Quick Tip: Make sure you are displaying your stats before checking your masteries! – Credit: Weezy


If a starting fighter gets the best weapon, he won’t be very good with it. An apprentice magician
may learn even the most complex incantation, but the odds of it being properly used are low.
With time, you will get more skill in a chosen weapon or spell, increasing you mastery of it.

Mastery affects chance to hit and chance to score critical damage. You mastery can increase
after a certain number of successful hits, and each % is harder to get. Each race also has a certain
maximum mastery in each type of item that can be achieved as well as a certain starting bonus.
Starting bonus can be negative, as for example Giants are very bad at magic.

Double Hit Mastery

There is a special mastery called “doublehit”. It allows you to attack or cast two times a round with
each weapon or spell. Every race starts with 1% of doublehit chance, and it increases very slowly.
You can’t increase it in the temple, but you don’t lose it in reincarnation.

Your chance to hit twice is exactly your % in this mastery, meaning that 50% will make you attack twice 50% of the battles.
The Royal Academy, is located at 14, 21 in outworld. It offers the ability to evaluate your masteries
for 100 gold per level.



Once you have traveled the lands and you have been able to see your inner self, you will be able to travel to the Royal University and take up a profession.

There are many paths to take so look at yourself and choose the path that is most in line with who you are.


When a character wishes to change to a new profession they lose 50 of their levels to achieve this (25 for profession under 1k) .
The extra stats start counting from 75% of the profession’s minimum lvl.


The stats from all stats-conquests are lost, but the conquests are reset, so they can be repeated.

For detailed information on professions, use the command /professions

Stat Basics

There are five basic stats:

  • STR: – Strength, the measure of how much damage you can deal.
  • DEX: – Dexterity, your chance to hit enemies and to dodge blows
  • NTL: – Intelligence, the amount of your magical power, affects the damage done with spells.
  • WIS: – Wisdom, affects your chance to cast a spell successfully and to disturb enemy spell casting
  • VIT: – Vitality, determines your maximum health points.

Character Basics

Character Basics

Your character in this game is defined by the following attributes:

  1. Name (possibly also a lastname, set with a /command)
  2. Race (everyone starts with a race after character creation, change at Royal University)
  3. Profession (if any, selected at Royal University)
  4. Stats (Strength, Dexterity, Intelligence, Wisdom, Vitality and Health) – click the Stats Tab
  5. Gold (on hand and banked)
  6. Level (you start at level 1)
  7. Alignment (0 is neutral, negative means Evil, positive means Good
  8. Clan assignment (if any)
  9. Items (possibly gemmed) – click the Inventory Tab
  10. Masteries – check them at Royal University

Starter Races

Starter Races


Humans are average at everything. They start with some very basic knowledge in all skills, and can master every skill to a high level, however, they won’t be the best in any profession


Elves are frailer and a bit weaker than humans. However, they are very wise, and excel in any magic. Elves can master any type of magic to the maximum, and prefer to fight with either swords or staves.

Dark Elf

A tribe of elves that worships the Dark Gods. They were forced to live in the north, and that increased their strength. Being mad about power, they lost some of the elven wisdom, however still being more intelligent than a human. Dark elves are masters of the blades, being very quick and intelligent.


Dwarves live in mountains, often underground. They are very tough, and are hard to kill. Dwarven skill with mining and metals is well known, and they have an advanced knowledge of axes, being capable of mastering this weapon to the highest limit. Dwarves aren’t good at magic, however their knowledge of heat gives them some resistance to fire.


Giants are huge humanoids, living in the forests or plains. Their strength is outmatched, while their wits leave to be desired. Giants have very limited magical talents, and they can only master mace type weapons to a high level.


Trolls are a tribal race. They have very high regeneration rate, which enables them to have the most vitality amongst the races of Shimlar. Trolls have great strength, too. Trolls are afraid of fire, but can master some air based magic. They can use all weapons efficiently, but don’t like axes much.


Goblins are small and quick. While having low life, they can be both good swordsmen and sorcerers. Goblins are shunned by most races, as they are very greedy and not trustworthy. They don’t have great strength, so mace type weapons and heavy armor isn’t very efficient for them.


Believed to be the messenger of the Gods, there has recently been a sighting of Angels starting a settlement in Shimlar. While this is rumored to be a sign of some great battle approaching, the Angels are usually peaceful. Angels have intelligence beyond the human understanding, and their celestial bodies can withstand some heavy damage. While angels know all the skills by a fair amount, they won’t master any weapon beyond mediocrity, as they dislike close combat. They can master air magic to any extent.


With the opening of the Demon Gate, people started gathering up there in huge numbers trying to vanquish these creatures of evil. One of the more intelligent demon races decided to start a permanent settlement in the Outworld. Known as Gargoyles, these creatures are both powerful mages, preferring the power of cold and air, and decent swordsmen.


More races are unlocked at higher levels.

To find out more information on higher level races, just use the command /races

You can reincarnate at Royal University.

There is advanced info available for a more in-depth view regarding all the Races and their Stats.