All news · Patch notes
HP, potions, upgrades and Talismans
HP / mana formula, no-cooldown potions, regeneration, +8 chance bands, Helmet and the Talisman system.
- •HP = class base + (level − 1) × 40 + Vitality × 40; mana = 200 + (level − 1) × 20 + Intelligence × 20. Vitality now gives +40 HP, Intelligence +20 mana.
- Potionsno cooldown; what you drink goes into a fill pool that flows at most 7% per second. If the pool will fill you up, a new one is not drunk. The automatic slot picks the smallest potion that covers what is missing.
- •Auto Potion (orbs) also puts the missing amount into the same pool.
- •Regeneration every 3 seconds: HP 15 + 1% (5% if you stand still for 3 s), none while poisoned. Mana differs while attacking / walking / standing; faster on the magic paths of Kam and Kara Alp. Killing a monster gives mana with a 25% chance.
- •Upgrade chances in three bands: Lv0–20, Lv21–44, Lv45+ (Lv41+ for helmets). +8 is 45% / 45% / 27%.
- Talismansat most 5 per item. The Talisman Seal always succeeds (T2), the Change Seal rerolls all (T2 10%, T3 40%, T4 35%, T5 15%). Seals drop 5% from stones, 1% from chiefs; 15 Gold in the Gold Bazaar.
- •Shield talismans block melee hits, boot talismans dodge arrows; resistances work by the attacker's weapon, 60% at most.
- •Protection, Homeward and Cleansing Talismans are now called Charms (name only).
- Wikinew “HP and mana” and “Talisman” pages; Potions and Upgrade pages refreshed.