear (after you have bought it from the Rangers Camp) you need to have your pet un-summoned (/reclaim), then you right click and use the appropriate pet item. The pet can have one weapon, one piece of armour, one special and one description item. You can replace items by going through the same process (the new item will replace the old).

Ranger pets have a chance to block attacks on their owners, similar to Paladins /protect. This is based on taunt level (major) and dodge agility (minor) of your pet.

If a pet or the pet owner finds a player hiding, their pet will blitz/rush the target (opportunity of attack) with a 50% decrease to dodge. (I.E. half your dodge rate would be around where it is at to dodge a blitz). This does not use any spell, and is based on the number of attacks and damage a NPC has.

You can only have one pet active at a time.

Can disarm thieves traps based on INT.

2% MR Bonus

Rogue

Rogues who can backstab no longer need to leave the square to rehide. There is a delay from attacking while hidden (the delay timer works from the time you hide and lasts 0.5secs). This gives someone/something the chance to find you before you backstab (so INT is now more important than it once was).

Assassin

Attack Increments At Levels: 1, 9, 25

Needed EXP to Level 25: 350mil

Can dual wield (gaining a 10% damage bonus)

Can only wear cloth.

Receive 15% more spell damage.

Can autosneak (/autosneak), can hide (/hide). Being found (by someone who uses /search command, the chance of finding is based on INT and LVL of hider/searcher) or backstabbing (to do this you hide then attack, there is no need to move of the square and back to do this any longer, but you may be quicker). (Autosneak/Hide work well together). INT and LVL increases the amount of squares you can move in /autosneak before becoming exhausted.

Can use /track. /track gets more useful as you level up and can become a very handy tracking tool.

Equipping a dagger allows you to backstab for 4x more damage. You must equip DAGGER(s) to backstab.

Bard

Attack Increments At Levels: 3, 10, 25

Needed EXP to Level 25: 325mil

Can wear a light helmet.

25% less mana

5% MR Bonus


Spells:

Cure - A minor healing spell (used on self or target).

Shell - Provides a minor buff to your Armour and MR (used on self).


/song #. This ability allows the Bard to sing three different song. Song effects do not stack, but you can have all three songs being played at the same time (assuming you have three Bards in the party). Costs 10 MP to cast and 2 MP a tick to sustain. You need an instrument. The instruments quality and Bards CHR determines how beneficial the song is. You cannot eat or drink while playing a song (but you can use mana restoratives or any other potion, and you can also cast magic).

/song 1 - This song provides a passive HP/MP regeneration, every tick, for every member in the party. The MP regen will not affect the Bard (they will still lose 2 MP per tick).

/song 2 - This song increases the STR and Armour of every member in the party.

/song 3 - This song increases the INT and Spell Penetration of every member in the party.

Thief

Attack Increments At Levels: 1, 10, 25

Needed EXP to Level 25: 275mil

Can wield bows (you still only attack on the same square as your enemy though). Bows can use unique arrows which grant critical hit chances.

Can wear only cloth armor, shields, and helmets

Receive 5% more spell damage.

Can autosneak (/autosneak), can hide (/hide). INT and LVL increases the amount of squares you can move in /autosneak before becoming exhausted.

Equipping a dagger allows you to backstab for 3x more damage while being hidden.

Equipping a bow allows you to ambush for (3x + 10%) more damage while being hidden. (Average of 13% more minimum damage and 8% more maximum damage when using bows at level 25). Bows can use unique arrows which grant critical hit chances.

Thieves can steal (/steal) gold from players and NPC. 30% boosted chance to steal on NPCs. Stealing is calculated by rolling Agility and LVL of the Thief vs INT and LVL of the victim.

Thieves have a 33% higher drop rate on items dropped from monsters as well as the chance for a hum. (I.E If a monster has 50% drop rate, then it would be 60%. I.E 0.5*1.33=0.665). This effects WHOLE party if in party, but only once (in other words there is no increased benefit in having more than one thief in the party).

Trap Disarming: Thieves have an automatic check to disarm a trap whenever they stand on a trap square (there is no command needed). The higher the thieves INT and LVL the better the chance. PARTIALLY IMPLEMENTED.

There are three different types of traps, Damage, Bind, and Sensor. You can place only 1 damage/bind trap, and up to 3 sensor traps. You have a max of 3 traps to place. (So 1 damage/bind trap 2 sensor, 3 sensor, etc).

Damage traps come in a two flavors, regular and divinity. They will effect a WHOLE PARTY. They take a % of their max HP rather then a set amount to prevent players abusing lower level/etc. (This does not effect level 15 and under players, but if a level 15 is a party leader with 4 other level 25'ers, those 25ers will be hit, not the under 15'er though. If no one is to be effected, the trap simples does not trigger.)

Damage traps also come in three flavors, weak, normal, and strong. Divinity traps generally do more damage overall and also deal extra divinity damage.

Bind traps bind the party leader. Once bound a NPC will appear 'Entangling Roots (Binded Name)' and you must kill it to continue. Giving the party to another will still not allow him/her to move, and he will be left behind. The NPC itself has 1HP and no dodge/mr, so it is easy to deal with at any level.

Sensor traps will let you know when someone trigger it and how many people triggered it. The people who trigger it will be notified as well (though this may be removed in the future, depends!)

You can clear traps with /cleartraps. You cannot pick the type of trap to clear so place traps properly. If you logout, your traps will clear. Dying has no effect. A sorcerers hover spell will prevent traps from triggering.

Thieves and Rangers can disarm traps. Traps difficulty is based on their int vs your int with a base of 40% with same INT. You have a chance to recover the trap as well (also based on int).

Mage

Necromancer

Attack Increments At Levels: 4, 14, 25

Needed EXP to Level 25: 350mil

Can wear light helmets

8% MR Bonus

8% more mana

+1 armor per 6 levels.


Spells:

Imp (level 1) - Your first pet spell. Summons an imp to help you in battle. It is fairly feeble, but helpful for survivability.

Beam (level 1) - Your first damaging spell, you will have this on character creation (used on enemy).

Stoneskin (level 1) - This is a buff to the armour rating of the target. This has a higher effect on the caster than on anyone else (used on self or target).

Undead (level 10) - Summons a zombie to fight by your side, any damage it does heals it for about 1/3 of the damage it did.

Rot (level 12) - Inflicts a DoT (damage over time) poison effect onto the target. The damage is less than Leech spells damage, but more than Beam (used on enemy).

Leech (level 16) - This spell damages the enemy enemies life force and some this life force is siphoned from it to heal the caster (used on enemy). Casting leech on your zombie will heal them.

Wither (level 19) - This is a debuff that increases the damage taken by the target of the spell (used on enemy).

Blind (level 20) - This spell blinds the target. Inflicting a -2 to AGL and also removing the auto map until the effect ends (used on enemy).

Sorceror

Attack Increments At Levels: 4, 14, 25

Needed EXP to Level 25: 350mil

Can wear light helmets

13% more mana

10% MR Bonus

Can use /scribe - Enchant (needs the enchant spell) This is gained at 10th level and increases in effect every 5 levels. Refer to Decking in the New Players Guide Section.


Spells:

Imp (level 1) - Your first pet spell. Summons an imp to help you in battle. It is fairly feeble, but helpful for survivability.

Beam - Your first damaging spell, you will have this on character creation (used on enemy).

Stoneskin - This is a buff to the armour rating of the target. This has a higher effect on the caster than on anyone else (used on self or target).

Blast - A more damaging spell than Beam (used on enemy).

Sap - Reduces the STR of the spells target (used on enemy).

Power - Increases the STR of the spells target (used on self or target).

Golem - Summons a golem based on the div of the caster. It is cannon fodder for the Sorcerer - so do not get attached to it.

Fade - This will turn the target of the spell invisible. You can still attack and be attacked - you just won't be seen (used on self or target).

Hover - This spells floats the target from the ground, making them un-trackable and allowing them to avoid certain floor based traps (used on self or target).

Barrage - This is an AOE beam spell. It costs 15MP and is party based or non party NPC based. The more targets to hit, the less damage it does. Each person has a chance to resist.

Watcher - This is a spawned NPC that only searches and does not attack. When it finds someone (not in your party), it will explode and cause damage on the target(s). Costs a whopping 35MP and does around blast damage on explode.

Healer

Cleric

Attack Increments At Levels: 4, 13, 25

Needed EXP to Level 25: 300mil

Can wield blunts, fists, staves, rods

Can wear up to light armour, shields, and helmets

-2.5% MR Reduction

Can use /scribe Soulbind and /scribe Bless. Refer to the Decking in the New Players Guide section. Soulbind is gained at level 8 and Bless is gained at level 13.


Spells:

Ray - Your first attack spell, you start with this spell (used on an enemy).

Cure - A minor healing spell (used on self or target).

Heal - This is the next step up from cure (used on self or target).

Smite (level 18) - This is a damage spell used vs undead (such as those found at the Graveyard)

Aid (level 19) - This is the best healing spell a cleric can have. Never leave home without it (used on self or target).

Remedy - This removes the effects of poison on the target of the spell (used on self or target).

Aegis - Gives a small buff to your armour and reduces damage taken slightly from those you have DIV on (used on self).

Druid

Attack Increments At Levels: 4, 13, 25

Needed EXP to Level 25: 325mil

Can wear light helmets.

-10% MR Reduction

Can morph - Cat form (offensive) at level 10, and Bear form (defensive) at level 19.

Morph Forms (just cosmetics - has no affect on stats) based on divs:

  • Fire: Tiger/Sun Bear
  • Night: Panther/Black Bear
  • Ice: Lynx/Ice Polar Bear
  • Lightning: Jaguar/Giant Panda
  • Earth: Lion/Kodiak Bear
  • Neutral: Earth Tiger/Moon Bear

Can /ROAR in bear form (from level 19). Charisma based skill. The more charisma you have, the better distraction your taunt will be. (Half the effects as the Knights TAUNT skill, but no damage reduction).


Spells:

Ray - Your first attack spell, you start with this spell (used on an enemy).

Cure - A minor healing spell (used on self or target).

Remedy - This removes the effects of poison on the target of the spell (used on self or target).

Haste - Increases the speed of Stamina regeneration so that you can act faster (used on self or target).

Nourish - This provides a food like HP regeneration effect. This is out of combat only (used on self or target).

Faeriefire - This spell highlights the enemy by wreathing them in a harmless fire like aura, making them easier to hit. It removes the ability to hide from Assassins or Thieves (used on enemy).

Playable Races

Races stats have been changed, some races have been given passive abilities, and there are a couple more races to choose from. Best just head here: Races