July 2019 Survey Results

We Asked, You Answered!

Here, we wanted to find out what the most amount of hours a player gets per day.

As you can see, it’s fairly split between 1 – 5 hours per day with on a small percentage of 2% playing more than 10 hours per day.

What We Can See From This

This shows us that players can invest a good 5 hours per day into Shimlar meaning the average player can still rack up a good amount of time to grind. Seeing results like this helps us work out what needs tweaking in future rounds to further help benefit all players. While only 2% of players can grind for twice the amount of time – it does leave some food for thought on how to approach future developments for the entire player base.


Here we wanted to see whether players could get more hours in on a weekend.

Unfortunately, the results were pretty much even throughout. We can see this in-game where some players will remain dormant or slightly active throughout a working week and then level up throughout the weekend.

What We Can See From This

We can’t really use this result to further improve the game but it’s interesting to know.


Here we wanted to see what players thought would be the best time to restart a round.

While we forgot to define what “When the player base becomes inactive” it seems that the majority of players are happy to restart a round when it’s dead.

What We Can See From This

Ideally, an inactive player base would be where a consistent amount of time has passed with about 1-6 players online within an hour. For example, if an average of 6 players are online per hour for a week, we would consider that worthy of a reset.

The remaining majority of those surveyed all agreed that anything beyond 10, 12 or 14 weeks is an ideal length of time for a round.


Here we wanted to see how players felt about product releases and the time between releasing them.

The majority of players are happy with the time between releasing things like bonus tokens or accessories however the remaining of those surveyed stated they should be released slower.

What We Can See From This

It’s difficult to judge when to release bonus tokens as the player base is quite mixed when they are actually released.

Some players message admins asking for them to be released early and others ask for them to not be released. While we can’t please everyone on this issue, we will try our best.

Our goal is to keep the players happy and as such, all products for future rounds will be scheduled and we will try our very best not to release them early unless there is a high enough demand for them.

Clan Power

Clans have “power”, the more power, the more different bonuses are available to choose. Clan abilities (combat related)
are not active in duels. Clan leaders get 1.25 times the effect from abilities. The clan power is calculated from the table
below the power of each member is added to give the total clan power:

 

Member level
Power
100-299
1
300-499
2
500-799
4
800-1099
6
1100-2499
8
2500-3999
10
4000-6999
15
7000-9999
20
10000-19999
30
20000-49999
40

Below is the clan bonuses available and the minimum required to be able to choose that desired bonus.

 

 

Clan Bonus
Minimal Power Required
+3 Armor Class
10
+10% exp a kill
20
+20% gold a kill
30
+50% drop chance
40
1.5x damage
50
-1h quest wait delay
60
+10% temple luck
70

 

Clan Structures

Clan Structures

Misc. Stucture Effect Cost
Magic Barrier enemy spells have 15% less chance
to hit you
10 M
Blade Sharpener +20% based on the existing hit chance,
+1 weapon class to both weapons
20 M
Concentration Magnifier +30% based on the existing cast chance,
+1 spell class to both spells
40 M
Force of Friendship +20% based on the existing hit chance,
+1 weapon class to both weapons,
+30% based on the existing casting chance,
+1 spell class to both spells
80 M
Black Market sell any item for 50% more gold 160 M
Tracker Academy 3x more chance for a “special” monster 320 M

Clan Defences

Clan Defences

Clans can own a portion of land knows as kingdom. Kingdoms are NOT normal zones, there is a special
zone found at 22, 11 in the Wilderness that allows to settle kingdoms. Only a clan leader can settle a kingdom.
Kingdoms have 3 types of structures: a defence, which serves as protection against possible attackers,
a mine which sometimes makes you get specific extra gems, and a miscellaneous type which has different
effects that affect combat. The level of defence you can buy depends on clan power, so that only organized
clans can actually keep a kingdom. Anyone can attack a kingdom.
You can only have one type of mine and misc. structure active at a time, and you have to pay full price
every time you change them.
There is a kingdom treasury and a tax %. No matter where and what you fight, a certain part of it goes
to the kingdom, and can be taken freely by both clan leaders. Minimal tax is 1% and maximal is 99%.
Each clan can only have one kingdom, so that everyone gets a chance to have one.

Clan defense structures in tabulated form. (Note only sentry tower can be bought at the present time)

Defence structure Clan Power Needed Cost EQ Class Hit Points
Wood Fence  1 free 40 10 M
 Sentry Tower  30 1 M 45 20 M
 Guard Tower  45 2 M 50 30 M
 Orc Fort  60 4 M 55 40 M
 Mystic Fort  75 8 M 60 50 M
 Dragon Tower  90 16 M 65 60 M
 Flame Stronghold  105 32 M 70 70 M
 Troll Fortress  120 64 M 75 80 M
 Frozen Keep  135 128 M 80 90 M
Black Citadel 150 256 M 85 100 M
Celestial Castle 165 512 B 90 110 M
Chaos Keep 180 1024 B 95 120 M
??? 195 2048 B
(not available yet)
100 200 M

Clan Wars

Clan wars wasn’t very popular at the time of release and since has been disabled.

Given if popularity will increase for this feature it may be enabled at a future date.

Clan Mines

Shallow Mine Drops a random * or ** gem drop 10,000,000 gold
Deep Mine Drops a random *, **, or *** gem drop 20,000,000 gold
Ancient Excavation Drops a random ** or *** gem drop
+33% Chance Mine drops a Dragon Fang or Demon Fang *,**, or ***
25% chance to get a *** gem
40,000,000 gold
Fountain of Sorrow Drops a random ** or *** gem drop
+33% Chance Mine drops a Frozen Tear *, **, or ***
25% chance to get a *** gem
80,000,000 gold
Diamond Caves Drops a random ** or *** gem drop
+33% Chance Mine drops a diamond *, **, or ***
25% chance to get a *** gem
160,000,000 gold
Rare Elements Facility Drops a random ** or *** gem drop
+33% Chance Mine drops a Dragon Fang, Demon Fang, Frozen Tear, Howlite, or Azurite; *, **, or ***
25% chance to get a *** gem
320,000,000 gold
Four Leaf Clover Farm Drops *** and **** Gems 640,000,000 gold