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Genre: Role-playing (RPG), Adventure, Indie

Linkrealms

Release 06 - Item Generation Overhaul

Hi everyone,

this patch implements the much awaited item generation overhaul. This rework is so extensive that it's impossible to explain it in full in a few lines, but we will nonetheless try to summarize its main points in here.

A word of warning: the Item Generation Overhaul can be only understood by playing the game and experimenting - a lot. Everything you used to know about materials, armor sets, modifiers min/max and intensity, has been changed deeply. Understanding all its sides will take a while, and it's likely all of you will want to get yourselves an entirely new equipment, even tho all the changes are retroactive (that is, existing items have been modified to be consistent with the new system).

Below is a detail description of the patch.

THE ITEM GENERATION OVERHAUL



1 - The number and intensity of modifiers given by all crafting materials have been changed radically. Cloth materials now give plenty of modifiers (for instance, up to 6 with maximum intensity pushed 50% above the regular cap for Enchanted Cloth!), while Leather materials provide way more resistances (particularly Physical ones) but fewer modifiers.

2 - The equip slot of an item no longer influences its resistances - that is, a pair of Gloves of the Medium Leather set crafted in Sturdy Leather has the same resistances of a pair of Pants of the Medium Leather set crafted in Sturdy Leather.

3 - The concepts of Fame Bonus and Fame Malus for Materials have been introduced. Some materials (particularly all the ones belonging to the Cloth set) now give an inner Fame bonus to the item when it's crafted / generated in loot. This change, combined with Point 1, gives a whole new reason to exist to Cloth items! On the other hand, some sets (note: sets, not materials!) now reduce the Fame the item is generated with. Currently the only set that has a Fame malus is Medium Leather.

4 - Magical resistances can now be rolled as modifiers (they are no longer fixed depending on the material). This includes Ethereal resistance.

5 - Skill bonuses can now be rolled as modifiers (they are no longer unique to artifacts, although on normal items they are limited to 1 per item and with a much lower intensity).

6 - There is no more difference between the Studded Leather and Scale Leather sets - they have been unified into the Medium Leather Armor set, while Hard Leather has been renamed to Light Leather Armor.

7 - The Inner Torso equip slot (below the Chest armor) is no longer used (like socks, underwear, etc). All the items dressed on that slot have lost their properties and resistances, and new ones are generated without properties. The two artifacts that used to belong to that slot (Hauberk Of Endurance and Enchanted Undervest) have been turned into Capes.

8 - Almost all the Artifacts of the game have been revamped! Most of them are conceptually similar to how they used to be, but have been made more powerful and with reduced randomness. This was largely possible thanks to the new properties (Skill Bonus and Slayer) introduced recently. Also, a few artifact which used to be useless for all builds have now been made radically different, with an eye on Mages.

9 - The name of equipment items can now be displayed in 4 different colors, according to the Level of the item. The Level of an item is an already working hidden property that depends on the number and intensity of modifiers existing on the item compared to the maximum possible for that item. This property has always been used to determine whether an item can be blessed with a Common, Uncommon or Rare Bless Scroll. From this patch, items that can be blessed with a Common Bless Scroll retain their Yellow name. Items that can require an Uncommon Bless Scroll now have a Green name, while the ones requiring a Rare Bless Scroll have a Blue name. Rare items which are also Artifacts have an Orange name instead.

10 - The Superior Quality modifier, which makes a piece of equipment lose durability more slowly when used/hit, is now visible on the item together with the other modifiers. Before the patch, it was already present and working, but hidden.

11 - The weight of all equip items and several other items has been changed radically. There is now a great difference between a Cloth and a Leather piece, or a Sword and a Hammer. The formula of carry weight has also been changed from (50 + STR) to (50 + STR * 2). Please mind the increase of weight is higher than the increase in the formula, so weight is something to be managed more carefully now!

12 - The STR and AGI requirements have been removed from all equip items and weapons.

13 - Sorcery Impairment has been renamed to Armor Impairment and now also affects the Swing Speed of the player. It ranges from 0 (when dressing only Cloth items) to 100 points (when dressing a full set of the upcoming Plate Armor). At 100 points, it reduces attack speed by 50% (of the base weapon speed, not the final speed) and increases the casting time of all spells by 1 seconds.

14 - Cast Speed Increase is now capped to 50 points and no longer affects casting time in percentage. Instead, each point makes spells 0.01 seconds faster to cast (= 0.5 seconds at 50 Cast Speed Increase). This makes Fast spells much faster to cast at max Cast Speed Increase, while Long a Very Long spells are now disadvantaged.

15 - All the tables that determine the intensity and the min/max number of modifiers have been changed, including those of Staves, Weapons and Jewelry. It is now generally easier to find good Staves, Weapons and Jewelry.

OTHER CHANGES



1 - Two new Sorcery spells already existing in the book are now available: Earthquake and Raise Gravity. Enjoy a whole new level of AOE power, and a very unique way of inflicting Crowd Control on your enemies!

2 - The damage of the Ice Splinters spell now depends on Conjuration. At 100 Conjuration, the damage per step is slightly higher than what it used to be.

3 - Noxious Plague can no longer infect the caster, and won't spread to Vendors anymore.

4 - The Chill affliction now last longer in all spells that apply it (Ice Bolt: 8s->10s, Hail Storm 5s->10s, Enhanced Frost Blast 6s->10s, Glacial Skin 4s->8s).

BUG FIXES



1 - Fixed a bug that would make monsters disappear (instead of turning into a dead body) when killed under the effect of Stun.

2 - Spells without target no longer ignore Mana/Psi Cost Reduction when cast.

3 - It's now possible to use Invigoration actively to full stamina when dressing +Stamina / +Agility bonus items.

4 - Using wands no longer accidentally triggers Hiding skill gains.

5 - The Stun battle tactic now correctly stuns the target for 2 seconds plus 1 second for each 75 STR points of the attacker. The stun time is also raised by 50% when used against monsters.

Let us known what you think of the Item Generation Overhaul - with a warm suggestion: try it out in game first! ;)

Beta Update - Patch 2.4.4 (07-21-16)

Hi everyone,

This patch implements the new Sorcery spellbook, Guild titles, and a few other minor changes and fixes to game mechanics (teleporting and Stone Abyss).

You can also consider this one as a transition patch while we keep working on the overhaul on Item Generation, Artifacts and Monsters Loot, which is meant to come live in the next patch.

Below is a detail description of the patch.

ADDITIONS



1 - The new Sorcery spellbook is live! The spellbook includes one page for each of the 10 Spheres Of Magic Linkrealms spells are divided in. Spells in the same Sphere require the same minimum Sorcery level to be cast, are mastered at the same Sorcery level, and consume the same amount of mana. This division was already in place, but not obvious in the old spellbook. Each spell now also has its own unique icon and a very detailed description page. Of course, the most detailed information can be still found only on the Sorcery wiki page.

2 - Guild titles have been implemented. Players joining a guild now have the Regular member rank. A Guildmaster can promote any of the members of his guild to the role of Councilman. A Councilman can invite players to join the guild, kick out Regular members, and re-title Regular members. If a Coucilman is promoted again by the Guildmaster, he becomes the new Guildmaster, while the old Guildmaster becomes a Councilman.

3 - We have started replacing some of the oldest, low-definition sprites with new, HD ones. We have started with cultivations, and have already upgraded most of them. You will notice this clearly if you look at the wheat, grapes, melons, and other vegetables in the farms of Riverbank. We will continue with those and move on to other items in each of the next patches.

CHANGES



1 - Entrance to the Cold-Blood Jungle (the 4 Lizzogoth lairs reachable through maps only) and to the Gnome dungeon is no longer based on whether there are players inside of the destination realm or not. Instead, entry is allowed only if the realm is not collapsing - that is, if the Reset timer hasn't started yet. This change has a different effect on the two dungeons.

In the Jungle, the Reset counter starts as soon as any player steps in, which means the place stays raid-free. However, it's no longer possible for a solo player to jump in and out using multiple maps: once you have entered, you have to complete the map, or give up. Also, it's no longer possible for a player to accidentally waste his map entering a Jungle realm that has been already completed by someone else who has left, but hasn't reset yet.

In the Gnome dungeon, the Reset counter starts when the boss has been killed. Therefore, it's possible for players to reach the dungeon while others are running it, unless the latter have completed the dungeon and are running out of it. Hostile raids are thus possible again there, while it's no longer possible to lock players out by leaving an idle character in the dungeon.

2 - It's no longer possible for players to use the Teleport spell, the Go Home button, or enter Portals while attacking another player or while being attacked by another player nearby. This applies to Innocent and Assassin characters alike, and to PvP and Safe realms alike.

3 - All the resistances of Stone Golems in Stone Abyss are now set to 100 if the crystals of the Golems haven't been switched off yet. Once they have been disabled by destroying crystals, all resistances get set to 80, which allows players to damage the Golems very slowly, and reinforces the use of rock slides (that now deal Pure damage) as primary mean to kill such foes.

FIXES



1 - The client no longer crashes when crossing certain types of teleporters while hidden and stealthing.

Let us known what you think and enjoy Linkrealms!

Beta Update - Patch 2.4.1 (07-06-16)

Hi everyone,

This patch implements several bug fixes and introduces a couple small but game-changing additions to the Slayer System and + Skill Bonus modifiers. Plus, it's now possible for players to delete their characters.

You can consider this as a transition patch while we keep working on the next two points of our development roadmap: the overhaul on Item Generation and Guild Functionalities.

Below is a detail description of the patch.

ADDITIONS



1 - The Slayer System has been heavily expanded and reworked. There are now two classes of Slayer modifiers: Family Slayer and Specific Slayer. Modifiers belonging to the former (e.g. Undead Slayer) include more creatures and deal 100% additional damage to those creatures. Modifiers belonging to the latter (e.g. Zombie Slayer) include fewer creatures but deal 200% additional damage to those creatures. Check out the Slayer wiki page for more info.

2 - The Slayer modifier can be now rolled on Staffs as well. Slayer staffs work exactly like Slayer weapons, dealing 100% or 200% additional damage (according to whether it's Family or Specific) both if used to cast spells and if used to attack melee.

3 - The + Skill Bonus modifier that can be found on braces, necklaces and some artifacts has been extended to all active skills in the game besides crafting ones. We expect these modifiers to become a staple of any character build.

4 - It's now possible to delete characters. Each player is allowed to delete 1 character every 24 hours at most.

CHANGES



1 - The cumulative bonus to each single skill from + Skill Bonus modifiers is now capped at 25 points. Therefore, for instance, if you have 50 Meditation, you can reach at most 75 if you manage to stack 25 points of + Meditation Bonus from different pieces of equipment. The bonus can still make the skill go above the 100 cap, as it always did.

2 - The resistance buff / debuff effects of Freeze, Petrify, Scorch, Murky Ooze, Green Ooze and Crush Armor now affect monsters too.

3 - The cost of Tailoring Dusts has been reduced from 250/1500/5000 beads to 100/1000/3000 beads. This is just a small change, waiting for the system to be properly redone.

4 - Spells cast from monsters dealing Shock, Fire or Ice damage now trigger Spell Defiance gains in player victims.

5 - Spells and attacks from monsters now trigger Reflect Physical / Magical Damage.

6 - The cooldown on milk collection from cows has been reduced from 20-40 min to 5-10 min; the cooldown to sheer sheep has been halved.

7 - Meteor Storm now drops on average 50% more meteors in its duration.

FIXES



1 - Ooze particles are now correctly removed from characters when they die.

2 - The Founder Scepter is now correctly a Staff, and the Founder Crown now belongs to a set (Metal) and has therefore acquires its properties.

3 - Wands no longer get bugged and obtain crazy physical resistances at server restart. The fix is retroactive.

4 - Several errors have been fixed in the menu showing the skills of other players.

5 - Sorcery spells not associated to any Arcane School (Minor Heal, Heal Wounds, Restoration) now correctly report Generic. Spells associated to the Abjuration school, which is not yet active, no longer trigger random gains of other schools.

6 - Fixed captions on a few basic items like Shovels, Pickaxes and Metal Detectors.

7 - Ice Splinters no longer causes errors when used on targets immune to Freeze effects.

8 - The client no longer generates errors when trying to open the Gestures menu on a newly created character logged in for the first time.

9 - The Tailoring Guildmistress is back and now correctly gives Powders to users who already have some in their inventory.

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Let us known what you think of all these changes and enjoy Linkrealms!

Super Summer Sale!


Hi everyone,

as the Steam Summer Sale goes on, we have decided to give our take on the matter: the Super Summer Sale is here!

Until the 4th of July, you'll be able to buy Linkrealms on Steam, become a Founder and buy Credits or Claim Stakes - all discounted!

Linkrealms on Steam



Linkrealms is officially taking part in the Steam Summer Sale. Get Linkrealms on Steam for $13.39 only - that's right, a 33% discount on the original price!

We'd also like to remind you that when purchasing the game on Steam, a Settler Founder Pack is automatically added to your account!

Founder Packs



Not only the Settler pack has been discounted to be on par with Steam, but all other packs as well! Buy them from the in-game Store Menu!

Settler: $13.99 (33% discount)
Baron: $23.99 (20% discount)
Duke: $39.99 (20% discount)
Prince: $79.99 (20% discount)

Credits & Claim Stakes



Are you a Founder already and waiting for the right occasion to stock up on Credits and Claim Stakes? Hesitate no more, log into the game and enjoy a lovely discount there too!

1 Month Claim Stake $7.95 (20% discount)
3 Month Claim Stake $21.55 (20% discount)
6 Month Claim Stake $38.35 (20% discount)
3 Month Claim Stake $67.15 (20% discount)

33 Credits $7.95 (20% discount)
71 Credits $15.95 (20% discount)
134 Credits $27.95 (20% discount)
208 Credits $39.95 (20% discount)
375 Credits $59.95 (20% discount)

Beta Keys



Get access to Linkrealms at the most convenient price - even after the sale is over! We have activated a new website page to sell Beta Keys (outside of Steam, without Founder Packs) at the lowest price ever:

https://www.linkrealms.com/play-now

Get a key directly (while keeping an eye on country-based offers) or have a look at all our partner stores!

Enjoy Linkrealms!

Beta Update - Patch 2.4 (06-23-16)

Hi everyone,

This patch introduces staff-free spellcasting, including the Martial Arts skill. This, coupled with the three new crucial Skin Sorcery spells, tackles again to a large extent PvP balancing issues and allows for plenty of warrior-mage hybrid builds, hopefully putting an end to the reign of Spiritualism over PvP. Moreover, several tweaks and fixed have been implemented on the Criminal system to no longer discourage aggressive PvP too much, particularly between new players. Last but not least between the significant changes to be mentioned here, Constitution is now the skill that regulates the metabolization of alcoholic heals.

Below is a detail description of the patch.

ADDITIONS



1 - Staff-free spellcasting has been introduced. You can now cast Sorcery spells without holding a staff, paving the road to a huge amount of hybrid character builds.

2 - Martial Arts is now functional. It provides hit and dodge rates equal to those of all other combat skills while you aren't holding a weapon or a staff. Unlike other combat skills, however, it also influences the damage dealt while fighting unarmed, which is no longer affected by Battle Tactics.

3 - The distinction between 1-Handed and 2-Handed weapons has been introduced. This is so far only used to determine whether the weapon can roll the new Magic Weapon modifier or not (only 1-Handed weapon have a chance to get it). This modifier is required to cast Sorcery spells while holding the weapon.

4 - Three new key Sorcery spells have been added: Stoneskin, Emberskin and Glacialskin. They are meant to be used before entering combat as they have a very long casting time, but also enjoy time-unlimited duration and only get removed by receiving damage. As only one Skin spell can be active at the same time, choosing which one to use will become a staple tactical decision for any Sorcerer who is fond of the Arcane School of Alteration.

5 - An Open Linkrealms Wiki button has been added to the Help menu in the main UI.

6 - A temporary chat command has been added: /EnduranceConstitutionSwap. This command allows you swap your Endurance and Constitution skill levels, provided the former is higher than the latter. To find out the reason for this command, check out point 5 under Changes.

7 - Another chat command has been added: /reputation. It provides information on one's criminal status and murder counts.

CHANGES



1 - When trying to cast a Sorcery spell, essences in the inventory are also used if none are found in the staff in hand (or if you have no staff in hand). Essences are now much lighter, too.

2 - The Magic Weapon modifier has been added to the following artifacts: Blade Of Clarity, Cathode Spike, Gila Monster Sword, Lizard Leg Axe, Parasitic Blade, Psi Sword, Wrath Of The Amazon. The change is retroactive.

3 - The Chill affliction now deals more damage and slows down the victim's attack speed by 50% rather than 20%.

4 - All players now start with large inventory. The Inventory Stretcher has been removed from the store.

5 - The metabolization time of alcoholic drinks is now determined by Constitution instead of Endurance. This change has been made to turn Constitution into "the" healing skill for warriors, leaving to Endurance the role of reducing physical afflictions and providing resistance to poisons, and to Spell Defiance the role of reducing magical afflictions and increasing magical resistances.

6 - The realms of the Oak Forest around Riverbank have been revamped to be more varied and less crowded.

7 - Assassins (non-criminal) can now enter safe zones. However, unlike Innocent characters, they can be attacked by anyone while in there too. Assassins can react against other Assassins or Innocent players attacking them in safe zones.

8 - The duration of the Criminal status has been increased from 2 to 3 seconds. Criminals can now enter no safe zone at all, disregarding whether it's considered as a town or not.

9 - Criminal characters can no longer use the Hiding skill until the criminal status is over.

10 - Assassin characters now lose additional bless scroll charges on death only if Criminal too - that is, only when actually engaged in their unlawful activities.

11 - Additional bless scroll charges lost by assassins now depend on the level of the item. If the item can be blessed by Common scrolls, only 1 charge is lost (as for non-Assassins' items). If the item can be blessed by Uncommon bless scrolls, 2 charges are lost. If it can be blessed by Rare scrolls only, 3 charges are lost (like all items of Assassins used to before this patch). This change has been implemented to no longer discourage PvP between new players.

FIXES



1 - Mobs like the Frost Griffon can no longer accidentally perma-freeze players.

2 - Wands, shovels, pickaxes etc no longer lose durability (and therefore no longer break) if used for fighting. Please remember fighting while holding one of those is the same as having nothing in your hands.

3 - Criminal status is no longer received when attacking players in the same party or guild.

4 - Criminal and Assassin characters are no longer seen as Innocent after unhiding.

5 - Rejuvenation hotkey has been correctly renamed to Constitution.

Let us known what you think of all these massive changes and enjoy Linkrealms!

Beta Update - Patch 2.3 (06-14-16)


Hi everyone,

This patch implements the much awaited Criminal System of Linkrealms, plus an important fix to Sorcery Impairment. The Criminal System is not meant to deliver a very harsh punishment to Player Killers, but it still makes them pay for their unlawful actions and makes them immediately recognizable to other players. We shall remind you that a New Player Protection System is already live and prevents ANY player from harassing newcomers in Legal areas.

Below is a detail description of the patch.

THE CRIMINAL SYSTEM



1 - Player characters can now have three different criminal statuses: Criminal, Innocent, and Assassin. Each status is associated to a different color used to show the name of the player and the attack particle below his feet . These colors follow a classic convention and are respectively Grey, Blue, and Red.

2 - The Criminal status is obtained when committing a criminal action. As of now, there are three criminal actions possible: opening a monster corpse without loot rights, attacking an Innocent player who hasn't attacked first and is not in the same party/guild, and opening the corpse of an Innocent player. Assassins can become Criminal too - although only the Assassin who has just become Criminal will be notified, as the Red color prevails over the Grey color.

3 - The Criminal status is temporary and is over a couple minutes after the Criminal player has committed the criminal action and stopped being under attack (if he ever was while he was Criminal). A Criminal character can be attacked by everyone without the aggressor becoming Criminal himself or receiving a Player Kill (see point below).

4 - Killing or taking part in the murder of an Innocent player makes the Player Kill counter of the aggressors grow by 1. Once the counter reaches 5, the character becomes flagged as Assassin. An Assassin character can be attacked by everyone without the aggressor becoming Criminal himself or receiving a Player Kill (see point below).

5 - The Assassin status is permanent. A series of quests will be introduced later on to allow players who are willing to repent to lower their Player Kills counter. These quests will be extremely hard and won't really help a character whose Players Kill counter is too high anyway.

6 - Both Criminal and Assassin characters are forbidden entry to town areas, either by walking or by teleporting. Additionally, Assassin characters lose 3 bless charges on each blessed piece of equipment they are dressing when they die instead of 1.

FIXES



1 - Fixed a bug that would make the Sorcery Affinity property not actually remove Sorcery Impairment from a piece of Armor. Till now, only the property name was showing, but the Sorcery Impairment was still there server-side. All users of iron Artifacts with Sorcery Affinity should now see a significant improvements on their cast speed. While we are surprised this bug hasn't been reported before, we would like to apologize for all the troubles it must have caused to many of you.

Let us known what you think of the new Criminal System and enjoy Linkrealms!

Beta Update - Patch 2.2 (06-06-16)

Hi everyone,

This patch addresses the weakness of mage builds compared to warrior builds by rebalancing several sides of the mage gameplay. The balancing work includes Mana regeneration, spell damage, spell interruption, modifiers, repair tools, and a few spells as well. These changes are extremely significant both in PvP and PvE.

Below is a detail description of the patch.

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CHANGES



1 - The formulas for Mana Regeneration and Psi Regeneration have been changed with the aim of making passive regeneration considerably faster (and active regeneration slightly quicker as well). For instance, before this patch a player with 100 Meditation, 100 Wisdom and 100 Mana Regen (mod) would recover 1.00 Mana/second passively and 3.00 Mana/second actively. The same player now recovers 1.75 Mana/second passively (75% faster) and 3.50 Mana/second actively (17% faster).

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2 - Receiving direct physical damage now has a 50% chance of interrupting Sorcery spellcasting instead of 100%. This applies both to successful hits received by other players and by monsters.

3 - A new weapon modifier, Sorcery Interrupt, has been introduced. This modifier is capped to 50% on melee weapons (thus granting 100% interrupt chance on a successful hit if maxed) and 25% on ranged weapons. Please mind that high Staff Fighting levels and Superior Dodge modifiers are still crucial for a PvP mage build.

4 - Receiving direct magical damage still has a 100% chance of interrupting Sorcery spellcasting. However, this value is now reduced by Spell Defiance - specifically, down to 50% at 100 Spell Defiance.

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5 - The formula determining spell damage has been revised. The bonus from Wisdom has been reduced, while the modifier Spell Damage Increase is now capped to 20% for PvP damage and AOE damage (both PvP and PvE), but is uncapped for direct spell damage in PvE. Consequently, the base damage of most spells has been increased. This makes it easier for skilled mages to build a good mage equipment and also makes new players who choose to go for a mage build more effective.

To make things clear, given a players with the same skills, stats and modifiers before and now, spell damage has become significantly higher if the player is at low levels, and the same or slightly higher if the player is at high levels.

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6 - The Sorcery spell Ice Splinters now freezes the target for 6 seconds if he hasn't moved more than 5 tiles away from where he was when the spell was cast on him. Freeze duration is reduced by the victim's Spell Defiance as always. This adds a whole new tactical layer to Ice Splinters, forcing the victim to choose whether to run away and get damage, or stay and get stunned.

7 - Hail Storm now applies thin ice / full freeze to victims hit.

8 - The Poison and Noxious Plague spells now apply level 1 poison by default, raised to level 3 at 100 Conjuration. The Poisoning skill grants a chance to raise such level to 4 or 5.

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9 - Icicles, Chain Lightning and Noxious Plague can no longer hit players who belong to the same party of the caster, who thus become immune to friendly fire. Please mind other spells such as Meteor Storm can still damage yourself and your party members, and this is done on purpose to make their use more challenging.

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10 - The staff repair tool (Crystal Buffing Wheel) now works like other repair tools (spawns with 60 charges, consumes charges on use, only breaks at 0 charges). A permanent Crystal Buffing Wheel has been added to the main square of Riverbank like all other repair tools.

11 - Staffs are now created with the same hidden Quality factor as weapons - that is, the chance to lose durability on each use is now like that of weapons.

12 - The premium staff repair tool now has 10 uses and adds 50 maximum durability like premium weapon repair tools.

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13 - Resistance debuffs (e.g. Scorch, the Oozes, Spiritual Chains) now reduce resistances below the minimum set by Spell Defiance.

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14 - The movement code has been revamped to reduce rubberbanding episodes. We are now logging all such episodes and will tweak the system to get rid of them all for players who don't actually have connectivity issues.

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15 - Players with screen with resolution above 2048 x 1152 px can no longer set the game full screen, which was causing them to have a black bar on the right side of the game window. This is just a temporary measure while we implement 4K UHD support (3840×2160 px).

FIXES



A major bug with regeneration skills has been fixed. The bug was causing players and creatures alike to immediately regenerate a huge amount of life/stamina/mana/psi the first time it got reduced after it hadn't been reduced for a while - all server side only, while the client was not notified of that. This bug has been around for a long time and was causing all sorts of issues, including:


  • Attacking a monster that had been alive for a while, and feeling like the second successful hit you delivered was not being registered
  • Casting a spell after not having cast one for while, and having the second spell cast "for free" without consuming life/stamina/mana/psi
  • Receiving damage, using heal spells and getting the message "You are already at full health"
  • Trying to regenerate life/stamina/mana/psi and getting the message "You are already at full life/stamina/mana/psi"
  • ...and several others


Let us known what you think of this massive balancing patch and enjoy Linkrealms!

Beta Update - Patch 2.1 (06-02-16)

Hi everyone,

this patch addresses two of the major issues reported by players since our Early Access launch: griefing against new players and the excessive healing powers of alcoholic drinks compared to other forms of healing.

Below is a detail description of the patch.


ADDITIONS



1 - The Intoxication system is now live. While before every player could use alcoholic drinks to heal himself and Endurance users could heal even more, now only Endurance users can drink alcoholic drinks quickly, while users without Endurance end up... Drunk! The system is described in detail on the linked wiki page. Players without Endurance have other options to heal: use non-alcoholic beverages and foods (weaker or harder to craft), use alcoholic beverages more slowly, or resort to alternative healing methods such as Sorcery spells.

2 - The new player protection system is now active. The whole Oak Forest zone (the green area around Riverbank) is now flagged as Legal. A character with new player status in a Legal realm cannot be attacked by anyone unless he becomes Criminal by looting the corpse of a monster he didn't kill, or attacks a veteran player first. Please mind the Criminal status for now is only given when looting without rights, and it's there solely to prevent exploiting the new player protection system. The full criminal system as described here will be implemented in the next patch.

3 - The Woolly Bear event can now start in the Oak Forest. The loot of the Woolly Bear Grizzly includes materials to complete the Thorn Armor artifact set, available from Jorkrut the Craftsbuck, located next to the entrance of Hades.

4 - The Murky Ooze and Green Ooze spells are now available.


CHANGES



1 - The Scorch spell now reduces the Fire resistance of the victim for 10 seconds.

2 - The new player status used to be lost when a character reached 200 total skill points or 200 stat points. It is now lost when the character reaches 500 skill points or a level 90 in one of the following skills: Severing, Mauling, Markshmanship, Battle Tactics, Sorcery, Spiritualism, any of the 5 Sorcery Schools.

3 - Endurance no longer doubles the healing of alcoholic beverages.

4 - Since the newcomer protection system is now active, skill gains in town are once again limited, this time to 50 skill levels instead of 40.


FIXES



1 - The issues with Windows Defender and Microsoft Security Essentials should have been fixed - or so Microsoft has told us. Please update the definitions of your Microsoft antivirus to the most recent version, then try removing Linkrealms from the exclusion folder, and let us known if works fine now! Thank you!

2 - Minor realm glitch fixes.

Beta Update - Patch 2.0.4 (05-26-16)

Hi everyone,

below is a detailed description of the content of patch 2.0.4.


Additions



1 - Astral-guarded areas are now live. All dungeon realms outside of the safe zone and close realms are flagged as astral-guarded. Any dead character (ghost) staying in an astral-guarded area for more than 5 minutes after his corpse has disappeared is exorcised from the area and sent back to the square of Riverbank. Any attempt to circumvent this rule, including going in and out of an astral-guarded area or repeatedly killing one's character, will be punished. As a rule of thumb: if you are with your ghost in an astral guarded to spy on players trying ways to cheat the system, you are in the wrong already.


Changes



1 - The processing of movement packets has been optimized to decrease rollback episodes in crowded realms and for players with jittery latency. Please mind that this fix is experimental, we will keep its effects under control and possibly improve further.


Fixes



1 - Several mobs not using Crowd Controls correctly have been fixed (e.g. Spirit Mage, Wild Goblin, Alpha Cow, and several other). This includes both using the wrong graphical effect or not performing CC at all.

2 - Fixed a couple minor realm glitches.

3 - The likely culprit of the recent failed server restarts has been identified and fixed.

Beta Update - Patch 2.0.3 (04-23-16)

Hi everyone,

below is a detailed description of the content of this patch.


Additions



1 - When launching the Linkrealms client for the first time, a warning is issued if the user has Microsoft Security Essentials or Windows Defender as active antivirus software running of his machine.

2 - Hotkeys added for all most recently implemented Sorcery spells.


Changes



1 - The recently introduced bug on realm transition loading times has been fixed. Plus, we took the occasion to optimize the process of realm loading as a whole. As a result, loading times should have been cut down a little compared to how they used to be before the bug (-0.5 seconds on average for heavy realms).


Fixes



1 - Name Change Scroll now correctly allows 16 characters only instead of 25.

2 - Practice staffs given to new players no longer lose durability when used to fight melee.