Masmune Myst and Atlanta Celestial's Shimlar Guide Masmune Myst and Atlanta Celestial's
Shimlar Guide



There is a Shimlar-reincarnate game available on the internet called Neflaria. To view it, click here.
The new Neflaria Playing Guide is available by clicking here.
Quick Links: Eq Info Gems Zones Race Stats Commands Rules FAQs Shorthand Clans


Outline:
  1. About Shimlar
  2. Character Races
  3. Starting the game (Classic Shimlar)
  4. Equipment
  5. Masteries
  6. PK Zones and Alignment
  7. Temples
  8. Quests
  9. Chat Rooms
  10. Clans
  11. Housing
  12. Special Thanks
  13. Play Shimlar!
  14. Contact Us!

Last Updated on: September 5, 2007.

About Shimlar

According to the ingame description of Shimlar, Shimlar is "a world of wonders and mystery" and surely, it is. Shimlar is a multiplayer online RolePlaying Game (RPG). Shimlar is a free game that runs upon the monetary donations players decide to give, to allow the game to live on. Shimlar requires Internet Explorer, Netscape Navigator/Communicator, or Opera as an internet browser to run properly. There are known issues with Opera in game that have never been resolved, such as not being able to view what you type into your chatbox.
Turn-Based Shimlar

On August 19, 2006, Shimlar had another version of it introduced, known as Turn-Based Shimlar. It mirrors the Classic Shimlar in many aspects, however, turn-based does have some extras. Additions include the introduction of Turns, Fame, higher smash price, switching cast and attack buttons, many possibilities of drops, and different clans than Classic Shimlar. Things in the works are quests just for Turn-Based players, extra races for reincarnation for turn-based players, and a potential to PK anywhere in Shimlar. Some things that are different are that you cannot send nor receive items or gold, and when you PK, you only receive 1%-10% of the gold the other player was carrying.
Click here for more information on Turn-Based Shimlar.

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Character Races

Starting out on your Shimlar quest, you can choose to be a Human, Elf, Dark Elf, Dwarf, Angel, Troll, Giant, Goblin, or a Gargoyle as you are signing up. Each race has its strengths and weaknesses, as outlined on
this page. As you progress through the game, and as your levels increase, you will have the opportunity to reincarnate into a Balrog, Kender, Half Elf, Dark Angel, Galatai, Flame Demon, Duergar, Sprite, Genie, Dragon, or Vampire. Also, you have the opportunity to reincarnate if you has screwed up your stats early on. For more information about reincarnation and race stats, Click Here.

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Starting the game

If you have never played Classic Shimlar, and need an overview, please
click here.
If you have never played Turn-Based Shimlar, and need an overview, please click here.
Special creatures
While you are fighting creatures, you may come across some creatures that do not appear to be normal. These creatures are referred to as "Specials". There are 14 specials in all. These are the target creatures for
Quests.

Special Creature
Stats Multi.
Gold Multi.
Exp. Multi.
Other Bonuses on creature
Elder
x 1
x 2
x 1
Increases chance of mastery by 8x upon its death
Higher chance to drop purse
Undead
x 1
x 2
x 1
+1 Alignment upon its death
Merchant
x 1
x 4
x 1
None
Fool
x 1
x 0
x 2
Worse than normal equipment
Saint
x 1
x 1
x 2
-1 Alignment upon its death
Illusionist
x 1
x 2
x 2
Transports you within the zone
King
x 1
x 3
x 2
Higher drop chance
Assassin
x 1
x 3
x 2
+3 IC to weapons and spells
Defender
x 1
x 2
x 3
+3 IC to armour
Trainer
x 2
x 1
x 2
Higher chance to drop purse
Veteran
x 2
x 2
x 4
+1 IC to all equipment
Higher chance to drop purse
Mimic
x 3
x 3
x 1
Higher drop chance
Higher chance to drop an accessory
Fanatic
x 3
x 1
x 2
+1 IC to all equipment
Enigma
x ?
x ?
x ?
Can be any special, and changes each round of the fight


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Zones
Each zone has different bonuses, strengths, and weaknesses. A list of each zone, its bonus, if any, its list of creatures, and its requirements could be found here.

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Equipment

To better your character, your character may buy equipment from the local shops. Weaponry, armour, and shields are located in the Shop, denoted on the minimap by an 'S', and the Magic Tower is denoted by an 'M' on the minimap.

There are four different types of weapons you can choose from- Sword, Axe, Mace, Staves- and 4 different types of spells you can choose - Fire, Cold, Air, Arcane (heal). Armour and Shields are also available.

If you fight with only one weapon and/or spell, then you get a bonus. With one weapon and no shield, you will do 3 times more damage, but your chance to hit lowers slightly. With one spell, you will cast 3 times better than your normal amount, but your chance to hit lowers slightly, as well.

Shields are able to increase your armour class if they are a high enough item class. Every 10 item classes for Shields will yield +1 to your Armour Class.

To buy your equipment, you must have your gold on hand.

Each piece of equipment has stat and level requirements to them. For example, weapons require a strength of... (the item class of the weapon) x 200, ie... Falchion (Item Class 6) requires 6 x 200=1200 strength to equip.
Attacking spells require (item class) x 200 intelligence
Heal/Arcane requires (item class) x 130 intelligence
Armour requires (item class) x 150 Vitality
Shields requires (item class) x 120 Strength
At item class 11, all equipment is imposed with a level requirement. The level requirement raises by 20 for each item class, ie, an item class 15 requires level 100. A formula you may use is (item class-10) x 20 = Level Requirement.

Item Class 15 equipment and higher have two gem slots, thus making them more useful than the item classes below them, which only have one gem slot available.
All normal equipment may be smashed at the Shop for half of its original value. Classic Shimlarians can sell them in sales for a better deal. Shops do not take into account any gems that are enchanted into your equipment.

For information on all equipment, Shadow Items, and Mystic Items regarding level and stat requirements, as well as its smash price,
click here.

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Gems
As you fight creatures, you may come across a text that resembles... Enemy is dead, R.I.P. You find a gem! This means that you have found a gem at random. Depending on the zone, it could be a grade 1 gem (*), grade 2 gem (**), grade 3 gem (***), or a grade 4 gem (****). Gems' abilities vary with each different type, as well as its effect, as determined by its grade. The list of gems is found below, along with its effects, and change in your stats.

Gems are only effective if they are enchanted into your equipment. As mentioned above, all normal equipment lower than item class 15 only have one gem slot, while all equipment higher than item class 15, all shadow items, and all mystic items have two gem slots. Items are enchantable with gems at all Magic Towers. Items can be disenchanted in
Temples in the Shimlar world.

If Classic Shimlarians wish, they may smash gems at the Shop for 10,000 gold per grade, or sell them in sales for more gold.
If Turn-Based Shimlarians wish, they may smash gems at the Shop for 30,000 gold per grade.

Gem NameGem Description**********
Strength (STR) Gems
AmethystIncreases Your Strength5%10%20%35%
TopazSteals Enemy Strength14%8%16%32%
QuartzDecreases Enemy Strength5%10%20%35%
Dexterity (DEX) Gems
EmeraldIncreases Your Dexterity5%10%20%35%
MoonstoneSteals Enemy Dexterity14%8%16%32%
OpalDecreases Enemy Dexterity5%10%20%35%
Intelligence (NTL) Gems
SapphireIncreases Your Intelligence5%10%20%35%
MalachiteSteals Enemy Intelligence14%8%16%32%
TanzaniteDecreases Enemy Intelligence5%10%20%35%
Wisdom (WIS) Gems
PearlIncreases Your Wisdom5%10%20%35%
CorundumSteals Enemy Wisdom14%8%16%32%
Black PearlDecreases Enemy Wisdom5%10%20%35%
Life/Vitality (VIT)2 Gems
RubyIncreases Your Life according to your Vitality5%10%20%35%
BloodrockSteals Enemy Life according to current Life14%8%16%32%
TourmalineDamages Enemy Life according to current enemy's Life15%20%30%45%
Miscellaneous Gems
DiamondIncreases your gold gained per fight5%10%25%50%
AtmashidadeIncreases your Experience (EXP) gained per fight2%4%10%20%
Dragon FangIncreases the Item Class (IC) of your weapons+1+2+4+6
Demon FangIncreases the Item Class (IC) of your spells+1+2+4+6
Frozen TearsIncreases the Item Class (IC) of your armour+1+2+4+6
JadeIncreases your chance to hit first (initiative)5%10%25%50%
1. The percentage of stats is taken from your opponent and added to yours, dependent on the lower stat in question between you and your opponent.
2. Life and Vitality are two separate values. Vitality is the maximum amount of Life you can have, while Life displays your current health.


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Shadow Items
By chance after killing a creature, you may see You find a Shadow Item! That means, the equipment that you are wearing at that exact moment 'dropped' a shadow item. A shadow item resembles normal equipment, but has much lower requirements to equip. The shadow item is ended with a roman numeral, which represents its power, so to say. A Shadow Item I would be equivalent to an item class 0 of that equipment type. For example, a Phantom Sword I would be equivalent to a Dagger (item class 0 Sword). The list of shadow power and its corresponding requirements can be found
here.

The Roman Numeral of the shadow item dropped depends on what equipment you had on at the time. For equipment between Item Class 1 - 31, the Roman Numeral would be the lowest integer (whole number) of the following: Roman Numeral = (Item Class + 4)/5. As well, for regular equipment (Non-Shadow and Non-Mystic), the roman numeral is constant for drops, however the type of drop varies. For example, if you had an item class 15 armour on, you have the chance to drop a Ghost Armour III, Shadow Fire III, Phantom Hammer III, etc. Item Class 0 equipment will drop a Shadow Item I.

A Shadow item can drop another shadow item. However, the roman numeral is not always the same. The roman numeral for a dropped shadow item from a shadow item will be either equal to, or less than, the roman numeral of the equipped shadow item. The type of the shadow item will always stay the same, ie. a Phantom Hammer will always drop a Phantom Hammer.

Shadow Items have two gem slots no matter what the roman numeral is. Thus, those who are under level 100 will be able to use shadow items between the roman numerals of I-III (Item class, 0,5,10) and have two gem slots, if they suit the respective stat requirement.

Shadow Items can be smashed at the Shop for gold, or Classic Shimlarians can sell them in sales for a much better profit. The Shop does not take into account what gems may be enchanted into the items.

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Mystic Items
Mystic Items are the upgraded form of Shadow Items. They can be upgraded at the Temple of Shadows, at 15,21 in the Wilderness at a cost of 20,000,000 per Roman Numeral for Shadow Items between I-IV and 40,000,000 per Roman Numeral for Shadow Items V and above. Mystic Items gain extra enhancers in battle as well, however have a level requirement 100 levels above those of most Shadow Items, with the exception to Spiked Shields and Mythic Cures, which require 200 levels above that of their respective Shadow Items. They can be sold back to the shop for gold, but, for Classic Shimlarians only, they are ideal for the sales chatroom. Mystic Items drop Shadow Items as well, but they are less by one roman numeral.

Shadow Item NameMystic Item NameEffects1
Phantom SwordMystic Blade+4% Dexterity
-2% of enemy's Intelligence
Phantom AxeMystic Hatchet+4% Dexterity
+2% Strength
Phantom StaffMystic Wand+4% Dexterity
+5% Gold per fight
Phantom HammerMystic Maul+4% Dexterity
-2% of enemy's Dexterity
Shadow FireMythic Flame+4% Wisdom
-2% of enemy's Wisdom
Shadow FreezeMythic Frost+4% Wisdom
+2% Intelligence
Shadow ShockMythic Storm+4% Wisdom
-2% of enemy's Strength
Shadow HealMythic Cure+4% Wisdom
+1 Armour Class
Ghost ArmorSaintly Plate+4% Life according to your Vitality2
Ghost ShieldSpiked ShieldCan be used as a weapon of item class 5 or lower
+0.5 Armour Class
1. Effects are multiplied by the Roman Numeral of the Item. For Example, a Saintly Plate IV will be (+4% life) x 4 = +16% life.
2. Life and Vitality are two separate values. Vitality is the maximum amount of Life you can have, while Life displays your current health. Say, you have 4000 Vitality. For every roman numeral for a Saintly Plate, your life will go up by 4000*4% = 160 life, up to a maximum of 4000 life.


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Accessories
Accessories can enhance your stats, your evasion, your accuracy, and costs of other controls in the game. Accessories can be bought in Essence of Malice or the Temple of Order. Players can only equip one accessory. For example, you can only equip one ring. You cannot equip a pendant, amulet, or any other accessory while that ring is equipped. All Classic Shimlarian accessories can be sold to any Shop for 5,000,000 gold, and all Turn-Based Shimlarian accessories can be sold to any Shop for 15,000,000 gold. Accessories have a very small chance being dropped by creatures in the game, and rarely, if ever anymore, appear in quests. Below is a list of accessories in this game.

Accessory NameAccessory DescriptionCost in Shop
Stats enhancers
Copper Ring+2,000 Strength while in battle25,000,000
Gauntlets of Might+6,000 Strength while in battle100,000,000
Yellow Ring+2,000 Dexterity while in battle25,000,000
Iron Ring+2,000 Intelligence while in battle25,000,000
Orb of Power+6,000 Intelligence while in battle100,000,000
Blue Ring+2,000 Wisdom while in battle25,000,000
Goblin Ring+1,000 Vitality while in battle
+1,000 Life1,2 each round while in battle
25,000,000
Pendant of Durability+3,000 Vitality while in battle
+3,000 Life1,2 each round while in battle
100,000,000
Evasion/Accuracy Accessories
Band of Defence+20% evasion against melee attacks50,000,000
Amulet of Flames+50% evasion against fire spells50,000,000
Amulet of Ice+50% evasion against cold spells50,000,000
Amulet of Lightning+50% evasion against air spells50,000,000
Gloves of Haste+50% accuracy with melee attacks 100,000,000
Orb of Channeling+50% accuracy with spells 100,000,000
Orb of Curing+100% accuracy with arcane (healing) spells 100,000,000
Special Accessories
Gloves of SkillAllows an extra 10% expansion over normal race maximum masteries 100,000,000
Orb of Learning+20% more experience per fight250,000,000
Chalice of Luck+100% drop chance500,000,000
Crystal of RelocationTeleport and locate players at no cost250,000,000
Golden Orb of Enlightenment/g_orb- Shows all players in a 3x3 area around you
/g_orb2- Shows all online players
500,000,000
Helmet of InvisibilityYou cannot be located250,000,000
Eternal Ring10% gold lost upon death, instead of 100%500,000,000
Band of the Chosen5% experience lost upon death, instead of 20%500,000,000
Wedding Ring/wed $name- Propose to a player. MUST HAVE OWN WEDDING RING EQUIPPED
/yesido- Accept the proposition, and you will be listed as "married". MUST HAVE OWN WEDDING RING EQUIPPED
Rings MUST be equipped at all times, and will be destroyed at end of marriage
10,000,000
Huggle"Just a sign of affection" - Shimlar Manual10,000,000
1. Life and Vitality are two separate values. Vitality is the maximum amount of Life you can have, while Life displays your current health.
2. You will not see your Vitality change in your stats, nor will you ever see your Current Life past your displayed Vitality. Damage will be subtracted from the health boost, then from your Current Life.


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Masteries

Throughout your fighting journey, you may come across a bold white font stating that some mastery has increased. Masteries increases your effectiveness in battle. Weapon and Spell masteries influence your chance to critically hit an enemy, while armour masteries increase your armour's Item Class, just like a frozen tear. 5 Armour Masteries = +1 Armour Class. The doublehit mastery increases your chance to hit the enemy twice with a weapon.

To get your masteries higher, you cannot just go around one-hit killing the creatures, for you will not gain any armour masteries if you are not hit, and you will not get doublehit masteries, as you are killing the creature on the first hit.

Masteries are significantly more important as you progress through the game, especially if you reincarnate. The usual reaction to reincarnation from experienced players is that it makes your character weaker, as it loses 20% of each mastery, excluding Doublehit, but cannot go below the new races' starting minimum. Masteries are also beneficial in PKing, or your resilience to PK attacks as you may have extra armour classes from your armour masteries, or a higher critical hit rate, thus burying your opponent into the ground.

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PK Zones and Alignment

Once you become level 15, you have the opportunity to explore the world of Shimlar deeper by investigating the Wilderness. The Wilderness can be entered at 0,0 from any starting newbie race zone. The wilderness connects the realm of Shimlar together as every zone is somehow bound to it. Thus, if you feel you don't want to explore... you may be stuck in your starting zone for a while.

The Wilderness also presents a danger, or a bonus... this is your first taste of a Player Kill zone. It is exactly as the name implies... you can go around killing players. Classic Shimlarians will receive all the gold their opponent was carrying, whereas Turn-Based players will only receive 1%-10% of said gold.
There is a 10 minute Player Kill (PK) timer. It is automatic, and you will not be able to assault any other players until it expires. You can only see players that are between 75% of your level and 133% of your level, and play the version of Shimlar you do, ie. Turn-based or Classic.

Not only can you kill players, but you can also gain alignment for killing players. If you kill players with a 0 alignment, or higher, you will lose alignment points (go into the negatives, suggesting evil). If you kill players BELOW 0 alignment, you will gain alignment points (suggests good). The player's alignment will appear in () after their name in the drop down menu.

Normally, you will get 1 alignment point for each PK, however, if you PK someone who has a differential of more than 100 alignment points from yours, you will gain two alignment points. To get two alignment points closer to neutral (0), you must kill someone who has at least 100 alignment points above yours, if you are good, or someone who has at least 100 alignment points below yours, if you are evil.

If you get +100 alignment or above, you are considered 'good' and your name will be yellow in the chat window.
If you get -100 alignment or below, you are considered 'evil' and your name will be red in the chat window.

Certain zones offer alignment points as well; one alignment point scattered over random time if you are battling ANY creature in that zone. Examples of zones that offer positive (+) alignment are Ta'lorn, Camelot (requires +50 alignment to enter), and Demon Gate. Examples of zones that offer negative (-) alignment are Essence of Malice, Dino Park (requires -50 alignment to enter), and Gem Pond. A complete list will be appearing on the
Zones page.

Certain Special Creatures will also affect your alignment. Saints will decrease your alignment by 1, whereas an Undead will increase it by 1. For more information on Special Creatures, Click here.

To get onto the top lists for alignment, either good or evil, you must be level 100 before you are displayed on it.

You have to watch your alignment as well, if you don't want to be restricted from certain zones. If you have an alignment of -500 or below, you will not be allowed into the Enchanted Forest (at which stage in the game would nearly be useless anyway), and Ta'lorn, and thus, the Dimension of Light and its related zones. If you have an alighment of +500 or above, you are not allowed into the Lair of Temptation (byebye 2x chance of a shadow drop), the Dimension of Chaos and its related zones, and Forest of Jewels.

In the Turn-Based Game, you are able to gain fame for PKing players. The base amount is 1000 per PK, however if you PK someone higher than you, you will receive that amount plus (the level differential * 1000). But, if you PK someone lower than you, you will receive that amount minus (the level differential * 100).

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Temples

Temples are sacred places in Shimlar where various effects may take place. Here, you are able to disenchant your gemmed items for a cost of 100,000 gold for Classic Shimlarians, or 10,000 gold for Turn-Based, and sacrifice gold for special blessings. There are more effects to come but these are the ones that are currently implemented. There is NO guarantee that your gemmed items will separate perfectly. You may lose a gem, two gems, or the items, or even all three (both if single gemmed), or the best situation, which is getting everything back in perfect condition. If you need to take out two gems from a single item, you will have to disenchant TWICE. The first time, the rightmost (last enchanted) gem will come out, then the leftmost one.
Sacrificing gold would give you a slight chance of getting a mastery, item upgrades, or even a free level, if you are lucky enough. Turn-Based players may even receive extra Turns, as well.

There are currently three temples in the game:
  1. 2,2 in Temple of Shadows (requires level 70)- Also has the added ability of upgrading your Shadow Items to Mystic Items for a cost of 20mil per roman numeral from I-IV, and 40mil per roman numeral from V upward.
  2. 3,2 in Temple of Chaos (requires level 300)- When you sacrifice, your alignment gets closer to 0.
  3. 3,3 in Temple of Order (requires level 350)- When you sacrifice, your alignment gets closer to 0.
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Quests

At the coordinates 20,21 in the Wilderness, you can go up to the QuestMaster's Hut. Quests are refreshed usually at 20 past the hour. You can sign up for a quest, if you are in the level range (or else an error message will appear), and if you haven't completed a quest in the past 8 hours (to allow the chance for others to get quests). When the quest says... "A Certain _____ in ______", it means you have to find and, of course, kill the quest creature, which you will not know until it is killed. You should only focus on finding and killing all the "
Special Creatures" as listed above. If you complete the quest... a bold white text will be right underneath the Enemy is dead, R.I.P.... You completed a quest, pick up reward at the QuestMaster Hut EXCEPT for the Illusionist... You would have to keep an eye on the chat screen (chat tab) to see if you got the quest, or not. The chat screen, if set to chat, or clan tabs will inform you if someone has completed any quest, what it was, and which zone it was in.

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Hunts
This is a special kind of quest hosted in Shimlar once in a while by the Arch Moderators. A green bold message will show up in all chat rooms, named Official Announcement, stating what the creature's name is, and where it could be found. The creature's name is usually in capitals, to easily distinguish it from a basic creature.

Some hunt do nots:
1. DO NOT beg for a hunt. If people beg for hunts, the Arch Mods and/or the Administrators will be frustrated at you and your associates, and will delay, or even cancel hunts.
2. DO NOT post the creature's Life remaining. EVERYONE who is fighting the creature will be able to see its current life. If you say it out loud in chat, the creature heals for a significant amount, and you could be muted for spam. Hunts are for fun, but if you cross the line, you shall be punished accordingly by the moderators on duty.
3. DO NOT tell other players that are chatting to shut up. In the end, you create as much lag as they do posting their messages.
4. DO NOT COMPLAIN! If you didn't get a reward for helping out, then so be it. Others in chat will not care about it, and if you bug the mods, then there is a great chance that there will not be a hunt for many weeks, or months. Be thankful that the Arches/Admins took time out of their schedule to add in some fun to the regular mix.

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Chat Rooms

At level 25, you will be able to openly chat in the realm of Shimlar. Some chat commands can be found
here. Some Basic Rules for chat:

  1. ENGLISH ONLY IN OPEN CHAT
    Due to the fact that most moderators have English as their first language, it is a rule that you stick to English only in open chat. You may speak whatever language you want in PMs to other players. Sorry for the inconvenience to you multilingualists, and to those who are weak at English.

  2. Keep Real Life details out of chat
    Topics such as Religion, Politics, and personal information are not suitable for a ROLEPLAYING game. RPGs give people a break from reality, and to have some fun, not to fight/bicker over current events in the world.

  3. DO NOT BEG for gold or items
    Other players have broken their backs, fingers, and even mice to get to where they are now in the game. If you start later in a round, it is even easier for you to get items than it was for players who started at the beginning. You should experience a bit of what they have went through. "Asking" for any items, gold, or loans is also considered begging.
    As well, Turn-Based players have no reason to beg, as they cannot receive anything, anyway.

  4. Do not swear
    Swearing is not allowed because Shimlar was intended to be a "cleaner" environment than other online games. Masking swears is just as bad as swearing itself.

  5. Do not harass other players
    Insulting and persistently bothering people either in open chat, or in Private Messages is considered harassment. If you are being harassed, contact a mod, by looking at the "Mods" link at the bottom of the chat window. Retaliation to the harassment on your part will make you just as guilty as the other party.

  6. Do not provoke bad behavior in others
    This ties into harassment of other players; Do not push players to the edge and make them retaliate to your comments. You are just as at fault as the other party. Also, daring, or offering rewards to people who break the rules... is against this rule as well.

  7. Do not post Private Messages in open chat
    These messages are directed solely to you, and all the players do not need to know what happens in them. Under NO circumstances should a PM be posted in open chat. If you received an insult, or are being harassed... /pignore playername and notify a mod by checking the "Mods" link.

  8. Do not spam or flood chat
    Spam: typing numerous meaningless letters, symbols, or numbers. Do not do it. L33T could be considered spam, however, a word or two in l33t usually does not hurt. It all depends on the mods online.
    Flooding: Repeating the same/similar messages more than twice is considered flooding. Saying someone should be muted/banned, countdowns, repeated posting of damages, stats, experience, gold, etc. is also considered flooding. Advertisements for clans, items, etc. more than ONCE on a chat window is also against this rule. Moderators will act as they see fit.

  9. Do not abuse capitals
    Capital letters in chat is equivalent to yelling out loud, which is quite irritating to people. They can be used to create an emphasis on a word or two, but PLEASE use discretion. If you abuse the caps, in the opinion of the mods online, you will be caps-cursed for up to an hour.

  10. Keep chat topics PG-13
    There are numerous examples of topics which are inappropriate in open chat; sex and drugs are just two small examples of such topics. Even if the average age of game players is around 17, there are players as young as 8. Also, disturbing behavior is severely frowned upon. Mods will intervene on topics that get out of hand.

  11. Do not diss this, or any other game
    If you do not like the game, then simply click that little 'X' in the top right hand corner of your browser. Game creators put in a lot of time and effort to make the game work, and it is hard to please everyone. Some criticism is allowed, such as ways to improve the gameplay, but if you cross the thin line, you may find yourself in boiling water.

  12. DO NOT WHINE ABOUT:
    1. Being Player Killed
      If you were player killed, then you must have been in a PK-zone, thus you are fully responsible for your own well-being. To quote a wonderful saying by Cardinal Fang... "Don't whine; Find a Shrine; You'll be Fine".
    2. The lag
      Whining about the lag will only make it worse. Everyone has some sort of lag, and that is because of the server. If you think the lag is bad, then why don't you help out the game by clicking on the "Support the Game" link in-game, or on the links found on the mainpage of Shimlar.
    3. Not getting drops or masteries
      This is all a matter of luck. There will be days, and weeks, where people can be unlucky. You have to remember that it is a chance to get something. It doesn't mean that it will be certain after a period of time.
    4. The cost of items
      All shop costs are standard and do not change. It is just as hard for you to get them as they once were for some of the more experienced round players. Also, do not complain about a price someone is selling an item for. It is their item, thus they can sell it for whatever amount they want to sell it for. A person could sell a tanzanite* for 1 million gold, if they wished. If they get an offer, good for them; if not, then tough luck for them.
    5. Hunts
      The more people complain that they want a hunt, the more likely one will not happen for numerous weeks. Also, if you didn't get a reward for helping out in the hunt, then so be it. Complaining will not solve anything; just go about your regular life. Be thankful that the Arches/Admins took time out of their schedule to add in some fun to the regular mix.
    6. Mod Activity
      If you were muted and/or banned for no reason, report the incident using the Crew Contact Form, or by typing /lorda or /sisco in the chat box. A screenshot of what happened is always useful as proof, as long as they are not doctored. Mistakes can happen. Whining about actions will get you muted once again.


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Roleplay Room
The Roleplay Room is designed for SERIOUS RP ONLY! If you are found not RPing, or just annoying with "Godmodding", aka you are invincible and act out your opponents moves, deaths, etc., mods will take the appropriate actions. To better your RP skills, please view
Atlanta Celestial's RP Guide.

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Sales Room
The Sales Room is for selling your items. You are not allowed to sell your items anywhere else. In sales, you can sell your equipment, gems, accessories, and clan memberships. You CANNOT sell your character, your clan, or cross-game trading. Mods will act as seen fit for these scenarios. As well, Turn-Based players will find this channel quite useless, as they will not be able to buy or sell anything.

There are "six" ways you can sell your items:

  1. Open Auction: all bids are to be in open sales. All bids in PMs are to be ignored.
  2. Silent Auction: Usually started by stating a minimum price and a time limit, all bids are to be in PMs. All open sales bids are to be ignored. The Auctioner is not allowed in any way to state to anyone what the current highest bid is at.
  3. First PM: The first person to PM the required amount of gold for an item will get that item for that price
  4. PM offers: The seller can reject, accept, or negociate deals with the buyers.
  5. Smash: Smash is selling the item straight to a Shop.
  6. Smasher: A player that buys items for over smash price, who ends up smashing at Black Market smash price (50% more than regular Shop Smash).

To better your sales skills, please view
Masmune Myst's Sales Guide.

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Clan/Race Room
This is a shared room between your clan, if you are in one, and your race.
To type to your clan, if you are in one, you can just type normally and it will be seen by all your online clanmates.
To type to your race, ie. Giants, you will have to type /r in front of all your posts, or else they will be seen by your clanmates, if you are in a clan.

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Clans

At level 100, you may enter a clan. Clans are a group of players united under one banner, controlling a Kingdom with various structures which offer different bonuses. Not all clans are equal as there are different possibilities for structure combinations. If you wish, at level 300, you may form your own clan to conquer the realm of Shimlar.
Turn-Based players and Classic Shimlarians will have their own clans.

The Clans signup, creation, and withdrawls are done at 2,2 in Royal University. To signup for clans, it will be an initial cost of 1 million gold on hand, and an additional 1 million footed by the clan (Note: some clans will get recruiters to pay all or part of this fee). To create a clan, an initial cost of 10 million is imposed with other costs for structures. It costs you nothing to leave a clan.

Clans are normally run with a Leader and a Co-Leader. They have a special authority over others, as they can accept (1 million gold) and boot (free) any member as they see fit. For the leader, changing the co-leader is costless. Also, these leaders can change the clan bonus to whatever they feel is appropriate.

One thing that has been implemented is that now you can see whether or not someone you are about to PK are in the same clan as you. They have a (C) between their name and their alignment. If you are not in a clan, then they are also clanless.

Each member in the clan generates clan power. Clan power depends on the levels of each member. Here is a simple breakdown of levels and powers:

Member Level
Power
100-299
1
300-499
2
500-699
4
700-899
8
900-1099
15
1100-1299
25
1300+
40


With clan power, clans are able to receive some relatively powerful clan bonuses, of which may be helpful for combat against the creatures of Shimlar, but will have NO EFFECT against other players of Shimlar. Clan leaders receive 1.25 times the effect from the clan abilities. Here is a breakdown of the current clan bonuses, which cost 1 million gold for EACH change taken place:

Clan Bonus
Minimum Power Required
+3 to Armour Class
15
+5% Experience per kill
30
+10% Gold per kill
45
+50% Chance of gems and Shadow items
60
+50% Attacking/Casting Damage
75
-1 hour to quest waiting delay
90
+10% Luck at the temples
105

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Kingdoms
Kingdoms were created for those who participate in clans. Each clan can settle one piece of land within Xandor Kingdoms (22,11 Wilderness) and build their structures upon that piece of land. All clan members, including leaders, pay a tax for each creature they fight, no matter the location. The tax may vary from no tax to a crippling 99% of gold per kill. This gold is deposited into the clan's treasury and can be freely withdrawn from either leader.
Kingdoms contains the Defensive structure, the clan Mine, and the clan's miscellaneous structure.

The Defensive structure of the Kingdom is the heart and soul of the kingdom. If this fails, the whole kingdom fails and will be overthrown. Currently, this has no effect as kingdoms are invulnerable to attack. Here is a list of Defensive structures (darkened options are not purchaseable as of yet):

Defensive Structure
Minimum Power Required
Cost
EQ Class
Hit Points
Wood Fence
1
Free
40
10,000,000
Sentry Tower
30
1,000,000 gold
45
20,000,000
Guard Tower
45
2,000,000 gold
50
30,000,000
Orc Fort
60
4,000,000 gold
55
40,000,000
Mystic Fort
75
8,000,000 gold
60
50,000,000
Dragon Tower
90
16,000,000 gold
65
60,000,000
Flame Stronghold
105
32,000,000 gold
70
70,000,000
Troll Fortress
120
64,000,000 gold
75
80,000,000
Frozen Keep
135
128,000,000 gold
80
90,000,000
Black Citadel
150
256,000,000 gold
85
100,000,000
Celestial Castle
165
512,000,000 gold
90
110,000,000
Chaos Keep
165
1,024,000,000 gold
95
120,000,000


The Clan Mine is where every single fight by a member of a clan gets recorded against a standard number of 3000 fights no matter what, or where, they fight. At the 3000th fight for the clan as a whole, that person will receive a mined gem. The type and grade is determined by the type of Gem Mine the clan owns. It is random in that sense. For clan mines to drop gems, the clan tax must be 5% or higher. Here is a breakdown of the available clan mines (darkened options are not purchaseable as of yet):

Mine Structure
Effect of Mine
Cost
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, with a 25% chance of it being a Dragon Fang or Demon Fang, ** or ***
40,000,000 gold
Fountain of Sorrow
Drops a random *,**, or *** gem drop, with a 25% chance of it being a Frozen Tear, ** or ***
80,000,000 gold
Diamond Caves
Drops a randomly graded Diamond
160,000,000 gold
Rare Elements Facility
Unspecified
320,000,000 gold


Certain clans will have a miscellaneous structure which may benefit melee fighters, casters, or even both types of players in creature combat only (aka, not in duels). The miscellaneous Structures are as follows (darkened options are not purchaseable as of yet):

Miscellaneous Structure
Effect of Structure
Cost
Magic Barrier
+15% Magic Evasion (Dodge creature casting spells)
10,000,000 gold
Blade Sharpener
+20% Weapon Accuracy
+1 item class to both weapons
20,000,000 gold
Concentration Magnifier
+30% Spell Accuracy
+1 item class to both spells
40,000,000 gold
Force of Friendship
+20% Weapon Accuracy
+30% Spell Accuracy
+1 item class to both weapons and both spells
80,000,000 gold
Black Market
+50% "Smash" price at shops
160,000,000 gold
Tracker Academy
+200% chance of encountering a special creature
320,000,000 gold


Kingdom Wars will be implemented in the future, therefore currently all Kingdoms are invulnerable to attack.


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Housing

Yes, there are houses in the realm of Shimlar, believe it or not. They are available for 20,000,000 gold each inside Estates Hill, located at 13,8 in The Wilderness, but needs a minimum level of 250 to enter. In these houses, you can have additional storage for an extra 10 items, as well as have free healing and a space to call your own in the realm. If you need additional storage for yet another 30 items, want to have a banner, or want a co-owner for your house, it will cost more to upgrade.

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Special Thanks

At this time, I'd like to thank all the people that were able to make this happen. I'd like to thank Masmune Myst (myself) for all of the HTML work, most of the typing work, and the Sales Guide, which I hope improves sales ethics. I'd like to thank Atlanta Celestial for her RP guide, helping critique our guide, help watch gem pricings, commenting on some gem pricings, giving me numerous slaps to make sure I stay on topic, and for pushing me to get this done. I'd like to thank GodofWar for most of the creatures and zones info that I found in the Shimlar Utilities Program. I'd like to thank Lord ArPharazon for his support, by judging this site appropriate for the "Related Sites" list of... well... sites!

I'd like to thank DarkLimpan, Deandria, Crysania, Eryx, A Fluffy Teddy Bear, Setekh, Rincewind, Gillyboat Buff, and Ath for their significant contributions to this site.

I'd like to thank Notepad for being so errorfree and easy to use. I'd like to give a boot to the head to Microsoft Frontpage for some errors and extra unnecessary tags I passed about while I made the equipment and zones pages.

I'd like to thank everyone who had commented on the site to help me improve its appeal and accuracy. Last, but definitely not the least, the game of Shimlar, Classic and Turn-Based, for if it did not exist, then we as players would not exist, thus this guide would not exist.

Hope to see you in the realm of Shimlar!

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Log into just chat interface

Contact Us!

If you have any questions, you may
e-mail me! (Masmune Myst)

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