Stein.world cover
Stein.world screenshot
Genre: Role-playing (RPG), Adventure, Indie

Stein.world

STEIN - St. Patrick's Day

Get Lucky with the new St. Patrick's Day Items! Besides that some minor improvements for the UI were added.

General:


  • There are new St. Patrick's Day Items during March available from the shop.
  • There are new Carnival Items, which give you some opportunities to dress up.
  • The new Costumes are now single items for each equipment slot and no Polymorph effect like the Valentine ones.
  • Real-Money Shop for Android now has adjusted prices, so that they align with the regular one.


User-Interface:


  • Optimized rendering of the names and life-bars which are displayed above players and also rendering of scrolling status texts.
  • Added a reset button for the Name Scaling option.
  • Items which can't be used now show up as on cooldown in quickbar.
  • Added display of the shortcut for each quickbar slot in the quickbar.
  • Status Text for "On Cooldown" was removed.


Bug Fixes:


  • Fixed a bug with sending gold through mail.
  • Fixed a bug where Duel service messages got categorized as Party service messages.

STEIN - Valentine (v0.3.19)

We added a valentine content to the shop, which is available throughout February. Besides that we added some visual improvements which should make some player activities clearer and also improve performance a bit. We choose to do another minor release, as Hotfix patches reached a ridiculous amount, which may be a bit more fitting for the amount of content we added.

General:




  • There are new Valentine Items during February available from the shop.


User-Interface:




  • There is now an indicator at the top which shows, if there are currently textures being loaded.
  • Displayed damage and heal numbers from player can now be turned off depending if they are yours or from another player. By default only your numbers show up. By reducing the amount of damage numbers on screen, the game performance may increase for bigger fights.
  • There are new options to turn on and off others and own heal and damage.
  • There is now an animation over the players head if he uses a bread or water item.
  • There is now an animation over the players head if he is crafting items.


Bug Fixes:




  • Fixed a bug where textures did show a strange border.
  • Fixed a bug where collection items could cause that your character does not get saved correctly.


As we are now focusing more on the new level 40 zone, we are probably not going to add a lot of new features until the new zone is ready. But we try to add few smaller things, which you may find entertaining and also try to give progress updates on the level 40 zone.

STEIN - Class Rework and Duels (v0.3.18)

STEIN - Class Rework and Duels (v0.3.18)


We reworked the existing classes and added Hunter, Warlock and Shaman as new classes. This allows us to introduce PvP to stein.world which you can already get a first taste of, by challenging other players to a duel!

General:
  • Class Rework
    • Added over 3000 new items.
    • Old Equipment got scaled so it matches the new items.
    • Old Equipment received a description, marking it as "Legacy of Waldenbach".
    • Replaced all old profession recipes with new ones for the new items.
    • 390 new profession skills which complete the replaced recipes with missing equipment items.
    • Replaced all items in NPC shops with new versions of those items.
    • Reworked Warrior, Fighter, Mage and Priest class.
    • Added Hunter, Warlock and Shaman class.
    • There are now more uncommon random drops for enemies.
    • There are now rare rare random drops for enemies above level 10.
    • The new profession skills can be obtained through random book drops from enemies.
    • Every class received weapons for an auto attack and 5 additional attacks, which share their cooldown with similar ones.
    • All equipment items now give affinity independent of their quality.
    • All enemies did get adjusted to the new items strengths.
    • Warrior (reworked):
      • Execute: A heavy strike which deals a lot of damage and generates a lot of threat through this.
      • Roar: A heavy strike which deals damage and also has a chance of granting you additional Armor.
      • Distract: Similar to Execute, but with higher damage, threat and cooldown.
      • Warstrike: A ranged damage over time effect, which also slows down enemy movement. Good for engaging or catching up to enemies.
      • Impale: A high threat ability which forces the enemy to attack you.
    • Fighter (reworked):
      • Cleaving Strike: A heavy attack which deals a lot of base damage
      • Reckless Slam: A heavy strike which deals half its damage directly and the other half through a bleed effect on your enemies.
      • Breaker: Deals damage in 4 fast strikes, where the fourth hit deals double damage to enemies which are affected by your bleed.
      • Tear: A heavy strike which deals damage and also locks your enemy in place, so he can not run away.
      • Shiver: A ranged attack, which lets you charge to your target position and deal damage on impact.
    • Mage (reworked):
      • Fireball: A heavy attack which deals a lot of damage.
      • Flamestrike: Another heavy attack which has a chance to reset the cooldown of your fireball.
      • Fire Bomb: Another heavy attack which gives you bonus damage to your other attack on the hit enemy.
      • Sunfire: A damage over time effect which reduces your enemies movement speed.
      • Flame Rush: Teleports you to the target position and deals damage on impact.
    • Priest (reworked):
      • Restoration: A mana efficient high heal to keep your allies alive.
      • Blessing: A powerful heal which which allows you to heal up allies in a bigger area.
      • Life Burst: A powerful heal over time to regenerate your allies life over a period of time.
      • Holy Barrage: Create a being, which heals your allies in his vicinity over a longer period of time.
      • Eviction: Gives a shield to your hit allies which guard them from damage until the shield is depleted or the buff runs out.
    • Hunter (new ranged class):
      • Powerful Shot: A high damage attack which gives your targets a Hunter's Mark.
      • Toxic Shot: Damages enemies with poison over a longer time and also gives your targets a Hunter's Mark.
      • Multi-Shot: Shoots multiple arrows in fast succession and deals bonus damage for each of your Hunter's Marks on the enemy.
      • Arrow Hail: Traps hit enemies in a net and deals damage in the hit area over some time.
      • Ambush: Makes yourself invisible to nearby enemies and gives you bonus damage on your next attack.
    • Warlock (new):
      • Auto Attack: Gives you one stack of corruption for each executed attack.
      • Void Hex: A powerful damage over time effect which gives you 2 corruption and also inflicts some damage to yourself.
      • Life Burn: Channels a damage over time effect on your enemies and gives you up to 3 corruption and also inflicts some damage to yourself.
      • Sacrifice (Heal): Consumes all your corruption to heal yourself.
      • Sacrifice (Damage): Consumes all your corruption to damage your enemies in a large area.
      • Vision of Darkness: Gives yourself bonus damage and converts some of your life to mana.
    • Shaman (new):
      • Frost Bolt: A heavy strike which deals damage infront of you.
      • Waterfall: A heavy mid range attack which deals damage in a wave away and back to you, which causes double damage to enemies infront of you.
      • Frost Totem: Places a totem on the ground which deals damage over time in a big area.
      • Ice Totem: Places a totem on the ground which deals damage over time and slows enemy movement in its area.
      • Tide: Gives yourself a shield, which throws back the blocked damage to your attacker.
  • Easter Event
    • During the month of April, we now have a Easter Event.
    • In each bigger town, there are now new NPCs which give you Easter quests.
    • With the rewards from the Easter quests, you can buy some collectibles and consumables to celebrate Easter.
    • There are occasional Evil Lapi Caves, on a random server, which give extra resources to buy more rewards. They work similar to the guildwars spawners.
    • Make sure to spent all your Easter resources before end of April, as they will vanish from your inventory on the start of Mai.
  • Duels
    • You can challenge another player to a duel through interacting with him.
    • The other player needs to accept your request.
    • After the player accepts the duel starts after a short countdown.
    • The duel is won, when your opponent dies or when he leaves the duel area.
    • When you lose the duel through dying to your opponent, you stay at one health.
    • You can not be challenged to a duel by a blocked player.
  • Shop additions
    • There are now Easter items in the shop during the month of April.
    • Some of the items which are available through the daily login rewards and crate of surprise are now also available in the shop to buy in bulk.
  • Base life and mana regeneration is reduced.
  • You can now buy food and drink items to regenerate your life and mana faster, while out of combat.
  • In Combat you only receive life and mana regeneration from items.
  • Physical Damage Reduction now also reduces the critical hit chance an enemy attack has on you.
  • Armor is applied for all PvP Damage.
  • Enemies no longer prefer up and down movements, when moving towards you.
  • Waldenbach Missions now reset at 00:00 GMT and no longer after 24 hours.
  • Quest rewards can now be used independent of their level requirement.
  • "Activating" an item you can equip, now opens your inventory.
  • Getting stunned or silenced now cancels your ongoing cast or channel.
  • Membership Program Quest is now available from level 1 instead of level 2.
  • The Sword for the "Magical Blob" quest now has 100% drop chance.
  • Multiple Client optimizations.

User-Interface:
  • Interaction options in NPC dialogs are now Buttons.
  • Quest log overlay is now turned on by default.
  • Most quests now let you choose your item reward and no longer give one fixed item.
  • Item activation is blocked while channel or cast is active to prevent accidental override of current cast/channel.
  • Completed quests are now on top of interaction dialogs with NPCs.
  • Amount of affinity a weapon requires and a equipment item gives, are now visible on the items in the inventory.

Bug Fixes:
  • Fixed a bug where overheal was tracked for healing received statistic
  • Fixed a bug which could cause enemies trying to attack players which are in a different place.
  • Fixed a bug where you received profession experience messages while already maxed.
  • Fixed a bug where a blocked player could invite you to his guild.
  • Fixed a bug where chat messages did not have the correct height.

Even with all the work we put into the rework in our spare time, some things are still missing. So there are currently no quests for the epic weapons of the new classes and it could also be the case that some items are not available where you would expect replacements. If you stumble across such cases, please let us know in discord!

Finally we want to thank Smiter, who helped us out a lot with artwork for the item rework and is also thanked for most of the Easter items!

We all hope you have a lot of fun with the new items and reworked class mechanics. More content is sure to come!

Hotfix v0.3.18a

  • Added Livi Book Traders for new Classes (no hunter because I am too stupid)
  • Added missing epic items to CC loot tables
  • Fixed Book drops for Serezith Brakrud

Hotfix v0.3.18b

  • Added missing threat to Urei.
  • Fixed Fireball reset on Flamestrike.
  • Fixed the resource costs for profession skills.
  • Fixed the missing name on one of the profession skills.
  • Added affinity explanation to "Talk to Sirbumri Cavefeet" which gives you your first affinity sword.
  • Increased respawn time for lapi cave enemies.
  • Added "Green Lapi Paint" to drops from "Evil Lapi Chicken" and "Evil Lapi Archer".
  • Added basic mage gear to traders for better leveling experience after weapon nerf for v0.3.18.
  • Fixed properties on blue shaman legs. They had switched crit chance and water damage. Existing drops will stay as they are.
  • Added missing quests for hunter, warlock and shaman epic weapons.

Hotfix v0.3.18c


General:
  • You can now move and interact by right clicking.
  • Mobile now has a interact and fight mode.
    • In Interact mode you can now move and interact with NPCs and object by taping on the screen.
    • In Fight mode you select a target by taping on the screen and activate the items by taping on them in the quick bar.
    • While in Fight mode you have a arrow buttons to move your character.
    • If you want to switch back or prefer to tap to attack and/or swipe to move, you can change the controls back in the Interface options.
  • We increased performance for some visuals.
  • You now receive your login reward in mail, when you claim it and your inventory is full.

User-Interface:
  • New sounds for starting and finish quests.
  • New sound effect for completing a dungeon.
  • New sound effect for defeating a boss.
  • Completing a quest now shows a banner, which quest you completed.
  • Items you receive as quest rewards now pop up on your screen and there is an animation which shows them going to your inventory.
  • Experience bar now has a animation if you receive XP.
  • Enemies and critters now have sounds when they die.
  • Collectibles now have sounds when they get picked up or get destroyed.
  • Cooldown is now displayed as a circular animation. This should improve visibility of completed Cooldowns.
  • There is now an animation for picked up items, that visualize them going to your inventory.
  • Changed the default font size in chat to be bigger and more readable.

Bug Fixes:
  • Fixed a bug where you could run into invisible walls in certain circumstances.
  • Fixed a bug where you could not see the guild chat after reloading.
  • Fixed a bug where you could get invincible through 'Flame Rush'.
  • Level 10 and level 20 epic items are now correctly bind on pickup.
  • Fixed a bug where a totem visual could not be loaded.
  • Fixed a bug where totems could not miss.
  • Fixed a bug where your player did not change its orientation when targeting diagonal.
  • Fixed a bug where you could not click/target some of the areas you could see on your screen.
  • Fixed a bug where some of the buyable items from traders did not have a minimum level.

stein.world - Login Rewards (v0.3.17)

stein.world - Login Rewards (v0.3.17)



We added a daily login rewards, to honor all our loyal players! You will be able to get some new items like polymorphs or special scrolls which will make your life easier. Besides that the game got a lot more sounds, which was long overdue.

General:




  • Login rewards

    • You can now claim a login reward every day.
    • Enabling the login rewards, need completion of the quest "Membership Program" which you get at the smith in Farshore.
    • As a player with Stein.Account, you can claim additional rewards
    • You can claim the rewards on the top of the news tab or in the login rewards tab of the player hub.
    • You can see all upcoming and claimed rewards in the login rewards tab in the player hub.

  • New Items

    • There are now polymorph items which can alter your appearance

      • Self inflicted polymorphs which alter your hole appearance are removed if you use an item, die or the buff runs out.
      • Self inflicted polymorphs which only alter a part of your appearance are removed if you die or the buff runs out.
      • Polymorph is lost upon logout.

    • There are now scrolls which allow you to summon your party members to your location.

      • Party summoning does not work in dungeons.
      • Players need to accept the summon to be teleported.
      • Scroll is consumed on use (even if no one is in party or no one accepts your summon)

    • There are now scrolls which spawn a trader.

      • Trader will despawn after a few minutes.
      • Trader offers general goods from Waldenbach and items can be sold to him.

    • There are now scrolls which spawn a bank crate.

      • Bank crate will despawn after a few minutes.
      • Interacting with the crate will open your bank.

    • There are now scrolls which will increase your experience and profession experience for a given time and percentage.

      • Experience buff is lost upon logout.
      • Experience buff persists through death.

    • There are now a few throwable fun items like snowballs, firecrackers and steins.

  • Twitch integration with our twitch channel

    • You can spawn Fluffy on the watch page location through channel points.
    • A twitch subscription spawns a chicken on the watch page location with your name which will drop a deco-crate.

  • More sounds

    • All Enemy attacks now have sounds.
    • All Items player can use now have sounds.
    • There is now a sound when you craft an item.
    • There is now a level up sound for characters and professions.
    • Sound effect volume changes depending on distance to player.
    • Zones now have ambient sounds (can be muted and changed in volume in options)

  • Some Optimizations to reduce required bandwidth and lag.
  • Added some features for upcoming events.


User-Interface:




  • Some buffs have new Icons to indicate their effect better.
  • Buff names are now translated.
  • Buffs now show their time in minutes or hours for longer buffs.


Bug Fixes:




  • Fixed a bug where enemies stayed in areas they can not reach.
  • Fixed a bug where the guild did not show up for players after they logged in.
  • Fixed a bug where the respawn for gems button was visible while not available.

STEIN.world - Guilds (v0.3.16)

STEIN - Guilds (v0.3.16)



Group up with your friends and create your own Guild! May your guild be the best among all! Or enjoy one of our smaller improvements like our new key binding options.

General:




  • Guilds

    • New guild tab in player hub. (Default key binding "G")
    • If you are not in a guild it shows a guild creation area and a guild search.
    • If you are in a guild it shows basic guild info, a member list and a persistent guild chat.
    • Guild creation requires a tag and a name and 10.000 Gold creation cost.
    • Invite new guild members through chat name context menu, party member context menu or /guildinvite command
    • Leave guild through button in guild info screen or by using /guildleave command.
    • Guild owners can not leave guilds. They only can delete the current guild.
    • Guild owners can also promote/demote guild members to/from officer role.
    • Guild owners can give guild ownership to other guild members. So they can leave the guild without deleting it.
    • Guild owners can kick officers and members from guild and officers can kick members from guild. Either through member list or /guildkick command.
    • Guild chat can be accessed through chat selection once you are in a guild or through /g and /guild command.
    • Guild chat can also be accessed through guild tab where you also see the past guild message history up to 100 messages.
    • You can level up guilds to increase its member limit through the guild info action button.
    • Guild member limit is 10
    • [guild level] and max guild level is 10 for now.
    • Guild upgrade costs for level 2 are 100k gold. All subsequent upgrades are 2 times more expensive. (level 3 = 200k, level 4 = 400k, and so on)
    • All guild functionality is cross server.

  • Account deletion

    • You can start account deletion from the options screen.
    • Accounts will get deleted 14 days after start of deletion process.
    • You can cancel the deletion process during this 14 day period.

  • Removed some sound effects from watch page.
  • Enemies in dungeon can now run around a bit for some more variation.
  • Optimization for rendering of displayed entities.
  • Optimization for rendering of damage indicators.
  • Optimization for damage, heal and status text display.
  • Server optimization for item activations and enemy attacks.


User-Interface:




  • Book Tooltips now show if you already know the skill.
  • Added autocomplete for friends names in the receiver field of ingame mail.
  • Added buttons to delete single key bindings.
  • You can now assign key bindings for activating a quickbar slot directly.
  • Browser context menu is now disabled by default. You can reenable it by appending ?enableContextMenu to the browser url.
  • When you logout, there is now logout timer. Through that it should be easier to relog to another server.
  • You can now toggle fullscreen mode from login screen and options on supported clients and browsers.


Bug Fixes:




  • Fixed a bug where cooldown was not synced correctly in the client.
  • Fixed a bug where trade messages did show up if a blocked player tried to trade you.
  • Fixed a bug where a player trade would close your mail, bank or shop window.
  • Fixed a bug where tooltips didn't show updated key bindings.
  • Fixed a bug where "Move To Mail" context menu option was not removed.
  • Fixed a bug where not the right music for indoor and outdoor areas was played.
  • Fixed a bug where watch page didn't show any entities anymore.
  • Fixed a bug where respawn time was reset after reload.



Improvement Patch v0.3.16a



We added a lot of improvements to the game, since last patch. Besides the changes listed below, we also worked on adding new features for the item rework, added new mechanics for enemies which we may try out for Chicken of Death fights, and much more!

General:




  • You can now set a guild note, which is only visible to guild members.
  • The default guild search result is now randomized.
  • You can click on guilds in the search to see the full guild description and member list.
  • Multiple improvements to the watch page so we can make more use out of it.
  • Collection is now a service message type you can turn off for chat tabs.


User-Interface:




  • Guild:

    • The member list has now its own tab
    • Guild Search Tab and Guild creation are now split into separate tabs
    • Guild Search Tab is now also available while in guild

  • Nameplates are now colored depending on guild and party relation (green for same party as you and blue for same guild as you)
  • You can now see the guild tag at players nameplates. It is possible to switch to full guild name or turn this off in the options.
  • Cooldown Groups are now displayed in item tooltips and replace the item type name if they are present.


Bug Fixes:




  • Fixed a bug where a guild error message did not show the right message.
  • Fixed a bug where the scaling for UI overlay was to big.
  • Fixed a bug where a black border was visible while moving.
  • Fixed a bug where heal buffs showed up incorrectly in Profession Books.
  • Fixed a bug where third party integrations got stuck in connecting.
  • Fixed a bug where enemies did not notice players while moving past them.

STEIN.world - Ingame Mail (v0.3.15)

STEIN - Ingame Mail (v0.3.15)



Finally there is the possibility to send mail in the game! Search for the nearest mailbox you can find in each village and send a gift to your friends! Also, you can now find the latest Christmas package in our store. So if you want to set up your own little Christmas tree, we would be happy if you support the game through this!

General:



- Ingame mail
There are mailboxes in every town/village you can interact with.
The mailbox shows a mail icon above it if you got new mail.
Mailbox holds mails up to 30 days for you.
You can send and receive text, gold and items via mail.
Mails have a base cost of 200 gold plus fees for sent items and sent gold.
Sending mail for Stein.Account users is free.
- Watch page (experimental)
We now have a watch page where you can see other players play the game.
It selects a new random player to watch every minute.
In the future we want to polish this a bit more and also add some interactions.
If you have some ideas on your own for this leave a suggestion in our Discord!
- Android Version now supports payment through the PlayStore.
- Multiple optimizations
- New Language: German (Thanks to HubiundAwesome and IlIlIlIlIlIlIlIlIlIl!)


User-Interface:



- Translator Panel now shows newest translations on top.
- Android users now receive a error message on top if their client is outdated. Playing is still possible with older versions but some features may be disabled.
- Spawning Entities now fade in.
- Despawning Entities now fade out.
- Questlog overlay
You can enable a ingame quest overlay in the options and the questlog.
You can disable auto tracking for new quests in the options.
Select and deselect quests in your questlog you want to show in the overlay.


Bug Fixes:



- Fixed a bug where the cast bar was slightly visible after login.
- Fixed a bug where the boss enraged in dungeons to early into fights or before the fight even started.
- Fixed a bug where the shortcuts menu could no longer be opened after reconnect.


STEIN.world - Collection (v0.3.14)

STEIN - Collection (v0.3.14)



All collectable items finally have their own home! With this patch we introduce the collection, in which you can store all collectibles you want to keep for yourself. Besides the fact that your inventory is no longer filled with these items, you can also see which collectibles you are still missing! Happy Collecting!

General:



Collection:
You can access the Collection in the expanded shortcuts menu.
You can access the Collection with a defined hotkey (Default: C).
Hotkey for Collection can be changed in the options
You can add collectible items to the collection by selecting "To Collection" in the context menu of the item.
Items in your collection can be moved to the inventory by selecting "To Inventory" in the context menu of the item.
Collectibles can be used directly out of your collection by selecting "Use" in the context menu of the item.
New Language: Slovenian. Thanks HANNAA for providing the translation!

User-Interface:



Players with a Stein.Account now have a chat icon infront of their name.
The Stein.Account chat icon can be disabled in the options.

Bug Fixes:



Fixed a bug where translation did not show up correctly in the bank.
Fixed a bug where party member positions did not update on the map.
Fixed a bug where the chat did break in the chat overlay.

STEIN.world - Block List (v0.3.13)

STEIN - Block List (v0.3.13)



You know those annoying people in chat? You want to report the player and also take care of your own peace of mind? That's why we now have the Block List that we built together in the Dev-Stream! Besides this great new expansion there were also some bugfixes and general game improvements.

General:



Block List:
Blocked players messages are hidden for you
Blocked players can not invite you to party
Blocked players can not trade with you
You can not send messages to blocked players
You can not trade with blocked players
Block List is visible in your Player Hub
Add to and remove player from your blocklist in the Player Hub
Contextmenu for Chatnames and Partymembers now contain a "Block Player" Option
New chat commands /block and /unblock for blocking and unblocking a player
Chat command for adding and removing friends: /friend and /unfriend
Partymembers now have a context menu when you click/tap on them.
Partyleaders now can promote another party member to leader.
Partyleaders now can kick other party members from the party.

User-Interface:



You can now press enter in the input field of the friendlist to add the entered player as a friend.
You now get a chat notification if someone adds you as friend.
There is now a "Sell" option in items context menus if you are trading with an npc who accepts items.
When the player who you try to invite is already in a party, you now receive an apropiate message.


Bug Fixes:



Fixed a bug where players could get stuck on a server.
Fixed a bug where the quest help text did not show up correctly.
Fixed a bug where you received texture error messages after switching servers.

STEIN.world - French translation

STEIN.world - French translation



Finally, stein.world has received a French translation and also a revision of the Polish version. stein.world is now 100% translated into French and Polish. Spanish should follow next.




A big thanks goes to our moderator and community translator Makh who completed the French translation of stein.world for us in the last two weeks and has helped us a lot with the other translations and the moderation. He translated 400,000 words into French at a breathtaking speed!

Weapon and Armor Rework for PVE and PVP

Weapon and Armor Rework for PVE and PVP



1. Introduction



Due to the next new area (level 30-40) that we will release soon, we decided to finally implement the new classes before that. As you might have noticed 3 classes (Water, Earth, and Soul) or Shaman, Hunter and Warlock are currently missing in the game. However, we also noticed during the PVP test last year that our current weapon and armor system is not very well suited for this, the players have too little health and especially mages do too much damage. Furthermore, the classes also lack special abilities that make PVE and PVP battles more exciting and tactical.
For these reasons we have decided to revise the complete weapon and armor system before the next area and hopefully develop a much more exciting combat and class system for you.

In the course of time a lot has changed in stein.world, we have built in a point system for weapons and armor, as well as special cooldown groups for skills and we have introduced many attribute adjustments. We also want to use the item rework to have these systems in the game right from the start, so that new players are introduced to the rather special class and item system faster and better in stein.world.

In the following we explain our ideas and approaches how we will probably implement the whole thing in the near future. Please note that a lot of things are still in development and can change significantly towards the final version.

2. What does this mean for the old armor and weapons?



2.1 The current weapons and armor of the players



You will be able to keep your current weapons and armor, but they will receive an attribute and DMG adjustment. This means armor will give less Health, Health Regeneration and less Bonus-DMG. For weapons the DMG values are also adjusted, as a rough rule of thumb the player will still do about 50% of his current damage. Don't worry, the life and damage values of the enemies will of course also be adjusted, so you won't fail painfully against them.

One problem that arises from this is that the current statistics of the leaderboards will be a bit out of balance. But with the new area this should level out again and so we will leave it like this for now.

As for weapons, we probably won't be able to just change everything to the new abilities and stats because a lot will change with them (more about that later), for this reason, we will include a "relic" tag for the old weapons you possess. This means that the weapons will only be adjusted by the DMG values but will keep their old abilities and can be kept by you as a souvenir as they cannot be captured in the game anymore.

2.2 Professions and recipes



You will also be able to keep your current recipes - they will only be changed to the new weapons and armor. This means you won't be able to make the old items anymore and there will probably be many new recipes you can earn, especially because of the 3 new classes.

2.3 Drops and Quest Rewards



The drops and quest rewards will of course all be changed to the new items. This means that you won't be able to capture the old weapons and armor after this patch. We also want to make use of our new quest reward selection mechanism which is already integrated but is not used at the moment. This way the player will be able to decide for himself which armor or weapon he wants to have as a quest reward.

3. New Cast, Channel and Attack mechanisms



3.1 Weapons and tools



3.1.1 General



For the Weapon and Armor Rework we decided to implement a new cast-, channel- and attack-mechanism. The current mechanic for weapons and tools is that the player performs an action with the weapon or tool and then the attack is started, during this time the player can't move because he is currently performing the attack and the animation is playing. This mechanic will be kept but we have added 3 more to add more variation.

3.1.2 Cast Mechanism



With the new cast mechanism the player performs an attack, e.g. a staff that shoots a fireball, and the animation is also triggered. However, a cast time is running which is visualized by a bar (e.g. 2 sec cast time). If the player must move during this time, he can simply cancel the action. However, the ability is not triggered because it is only executed after the cast time has expired.

3.1.3 Channel mechanism



With the new channel mechanism the player executes an attack, e.g. a weapon that does regular damage to the ground. A channel time is started which is also visualized by a bar but runs backwards. As long as the player does not move, the attack is constantly (e.g. every 1 second for max 5 seconds) executed on the floor, as soon as the player moves in this 5 seconds time, the channel attack is interrupted. Unlike the cast mechanic, the player has already paid the mana or energy and the weapon is on cool down.

3.1.4 Attack Mechanism



With the new attack mechanic the player performs an attack, e.g. a sword that does damage to the front. The animation is triggered and as well as the damage. However, unlike the current version on the live server, the player can move immediately (the global cooldown is still active).

3.1.5 Conclusion



These 3 mechanics allow us to have different playstyles of the classes. A mage has more cast abilities, a Warlock channels his abilities and a Warrior can strike fast and still keep his mobility. These mechanics should bring much more variety to the classes and they should play noticeably different.

3.2 Food and Buff-Food



We also plan to use the cast and channel mechanism for food and buff food, which we have been wanting to implement for a long time. With this Weapon and Item Rework, we're going to cut the overall life regeneration by at least half to take the Life regeneration out of combat and get players to regenerate their life outside of combat with Food, similar to other MMORPG's.
Connected to this would be the new profession “Cooking”, which theoretically should be introduced with the new area and therefore the players can produce buff-food for dungeons to strengthen themselves.

4 Classes



4.1 Introduction



Stein.world doesn't have any classes in general, but from the beginning our goal was that every player can build his own class with his armor and weapons and that everybody can be everything without being bound to a class that you have to choose during character creation.
We ran into a few problems with the development of the different areas, so we decided to use a kind of point system that steers players in a certain direction depending on their armor. The idea behind this was that certain (stronger) attacks cannot be used by multiclasses, i.e. classes that play 3 points fire and 3 points heal. The goal here is that no matter how you distribute your points your class always has a right to exist and that not certain builds are the best and the others are not used at all. We try to give you as players as much freedom as possible to play your character the way you want.
With the upcoming Weapon and Armor Rework we want to make sure that the old classes and also the new classes are clearly different and play differently. We want to achieve this with new abilities and effects as well as the mechanics which were already listed above.

4.2 Main classes



In this part we want to go into more detail about the 7 main classes that will exist in stein.world after the Rework. As a main class we call a character who has only invested points in a certain type of damage e.g.: all 6 pieces of armor in fire points.

Each class will have 1 auto-attack (as already existing in the current version. An attack that costs nothing and does little damage and is used as a filler when everything else is on CD). Then 4 DMG attacks and 3 additional tools/trinkets to improve and strengthen attacks. So, there will be a total of 7 main abilities per class and 1 Auto-Attack. Later on there will be more tools and trinkets with a bigger focus on PvP but also PvE like DMG reduction, slows etc.

4.2.1 Warrior (Physical)



The Warrior is the classic MMORPG tank class in stein.world. He does relatively little damage but is very robust and can take a lot of damage. His goal is to get focus of the enemies so that his teammates can do damage. The Warrior will receive special abilities that will allow him to strengthen himself and direct enemies at him. Furthermore, we want to give the warrior the ability to react quickly to Threat loss to help his teammates.

4.2.2 Mage (Fire)



The Mage will receive a new set of skills to make him play more like a typical mage. His attacks will mostly be changed to casts and he will be able to combine his attacks to do more damage. On the other hand, he will be very vulnerable when executing attacks, because he will have to stand still for a longer time to execute them. Otherwise the mage will stay as he is, a ranged mage who does a lot of damage with strong spells at distance but can't take much damage himself. (in an example later the Mage will be discussed in more detail)

4.2.3 Shaman (Water)



The shaman will be one of the 3 new classes with the rework. He is the only melee fighter who uses mana and totems. With the totems he will be able to damage enemies and support himself and teammates. He has more life than a Mage and can carry out his attacks faster and thus remain relatively mobile in close combat. The special thing about the shaman will be that he can stand a little bit further away, so he is more a midrange melee class.

4.2.4 Hunter (Earth)



The Hunter is another new class introduced with Rework and the only ranged class that uses Energy. Like the Mage, the Hunter will fight at a distance and use markers on enemies to perform strong combos. With relatively little life and armor, the Hunter and Mage will have to watch out for attacks from enemies and try to keep them at a distance with slows (the Hunter will be discussed in more detail in an example later).

4.2.5 Fighter (Death)



The existing fighter will also receive a new skill set that allows him to deal damage quickly in close combat and still remain mobile. He will get an ability to hold on to enemies to get to them better (especially important in PVP). The fighter has a relatively large amount of health and armor.

4.2.6 Warlock (Soul)



The last of the 3 new classes with the rework will be the Warlock. A Mage-like class that uses debuffs to keep enemies under control and deals damage over time. The Warlock bewitches and poisons his opponents and then waits for them to die. Like the other ranged classes, he will have to keep his opponents at a distance with his rather low life and armor.

4.2.7 Priest (Heal)



The priest is the healing class in a stein.world and is there to support team mates in dungeons with strong healing spells. The Priest will also receive a new set of abilities to support his group members with one-time healing or healing over time. With very little life and armor, the Priest is the most vulnerable class in stein.world and must be protected by his team mates at all costs (especially in dungeons).

4.3 Subclasses



4.3.1 Explanation



We want players to be able to play the main classes, i.e. have 6 points of one kind equipped, but we also want to develop a good system that allows players to combine the points from two classes into so-called subclasses.
The mixture of armor with different points and thus also weapons are subclasses that will get their own names just like the main classes. We will probably display this name in the Stat window in game. The name itself has no meaning for the game, but we suspect that it is a nice addition to see what Spec you are playing.

7 Main classes:
[table]
[tr]
[th]Class 1[/th]
[th]Class Name[/th]
[/tr]
[tr]
[td]Physical[/td]
[td]Warrior[/td]
[/tr]
[tr]
[td]Fire[/td]
[td]Mage[/td]
[/tr]
[tr]
[td]Water[/td]
[td]Shaman[/td]
[/tr]
[tr]
[td]Earth[/td]
[td]Hunter[/td]
[/tr]
[tr]
[td]Death[/td]
[td]Fighter[/td]
[/tr]
[tr]
[td]Soul[/td]
[td]Warlock[/td]
[/tr]
[tr]
[td]Heal[/td]
[td]Priest[/td]
[/tr]
[/table]

22 Subclasses:
[table]
[tr]
[th]Class 1[/th]
[th]Class 2[/th]
[th]Class Name[/th]
[/tr]
[tr]
[td]Physical[/td]
[td]Fire[/td]
[td]Battlemage[/td]
[/tr]
[tr]
[td]Physical[/td]
[td]Water[/td]
[td]Berserker[/td]
[/tr]
[tr]
[td]Physical[/td]
[td]Earth[/td]
[td]Ranger[/td]
[/tr]
[tr]
[td]Physical[/td]
[td]Death[/td]
[td]Barbarian[/td]
[/tr]
[tr]
[td]Physical[/td]
[td]Soul[/td]
[td]Blackguard[/td]
[/tr]
[tr]
[td]Physical[/td]
[td]Heal[/td]
[td]Paladin[/td]
[/tr]
[tr]
[td]Fire[/td]
[td]Water[/td]
[td]Wizard[/td]
[/tr]
[tr]
[td]Fire[/td]
[td]Earth[/td]
[td]Dragonslayer[/td]
[/tr]
[tr]
[td]Fire[/td]
[td]Death[/td]
[td]Warmage[/td]
[/tr]
[tr]
[td]Fire[/td]
[td]Soul[/td]
[td]Sorcerer[/td]
[/tr]
[tr]
[td]Fire[/td]
[td]Heal[/td]
[td]Mystic[/td]
[/tr]
[tr]
[td]Water[/td]
[td]Earth[/td]
[td]Scout[/td]
[/tr]
[tr]
[td]Water[/td]
[td]Death[/td]
[td]Binder[/td]
[/tr]
[tr]
[td]Water[/td]
[td]Soul[/td]
[td]Necromancer[/td]
[/tr]
[tr]
[td]Water[/td]
[td]Heal[/td]
[td]Monk[/td]
[/tr]
[tr]
[td]Earth[/td]
[td]Death[/td]
[td]Rogue[/td]
[/tr]
[tr]
[td]Earth[/td]
[td]Soul[/td]
[td]Shadowcaster[/td]
[/tr]
[tr]
[td]Earth[/td]
[td]Heal[/td]
[td]Druid[/td]
[/tr]
[tr]
[td]Death[/td]
[td]Soul[/td]
[td]Hexblade[/td]
[/tr]
[tr]
[td]Death[/td]
[td]Heal[/td]
[td]Cleric[/td]
[/tr]
[tr]
[td]Soul[/td]
[td]Heal[/td]
[td]Inquisitor[/td]
[/tr]
[tr]
[td]More than[/td]
[td]2 mixed[/td]
[td]Hybrid[/td]
[/tr]
[/table]

Because there are 6 pieces of armor in stein.world, a player can have 6 points which he can vary in his subclass.
Here is an example for a mixture of mage and hunter, i.e. a Dragonslayer:

- 5 points fire and 1 point earth
- 4 points fire and 2 points earth
- 3 points fire and 3 points earth
- 2 points fire and 4 points earth
- 1 point fire and 5 points earth

So theoretically there are 5 variants, but the first and last one is rather impractical as you will see in the example, because only the auto-attack is a skill that needs one point. So, for each mixture of two main classes to a subclass, there are 3 practicable variants.
With 10 assignable slots in the quickbar and a pool of over 8 PvE and many PvP skills per main class, there are hundreds of thousands of possible variations of subclasses with different points and equipped skills/weapons.

4.3.2 Example (concept)



In the following two examples we will take a closer look at the two classes Mage and Hunter to show how we imagine the interaction and mixing of class points.
Please keep in mind that everything is still in development and can change, also we have not finished all attacks and names yet.

Mage:

1. Autoattack
Requirement: 1 Fire Point
This is a weapon, like the one already in the game, that does little damage without a cool down but is free. It serves as a gap filler when all other abilities are on CD.

2. Fireball:
Requirement: 2 Fire Points
Cooldown: 5 sec
A classic fireball that is a 2 second cast and does moderate damage to the target.

3. Flamestrike
Requirement: 3 Fire Points
Cooldown: 8 sec
A strong Flamestrike that is a 2 second cast with a 22% chance to reset the cool down of your Fireball.

4. Fire Bomb
Requirement: 3 Fire Points
Cooldown: 10 sec
A powerful firebomb that explodes on the enemy and is a 1.2 second cast. When the target is suffering from “Burning Wounds”, the Fire Bomb deals 14% extra damage.

5. Sunfire
Requirement: 4 Fire Points
Cooldown: 25 sec
A strong sunburst that burns the ground for 5 seconds, slowing enemies by 2.5 B/s and dealing damage to them. The opponent gets the debuff "Burning Wounds" for 5 seconds.

6. Flamerush
Requirement: 2 Fire Points
Cooldown: 20 sec
A strengthening spell that will probably give Critical Bonus or Critical chance for a certain time. At the moment still in development.

7. Unknown
Requirement: 4 Fire Points:
Cooldown: 30 sec
The Mage teleports to the target location with a fire explosion that causes slight fire damage.

8. Unknown
Requirement: 5 Fire Points
Cooldown: 60 sec
The Mage receives a Fire Damage Bonus of 15% for 10 seconds

Hunter:

1. Autoattack
Requirement: 1 Earth Point
This is a weapon, like the one already in the game, that does little damage without a cool down but is free. It serves as a gap filler when all other abilities are on CD.

2. Unknown
Requirement: 2 Earth Points
Cooldown: 5 sec
A shot that deals moderate damage to the opponent and marks him with a debuff for 5 seconds (the mark buff is stackable on enemies).

3. Unknown
Requirement: 3 Earth Points
Cooldown: 9 sec
A poisoned arrow that poisons the enemy and causes damage over time. The opponent is also marked with a debuff for 5 seconds

4. Multishot
Requirement: 3 Earth Points
Cooldown: 10 sec
The Hunter shoots 5 arrows at 0.2 sec intervals at the target, dealing +8% damage for each mark debuff (maximum number of debuffs is 3).

5. Arrow Hail
Requirement: 4 Earth Points
Cooldown: 15 sec
A hail of arrows that deals damage to enemies in the area every second for over 5 seconds and marks them with a debuff. Also, enemies are tied up for 3 seconds and cannot move.

6. Unknown
Requirement: 2 Earth Points
Cooldown: 20 sec
A strengthening trinket that will probably give a Bonus for a certain time. At the moment still in development.

7. Unknown
Requirement: 4 Earth Points:
Cooldown: 30 sec
The Hunter receives a short speed boost for 3 seconds and can thus better dodge dangers and attacks.

8. Unknown
Requirement: 5 Earth Points
Cooldown: 60 sec
The Hunter receives an Earth Damage Bonus of 25% for 5 seconds

Possible combinations for a Dragonslayer:

This should give you a small overview of how the different combination possibilities could play. In this example, however, all PvP/PvE additional Weapons/Tools are missing which will allow much different playstyles.

4 points Fire 2 points Earth
A Dragonslayer who uses Sunfire to slow down his enemies, inflicting Burning Wounds and deals massive Fire Damage. When enemies get too close, he can teleport away and when he runs out of mana he bridges the regeneration time with two abilities of the hunter.

3 points Fire 3 points Earth
This kind of Dragonslayer can do constant damage without having great problems to have too little mana or energy. However, he lacks the Ground control effects to control his enemies. A class combination that is very valuable for long boss battles in dungeons.

2 points Fire 4 points Earth
This Dragonslayer ties his enemies up with Arrow Hail and deals great damage with Multishot through his marks and increases his damage with fire damage from Mage. If things get tricky, he escapes with a speed boost.

4.4 Ideas for additional skills/weapons for PvP and PvE



This part is also still under development and a collection of ideas for possible additional weapons/trinkets/tools that can be used across classes in PvP and PvE.

- Remove debuffs from yourself
- Remove debuffs from everyone in an area
- Dodge the next damage that is inflicted
- Dodge damage for x seconds
- Convert Mana to Energy
- Convert energy into mana
- Selfheal for Mana
- Selfheal for Energy
- Extend opponent's cool down for x seconds (PvP)
- Giving Cooldown to all abilities of the opponent (PvP)
- Invisibility for x seconds
- Mana Drain (PvP)
- Energy Drain (PvP)
and many others

5. Overall conclusion



Finally, we hope that we could give you a little insight into what we are planning next month and hope that you like our idea regarding the big Armor and weapons rework. As mentioned in the beginning, please remember that everything is still in development and can change until the final release. If you have any other ideas or suggestions for improvement then please join our Discord:

https://discord.com/invite/K2xA8Vg

Otherwise stay healthy and have fun in the world of stein.world