A new trailer for the P2P sci-fi MMORPG EVE Online about the historic coronation of Empress Jamyl I
Monthly Archives: November 2008
Cronous trailer
A trailer for the 3D Fantasy Free MMORPG Cronous. Check it out now!
Chronicles of Spellborn: travelling through the shards
Travelling and discovering new areas is done quite differently to other MMORPGs in The Chronicles of Spellborn. Since the world of Spellborn is divided in different shard realms floating through the Deadspell Storm, other means of transport are necessary than just walking or riding. In order to travel to the different rock realms, the fantasy online-roleplaying game offers impressive journeys on so-called shard ships. Similar to sailing boats these massive vehicles are able to fly from one shard to another through the magical Deadspell Storm.
To use the shard ships, players will need to be fame level 10 minimum and interact with specific NPCs to join the crew. Departing from the docks of Hawks Landing they will then experience a real-time journey together with other players and NPCs. Yet, they should be wary of the menaces lurking in the Storm and be ready to defend the ship. Hostile humanoids or even monsters could attack without warning during the travel. If a player fears these encounters and needs to travel quickly, he or she can also rent a cabin, which works like a teleport.
Hellgate London: relaunch limited to the Asian markets only
Community Manager Diane “Tiggs” Migliaccio clarified the situation about Hellgate: London through the game official forum, saying that Namco Bandai still owns the publishing rights for U.S. and Europe and there are no plans beyond shutting the servers in January 2009. Here’s the post:
“People are speculating and I don’t want anyone shocked on January 31, 2009 when the server and forums shut down and there is nothing.
Let me explain things a bit to see if it clears up any issues for you. Hanbit owns the IP and rights to publish anywhere other then the US and EU and I think the other territory is Japan. NAMCO owns the rights to publish in the US and EU.”
Therefore HanbitSoft’s relaunch plans will be limited to the Asian markets only.
Myth War II: PVP System Overview
You may try to play Myth War II without dabbling in PVP. But as an integral, not to mention wildly popular, part of the game, PVP is inevitable.
Taking grief from high level characters in PVP combat may be daunting task, especially when they have no problem rubbing it in after they win. The intelligence involved, skill and ability use, and strategic choices are only a few of the things that can and must be learnt from extensive PVP experience.
It doesnt matter whether you are in a PVP arena, engaged in large scale guild wars or one-on-one duels, the thrill of victory and the agony of defeat will definitely impart things that will help you when battling computer opponents. The people from Myth War understand the importance of PVP, but at the same time they also seek to keep it from becoming a way of bullying new players or getting out of hand. So, today they will be explaining some of the basics, so that everyone can participate and have a fair shot at glory!
Toggle PVP on
In Myth War II Online, players are allowed to take on a human opponent, then fight or even kill them. But repeated “ganking”, as the act of unfairly attacking and killing of low level characters has come to be known, may ruin the game by the sheer brutality involved when attacking players who are at a significant disadvantage, or without warning. Thus specific rules have been made to address this. Players are required to abide by certain PVP codes of practice to ensure fair game play.
To toggle PVP on, players must draw support from Devil’s Blood which is sold in groceries and in the Item Mall. However, Devils Blood does not work for players below Level 50, ensuring a rigorous amount of time in game spent learning how to fight before being thrown to the wolves, so to speak. After Devils Blood is activated, players can attack other players with toggle duel off. To start PVP, players press the attack button and left click on a target character to initiate an attack. An information popup will tell them that they are entering PVP combat. After the target receives the warning message of being attacked and toggles the PVP flag on, both parties are engaged in PVP combat immediately.
The PVP initiator can not run away from a PVP fight. But the person being attacked has two options: defend himself or attempt to escape. A dishonorable kill of a specific player will yield a reduction in the Evil Index. As PVP kills are tallied up, jail terms could be prolonged. The reduction in the Evil Index will affect death penalties incurred as well. PVP players will recover 10% HP after a PVP death takes them to their bind points. But if players being attacked are below Level 50, they will suffer no penalty.
PVP revenge mechanic
After players are attacked and die in PVP, they can ask their friends to toggle PVP on and kill someone in revenge. However, those who engage in revenge PVP dont have to worry about the effect on their Evil Index.
If players gain five PVP indicators within one day, they cannot be engaged in any PVP combat. The PVP indicator is related to the times players are engaged in combat and the number of player kills. Their PVP indicators will be initialized everyday. In doing so, ganking and griefing should be prevented.
PVP in Myth War is not just about ganking other players; it includes politics and teamwork. Myth War is known for its close knit community of players, and those that plan to engage in sadistic PVP will find themselves quickly ostracized. However, those that PVP to make themselves more complete warriors and challenge themselves with worthy opponents have nothing to fear but their next opponents strategies. Then youll know who the best of the best truly is.
Follow this link to check out some new screenshots: http://www.onrpg.com/MMO/Myth-War-II/screenshots
Voyage Century: Pet Basics
Today the folks at Voyage Century are going to talk to you about how to raise your pet.
There are always times in game that can be lonely. Solo quests, or perhaps youre into a late night session and all your friends are asleep. Pets can help you alleviate this sense of loneliness. But do you really know how to take good care of your companions and how your pets can help you?
1.The quickest time spent raising a pet from level 1 to level 100 should be 43 days.
2.A pets health decreases by 1 every 15 minutes. A first aid kit from the Item Mall can restore 10 health, so for those 43 days of development, a pet will consume about 400 first aid kits.
3.A pets satiation drops by 1 every minute. Pet food can restore 1 satiation so for those 43 days of development, a pet will consume 60,600 pet foods.
4.A pet has 5 different basic attributes, HP, attack, defense, hit rate, and dodge. 1 level improvement will increase a pets Max HP by about 46, and increase the other 4 attributes from 0 to 4 respectively.
What can a high level pet do?
If players take their advanced pets into a fight with some tough monsters, the experience and loot will be much easier to obtain. Because the Exp from killing monsters all goes to you and your high level pets, your pet can help shield you from taking considerable damage. For instance, an advanced fox has a high dodge rate, so it can be used as an ideal tank when you fight against a Guardian Beast.
Never underestimate how much a high level pet can help. Take your time and invest in the future.
LOTRO – Mines of Moria Preview
Posted on 31/10/2008
Tags: LotRO, MoM, Preview, Codemasters, 3D Fantasy
Mines of Moria Preview
by Gabriele Giorgi, Onrpg Writer
Eighteen months after the release of Lord of the Rings Online (the MMORPG set in the world created by J.R.R. Tolkien), Codemasters is about to hit the shelves with an expansion set, Mines of Moria. We have taken a sneak-peek at the new features it will add to the game.
The journey continues
One thing that sets aside LotRO from most other MMORPGs is the main storyline: everyone knows the works of J.R.R. Tolkien (by reading the books or through the movies directed by Peter Jackson) and its nice to see how the events unfold in a sort of parallel way. During your journey through the ancient dwarven kingdom of Moria, your path intertwines frequently with the Fellowship of the Ring and you will be able to visit all the places they passed through. The session play, a game mode introduced in LotRO some months ago, has also been used at its best to let you experience past events and give you the full scope of what happened inside Moria.
From Durins Door to the Twenty-First Hall, crossing the bridge of Khazad-dûm to finally reach the beautiful elven forest of Lothlórien, the journey in the tracks of the Fellowship will be a memorable experience, especially since all the places have been designed keeping in mind the original descriptions in Tolkiens works
and when you get to Balins tomb you cant help kneeling before it!
The halls of Moria
As soon as you enter Moria, you will be struck by the vastness of the place: high-ceilinged halls, huge statues (mostly ruined, remnants of a glory long past), deep ravines, roaring waterfalls: you will be easily dwarfed by such a scenery (pun intended)! And there are also narrow tunnels and hidden passageways, at times connecting different areas. Try jumping down a well in one of the chambers and see where you end up!
Speaking about jumping, the levels themselves are developed vertically, as much as horizontally: going up and down flight of stairs and rocky slopes, you can find different places, layer upon layer; you can even take advantage of it, shooting enemies from far above or fleeing from them, if you are not afraid to leap off a ledge
it may be even used to save you a walk!
Your primary goal will be to aid the dwarves into regaining their long-lost kingdom: the caves are teeming with orcs, goblins and other creatures, and the dwarves have set outposts throughout the caves, in all the different areas of the mines. No personal mounts are allowed inside, but you can rent yak-like animals to travel quickly from place to place (and instant travel will be available as well, once youve garnered enough reputation).
Skills and levels
With Mines of Moria, the characters can gain 10 additional levels, up to 60. Anyway, leveling in LotRO has never been a problem, and in MoM there are plenty of quests to keep you occupied: you will level without even noticing it
and of course you will be able to acquire new skills as well.
This expansion introduces also three different paths for each class: selecting certain traits will unlock additional bonuses, and you can even combine those paths to create your own build, since they require five traits at most, and at level 60 you will have seven slots available.
A stand-alone window is now available for traits, more user-friendly and better organized than before: you will no longer have to scroll down a long menu to find what you are looking for.
Items of legend
Legendary items (melee and ranged weapons, and class items) probably represent the biggest new feature in this expansion. You will receive your first one during the main quest, and there will be plenty of tutorial windows popping up to explain you how they work. Suffice to say that, when equipped, they will gain experience just like your character, and they will allow a good degree of customization: powers, bonuses, type of damage and, of course, a name
you can even change it (along with the rest) when you reforge the item: just think about Aragorn with Andúril (formerly known as Narsil)
and where would Frodo be without his faithful Sting?
The downside of this system is that ordinary weapons dropped or obtained as a quest reward will be quite useless, since you will tend to stick to your legendary item to level it up and unlock its powers. But weaponsmiths should not be afraid: legendary items can also be crafted, although this will require rare ingredients and recipes.
Two new classes
Mines of Moria introduces two new playable classes. The Runekeeper is a sort of a jack-of-all trades: he can work as a nuker or be an effective healer, while having some crowd control powers as well; problem is, if he concentrates on healing his offensive skills will be greatly reduced (or unavailable) and vice versa. Still, it would be a nice addition to a party, since his versatility allows him to take different roles in the group as required.
The Warden is an unusual sort of tank that relies on parrying, evading and heals rather than armour (in fact, he can only wear medium armour). He can be quite effective in ranged combat, but his distinctive feature are gambits, skills triggered by a certain combination of attacks, each one with diverse effects; so, in combat, you have to keep in mind what you need the most and time your attacks to enable the corresponding gambit.
As of now, though, there are no other ways to level these new classes fast, other than power-leveling, so it might take a while before we can see them in high-level areas and instances.
Other features
Visually this expansion is surely appealing, not only for the level design (as commented before) but also for nice graphical effects like blurred vision when you fight poisonous toads or the slight tremble in the air in hot areas. Music and sound effects help to emphasize the atmosphere, and some of the tunes are particularly inspired and suited to the settings.
About PvP (or, as it is called in LotRO, PvMP: Player versus Monster Player) many issues have been addressed from the freep side (the good guys), while the creeps (the monsters) have been given new powers and skills, not to mention starting from level 60 right away. The whole PvMP area of the Ettenmoors has been revamped as well. On the other hand, we cannot help but wonder what will happen to players without this expansion: a level 60 creep will be no match for a level 50 character. Why not create a new PvMP zone inside Moria with different kind of rewards, and put a level cap on the Ettenmoors? It is possible that this issue will need to be addressed in the near future.
Conclusions
LotRO has never been innovative as a MMORPG, but everything it does, it does it well. Plus, its supported by a solid setting and storyline.
If you have played (or are playing) it, you should get hold of this expansion as soon as its released: just venturing through the new areas makes it worth buying it, not to mention loads of new things to do that will keep you occupied for quite a long while.
Codemasters has constantly released free updates in the past, so if something (instance difficulty, PvMP, etc.) does not work properly from the start, we can expect it to be fixed soon enough.
Pros
1. Solid storyline and plenty of quests will help you level without noticing
2. Two brand new classes with their peculiar skills and style
3. Vast new areas, immersive and beautifully designed
Cons:
1. No new area for PvMP inside Moria
2. Legendary items will make other weapons pretty useless
3. Completing all the deeds for virtue traits might be a worthless effort, since they are capped to rank 10
EVE Online: I can resist anything but temptation
“I can resist anything but temptation.”
Oscar Wilde
Unfortunately for you, the rumors of my death have been highly exaggerated. Ive seen the occasional post inquiring about my demise. While flattering, I think most people have forgotten all about the old nerfs and more vividly remember some random jokes while I was flaming some poor soul on the forums.
Im now many years older and a bit wiser. I think more before I talk and therefore I seldom talk. Meaning never. As Executive Producer, it is part of the job description that nobody can figure out what you do. I prefer it to stay that way–with “great success”. For instance, I just saw Zulupark look at me and notice how very serious I was writing this blog and then didnt talk to me because it must have been something important that I was very serious about. Facebook is very serious business.
As weve grown, our responsibilities changed. Managing CCP and all its projects requires more people at all the steering wheels. You know what Im talking about. Weve seen that the 400 people at CCP dont all share a hive mind–even though weve put into effect a lot of restrictions lately, much against the will of our staff, that they cant be stating their opinions as freely as before. Words from a developer are taken very seriously and publicly stating private opinion often ends up as “forum law” 10 minutes later. That wasnt so great when posting drunk or tired after a 30-hour expansion deployment.
If anything, the birth of an idea usually takes months. Thats after the mud wrestling, rotten shark eating contests and a host of other of battles take place, usually under the influences of alcohol (now you know my strength and why Im here). Its then only appropriate that the persons responsible for the individual features, their champion, don the scapegoat costume.
On the brighter side it means though that most of us old “Fora Whora” try to keep our mouths shut. The size of our projects and ambitions mean that even though we cant talk much about game specifics, there is still great stuff to share now and then for everyone. Recently, Hellmar got the spotlight to shed some light on the status of CCP in the economic meltdown. Now, we can look briefly at the big picture. If youre looking for details, Id suggest you read Zuluparks thread from the weekend, its pretty cool.
Internode strategeries, we have them.
The EVElopedia will see the light of day before the end of the year. It will start out with a simple integration, while over time it will become more and more intertwined within the EVE client. You will be able find EVElopedia articles relevant to a certain window or activity by clicking on the contextually placed “?” marks located in-game, which will help you with delve further into the depths of the combined knowledge of all EVE players and developers.
The Item Database will be integrated into EVElopedia and players will see more frequent updates of its contents, which now can have commentary, tips and tricks associated with entries. EVE player history will be centrally located and further down the line we will leave room for players to contribute to the backstory of solar systems and other locations.
Our strategy is to allow EVE developers to start publishing information through EVElopedia when we write Dev Blogs and are deep in the development process, in order to provide a location for an organic, growing central information nexus and FAQ for all linked information on any specific topic. This will provide more visibility, longevity and structure to the history of everything EVE-a rich past, present and future that demands a persistent, permanent record.
Those of you that have attended Fanfest or read the occasional blog know that weve had a number of initiatives where we intend to break down the barriers present in the EVE client and enable interaction through other media. Our social networking and communication tools, which have been in development for 2 years, will be showing up next year. They will provide you with everything you need, from your blog on harvesting Veldspar (Im looking at you Chribba), corporate front pages, alliance tools and our secret weapon, a screenshot of you (because they never seem to work on the forums, do they?)
The beauty of all of this is that we’ve been building this strategy of multiple interaction points with EVE through our API service. It started out as listing your skills, but has been growing steadily since then. We want to continue this, so that when we build our own applications, we do it on top of the EVE API. You might also have noticed that there are already great iPhone applications out there for EVE. We expect to see more applications for other devices created by our genius community as well as by CCP.
That means, when the API information becomes available to us, it also becomes available to everyone else. Note, the big “want”. We can already tell you that there will be quite a few functions which we cant open up due to performance, security and business reasons, but our intent is to open up as much as we can to you. We think its pretty cool. It enables mashups. After all, youve been doing much more awesome applications and websites using the API than we have.
Cowboy Mode – I wish I knew how to quit you
“Cowboy Mode” is what we’ve named the way were deploying performance improvements. Think of it as some parts of SCRUM mixed with moderate recklessness. Weve erred on the side of caution with changes to many of our core systems, as some of them being almost 7 years old. Something had to be done. Patton said;
“A good plan, violently executed now, is better than a perfect plan next week.”
Sounded like a badass idea at the time. There is no denying that our saloon-brawling style did cause spillover, which, by applying some months of theoretical work, internal “faked” load testing, 3 tons of industrial lubricant and tender midnight lovin might have caught. But in hindsight, it was worth it. Our six-shooters blasted us forward more than a year’s worth of development in a matter of weeks and we realized it only by having all our changes running live on Tranquility. Only in with 40,000 real players hammering away would we find the real bugs and the real opportunities for further improvement.
Last week was a good example of this. We deployed some fixes to Tranquility and last weekend showed that they were wildly successful. Players participated in “totally playable”- and more recently “EPIC ****ING WIN”-fleet battles. We did however see some very weird behaviour with guns, drones and missiles which suddenly decided they had their own opinion on when to fire. Having identified this phenomenon enables us to apply generous amounts of cowboy love to it.
Weve won yet another battle, but the war is far from over. StacklessIO, EVE 64, Weapon Grouping, hardware upgrades, EVE Performance group, the upcoming optimizations to the inventory system and addressing NPC CPU usage are only the beginning; deploying all these performance increases and improvements allows the signal-to-noise ratio help us to identify other areas to attack. Were working ourselves up the mountain and we’re looking forward to enjoying the view at the top with you all.
Just dont forget the reach-around.
ETC secure transfers made easier, more accessible and ingame
Weve had the secure transfer mechanism for almost 2 years now. Players have been able to exchange their EVE Gametime Codes (ETC) to other players for ISK through the account management pages and now more than 30 thousand players utilizing it on a regular basis.
We felt it was time to move forward with it–do another iteration to make it much easier and accessible exchange ISK for game time. The current situation has a series of flaws with it which we hope to address, while at the same time opening up totally new ground for current and potential EVE players.
With this new approach, you can take your run of the mill ETC code and enter it in-game through the escape menu, converting it into two in-game items called “30 Day Pilot’s License Extension (PLEX)”. You can then put them directly on to the market or into a contract! This means:
Benefit to you as a player
* Lower barrier of entry for exchanging ETCs. Everybody can do it easily in-game
* ETCs now use a transparent and efficient market, our very own EVE market
* Fights price fixing–one of the single most complained about issues with the current secure exchange
* Opens up for a larger supply, lowering the ISK exchange rate in the long run as anyone can exchange their ETCs more easily
* Enables you to create corporate Contracts for your members in exchange for Pilot Licenses
* Empowers you to recruit new players on trial into your corporations with Pilot Licenses
* Allows you to give someone a “free beer” (I like this part)
* Cramps down on RMTs (Real Money Traders) style with a kill and a smile
* Its pure awesome
Benefits to EVE and CCP
* Cramps down on RMTs style with a kill and a smile
* More and better options for you means more of you and your friends are able to play EVE. That means more subscriptions for EVE, meaning more yardwarre and larger EVE expansions
* Provides a 30-day option while addressing our internal issues with the old 30-day ETCs
* Has the potential to increase monetary velocity
But we are aware of the drawbacks here, such as:
* A larger supply and demand could also increase prices
* Potential immersion breaker, we’re sure you can look past it
* For safety reasons, the Pilot License cant leave a station, so you have to create it at the location you want to exchange it at
* The Pilot License cant enter any form of container
* Its pure evil
* 30 Day Pilot’s License Extension (PLEX)
The 30-day renewable license pioneered by CONCORD is an alternative to its pod pilot contract license. Pilots on this new renewal scheme can purchase license extensions for ISK and thereby forgo the need for a contract altogether.
This item extends your gametime by 30 days when activated. It cannot leave stations but can be traded on the market and through contracts, except via courier.
You might also wonder why its a 30-day license, given our recent move to 60-day ETCs. Thats quite simple. We needed a single unit which easily mapped to most of our ETCs. While this leaves out the 50 and 100 day ETCs, the rest divide quite nicely with the time-length of the pilot’s license.
We are going to try this out in the next couple of months and see what the results are. You should see this in Quantum Rise or shortly following it. I personally think that it will enable a lot of people to continue to play EVE despite the current world economy and enable others, that could never pay 15 USD in foreign currency but have time to play, to start playing EVE. Like this one time, in Iceland camp, its almost impossible to get foreign currency. 15 USD would buy me a case of beer whereas previously it would get my voracious liver only one.
Giving players a more robust system to exchange game-time for ISK is something we also deem necessary as a result of abuse, exploitation, fraud and hard core companies trying to sell you ISK directly. In the end, this only hurts you the customer and therefore the universe of EVE.
We must continue to battle this and its time for a new strategy. We see what the secure trade of ETCs between players did and we want to investigate ways of making that easier by enable all players to trade amongst themselves directly. If the key to battling RMT is to allow players to casually and securely exchange gametime for ISK, thereby neutralizing RMT companies as a necessary supply, then that is an acceptable, necessary evil.
We ask you, “dont hate, participate” in this endeavour.
Quantum Rise, this month
Discrete rise? Cool rise? Whats rising? Does it describe my sex life? I can tell you that its flagship is performance. While not really a single feature, it signifies all the aggregated benefits that each of the many improvements deliver. Our initial focus on industry and commerce got diverted as we moved more people on to the performance gain team, which we strongly believe was necessary (sorry EON).
When deploying a lot of small fixes, few might actually notice in terms of daily performance – but having deployed 10 small ones, we might actually see a 2% decrease in total cluster CPU usage. Thats a lot of CPU cycles freed up when you have more than 200 dual-core processors running Tranquility.
You should see the feature pages when we send out another press release this week to detail what is coming this month.
MUCH MOAR EVE – Revealed at Fanfest
Following our two expansions per year strategy, next year’s schedule is starting to shape up as well as the future releases beyond that. For those that havent been with us for long, our release plan revolves around two expansions, launched around summer and winter respectively.
Between these expansions we sometimes roll out smaller patches which typically contain improvements, fixes and more content. In addition, we’ll deploy hotfixes to our servers which address a wealth of under-the-hood things such as those most recently implemented by our teams in Cowboy Mode. Hotfixes happen on a weekly basis, sometimes even more frequently.
The same applies for next year and the years beyond that. Having the largest team ever working on EVE, next year has some real surprises, where we see the fruits of our labor in the last 5 years. There will be some totally new aspects to the game and possibly some old friends revived that you have long missed.
Well be revealing our future vision at Fanfest in person, and of course here online afterwards. However, the point were trying to make is that EVE is still here for the years to come. We’ll have our 2 expansions per year, to infinity and beyond. Frankly, having such huge things like Walking in Stations, player housing, new races, planetary interaction, new environments, professions, new tech levels, and improving all the current functionality with an infinite universe in which to design, were having difficulties putting them all in.
As a result, the next “open” spot for the greatest thing since Fedo sushi is in our winter 2012 expansion. Anything special youd like to see happening there? Were doing more mud wrestling next week and you are welcome to throw in your ideas. OK, I think Zulupark has a crush on me, hes still looking. I’m still giving him a very serious look.
We realize that this summary isnt new for a lot of our players who have been with us since 2003, but the contents deserve a repost. The future is bright for EVE. We have a huge backlog of revolutions for gameplay, art, story and design, –some will be unveiled shortly and we truly hope you like what weve been planning. In the last year, you have seen a lot of new faces appearing in game design, engineering, quality assurance, marketing and recently long-standing employee Torfi Frans into the role of Senior Producer for EVE, who has been with us since the dawn of the game and who will be presenting whats in store next year. I believe you will be pleasantly surprised by what well be revealing.
Fly safe – and hopefully I see you at Fanfest. The beer is quite cheap now.
To the fans of Hellgate: London
We wish to express our gratitude to all the fans for showing your passion and dedication to Hellgate: London.
Since acquiring the intellectual property rights, HanbitSoft Inc., the publisher and distributor of Hellgate: London in Asia, has concentrated on the development of Hellgate: London, and has received many inquiries regarding new updates. Our US development studio is currently working on an update that is to surpass The Abyss Chronicles. This game will be available through our Web site. We thank you once again for showing your interest and ask for your continuous support for Hellgate: London, as we hope to bring good news shortly. In the meantime, we will continue developing the worlds best game!
Sincerely,
Hellgate: London Product Manager – also a fellow user that loves to play Hellgate: London
Zu Online: Cultivating a Top Pet
Pets’ popularity has reached an unprecedented extent in the role playing games released in 2008 by far. The pet system of Zu Online has annotated the essence of pets in MMORPGs by its creative features. There are three requirements to cultivate a Top Pet in Zu Online:
Pet Spells
Each pet spell is at rank 1 when it is learnt and can at most be upgraded to rank 9. Below are the details of the rank 9 pet spells.
1. Critical Strike: Increases the masters Critical Strike chance. A Critical Strike deals 200% normal damage. At rank 9,it increases Critical Strike chance by 10%.
2. Garrote: Increases the masters Garrote chance. A Garrote deals 150% normal damage. At rank 9,it increases Critical Strike chance by 10%.
3. Resistance: At rank 9, it increases the masters chance to resist enemys attack by 20%.
4. Store Up: When it reaches rank 9, 33 slots of the pets backpack in total are activated by this spell.
5. Regeneration: At rank 9, it increases the masters health restoration by 200%.
6. Rejuvenation: At rank 9, it increases the masters mana restoration by 200%.
7. Resilience: At rank 9, it reflects 15% damage taken to the attacker.
8. Ride Speed: At rank 9, it increases the pets movement speed by 50%.
Awesome Initial Aptitudes
According to their initial Aptitudes, the pets in Zu Online are classified into primary pets(its Aptitudes are about 1500), junior pets (about 2000)and senior pets (about 2500). (Primary pets can be gained from monsters and quests or purchased from a Pet Master. Junior pets and senior pets can only be purchased from a Pet Master now.) The Aptitudes of a pet determine the amount of stats increase to its master. In a word, the pet is better is if its Aptitudes are higher.
Savvy
Pets Savvy concerns how many spells the pet may learn. The pet whose Savvy is higher can learn more spells. A primary pets Savvy is 1 while junior or senior pets is 2. To raise a pets Savvy, it should be fed Savey Seeds. But pets Savvy can only reach 8 at most.
In overview, to be a super fighter, you cannot lack a top pet with the three requirements above.