| Quick Links: | Eq Info | Gems | Zones | Race Stats | Commands | Rules | FAQs | Shorthand | Clans |
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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. Click here to go back to the outline |
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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.
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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. Click here to go back to the outline |
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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. Click here to go back to the outline |
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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). Click here to go back to the outline |
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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:
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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. Click here to go back to the outline |
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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. Click here to go back to the outline |
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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: Click here to go back to the outline |
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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. Click here to go back to the outline |
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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:
To better your sales skills, please view Masmune Myst's Sales Guide. Click here to go back to the outline |
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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. Click here to go back to the outline |
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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: 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: Click here to go back to the outline | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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): 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):
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):
Kingdom Wars will be implemented in the future, therefore currently all Kingdoms are invulnerable to attack. Click here to go back to the outline |
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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. Click here to go back to the outline |
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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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Play Shimlar!
Play Now! Play with no dynamic background Log into just chat interface |
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Contact Us!
If you have any questions, you may e-mail me! (Masmune Myst) Click here to go back to the outline |