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I. Introduction II. Getting Started
III. Interface IV. Chat V. More Specific Information
VI. Clans and Kingdoms
VII. More about Items
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VIII. New Features
IX. Pets
X. Etc
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INTRODUCTION
Welcome to the land of LostHope. Here you can create imaginary characters and interact with other players in the game. Fighting creatures or even other players will reward you with experience which you can use to further develope your character. Items are available to collect and increase your character's abilities in other ways. The game has been designed to be very deep in advancement of skills, variety of items, and overall uniqueness of each individual character.
a. Main Screen
Table of stat increases per level for races
ii. Classes
Table of stat increases per level for classes
iii. Stats
a. Abilities Tab Equipment, the first submenu, shows the character's items currently being worn or used, along with all the other items in inventory in the drop-down menu. The four buttons below allow for altering the status of these items or viewing them. Each character can only carry 20 items at a time, not including ones equipped; so a possible 30 items can be obtained at any time. The magic tab gives the percentage of regular damage that a character does; this is based off of psi primarily, and also vitality. All of the known spells are seen in the dropdown menu and the two buttons below function the same as in the equipment submenu. A character may learn up to 30 spells. It is a good idea to keep many various spell types, as different monsters and players have varying resistances to the different elements. Each time a spell is used in battle, the character gets better at casting that particular spell, and the percent to next level increases; once this values reaches 100, the spell goes up a level. The skills tab is where you may manage the skills your character may have. The name of the skill is shown followed by the current skill level and the experience needed to raise the skill again. If the player has enough unused experience, then two arrow images appear next to the skill. The first is to raise the skill once, the second is to put 1, 10, or 50 points into that skill. You can select which you want by clicking on the number above the arrows. The unused experience can be seen just above the skill table. Also, if you so desire to drop a skill, there is a cancel button to the far right, double clicking on that will drop the skill and refund all experience you put into that skill. The status tab gives various information about your character, such as badges that other players see when identifying you, earned by accomplishing various tasks, such as reaching a notable level. Trade Licences allow characters to trade with one another. Portal passes give characters free passage through portals after fighting guards. And lastly, clan membership is shown along with the current clan you happen to be in (if you even are). Under the Other tab, there are just some helpful numbers: total experience that you have obtained; how much experience you will have at the next level; how much more experience is needed to get to that next level; experience bonus in % and absolue (both from item bonuses; how much money you have in cash (usable at stores, but losable if defeated in battle); how much is stored at the bank (where various centers take their money from); money bonus in % and absulte (both from item bonuses).
Each shop in the world is unique, and each has its own buy and sell rates, as well both items that the shop has permenently in stock and items that the players sell to that shop. Shop items are grouped by class (headgear, leg armor etc) and a player may buy whatever he or she wants, so long as the funding is available. Shops do refresh their inventory every 10 minutes or so, so items seen do not stay forever. Banks are quite simple. A player may deposit money here to be kept safe in case of a defeat in battle. This is good, but the money kept in banks may not be used for shops or trades. Bank money can only be accessed at bank locations. When fighting another player, there is a chance of the guards catching you and you being sent to jail for trying to start a fight. In this case, you are sent to jail where you cannot more or anything for a set amount of time. Trade centers are where you can buy trade licences for a set amount of money. Once you have a licence, you can put items out for trade, and trade for items already placed. The better licence you have, the more of a profit you get from placing your item on trade. Spawn gate allow players to set new locations for them to resurrect after they are defeated in battle. This can be done at no cost and as many times as you want. Barriers are objects that prevent players from passing unless they have a certain item in their inventory. Portals allow characters to be transported across large distances. They do cost money though, but to get around this, defeat the portal guard so that you can pass for free. There are different levels of portals, along with different levels of guards, but once you defeat a guard, all portals that level and below are free passage. Quest Items can be picked up off the ground for quest completion, some have spawn timers though, so sometimes when you go to interact, there appears to be nothing there... just check back later Quest monsters are monsters that drop unique items for quests. If you lose, you can try them again, but if you win, there is a timer as to how often you can defeat the monster. NPCs usually give quests. They will tell you of the item they seek, and just give it to them and they will reward you.
a. Chat Usage
a. More on Stats Health Mana Strength Agility Vitality Psi Speed
List all skills
A clan is a union of players who have their own chat channel, share clan-bonuses - and possibly a kingdom and a fort. Players high in a clan hierarchy should help the lower ones in order for a clan to be successful. The power of a clan is calculated from the levels of its members. Higher power means more options for bonuses and the settlement of a kingdom. The leader of a clan can determine a co-leader to assist them in business. Besides that, there can be councilors of several different levels who are allowed to perform some actions, like raise the bonuses.
The following more specific rules apply to clans.
Clan leaders or co-leaders can claim a kingdom for their clan. These kingdoms cover 9 land units, which can be used to build various structures.
Claiming a Kingdom
Structures
Demolishing Structures
Teleport buttons in the kingdom and Clan Center
List all kingdom buildings
Each item has an item type. We distinguish between normal items which are equippable in one of the ten slots of Inventory and special items which are not equippable. Special items can be quest items or special drops. Quest items are all items that are acquired from NPCs, quest monsters, beasts or picked up. Most quest items are not tradable. They are definitely not shrinable or sellable to shops. All equippable items occupy one space in inventory if they are nor equipped. Quest items occupy a slot if they are not held (only 5 of the held ones dont occupy a slot). Other item-types have varying properties.
In all bigger towns and castles you will find a Trade Center. They are used to offer regular items (not quest items) to other players. But you need to have a trade licence to anticipate in trades. There are ten different levels of licences, increasing in price and profitability. With a trade level 1 you will only receive 10% of what the buyer has to pay for an item (= the value of the item). With a level 2 licence, this is 20% and so on (level 10 licence = 100%). Besides that, owners of license 6 charge 1.1x the value of the item, level 7 charge 1.2x, level 8 charge 1.3x, level 9 charge 1.4x and level 10 gets 1.5x the value of items. There is one exception: If you submit a trade with the name of a clan member, the price will still be 1x value only.
You can only sell to another players if your licence level is not two numbers below the licence of the buyer (this means that low characters cant sell to high ones). Players with higher trade licences can sell to anyone.
There are several item types that can only be traded 1-1. Among those are Building Materials (req. TL 4), Relics (req. TL 6) and Documents (eg Maps, Recipies, req. TL 8). Such trades are done in a slightly different way: First one player offers an item by submitting it at TC (eventually with name to offer to one player exclusively). The second player then also offers one item of the same type at TC (best to first player only). After that, any of the two players can just select the item he diseres from the list. This procedure bases on trusting the player you deal with. You may also just put an item you dont need any more (say a Lumber) up, and wait until someone else trades it for another material.
Documents (Map pieces) that are acquired from drops or beasts are all tradable (incl Map 10 from beast). Building materials and Relics are always tradable.
There is a level-requirement for certain TLs:
At any of the Local Storage locations, you can store excess items. Everyone gets 5 spaces, free of charge. If you wish to have more space than this, click the "Storage Options" button to see the available storage packages. One you set up a Camp, you will have access to the items of the local storage there, too. It requires a house of size two to upgrade the local storage the first time. After that, further upgrades may be done with houswe sizes of four, six, eight and ten.
Once your clan has got a fort, this location also offers access to a storage. Note that this storage is not shared with the local one, meaning that you also have to control the upgrades separately. These depend on the forts size in a quite similar way as the local storage depends on the house size.
We find two kinds of item shrines in The LostHope. One of them resembles exactly the old shrine of the ITem God from Stratholm. You also find a stats shrine in The LostHope but it is said to be very expensive and the gains relatively low.
All items in a container use only one common inventory slot. Besides that, the individual members of one container do not show in inventory any more, they are represented by the container.
There are various container types with differing maximum capacities. Only one container of a type is effective at a time though. Containers can be purchased in potion shops. You dont have to put single items into them. Instead, you just click hold on the container item to use it. When a container is held, the number in []-brackets displays its capacity (the number of items that can be held reducing the slots) and the number in ()-brackets displays the total number of that item type in inventory (all items of that type get hidden, even those that exceed the containers capacity).
Lets inspect one of our items from inventory as example:
So there are limits: The lower limit of the green number is always 5% of the regular stat in the beginning. The maximum is 115%. Now, it is possible to actively work on these limits, as well as on the IE bonus itslef.
To improve these stats we can either take part in mobopoly and hope we get lucky, or we can bring items to an NPC called the Item Recycler. The NPC accepts three types of items: armors, jewelry and Weapons. For the first type you can receive an IE-min-boost. The second type provides IE-max increase and the third type can raise the IE-bonus -stat, each by 0.01% per offered item.
As you travel farther away on the map, you will be looking for a way to pass far distances as quick as possible. One possibility might be to give up and commit suicide on a monster in order to be taken to your last attune spot. The more elegant way though involves building a camp in an area that you visit frequently. The transportation services will charge less fees if your camp has a higher stage of development then.
In general you can say: The more dangerous the place is, the higher the cost to set up a camp will be. But it is never possible to teleport to your camp from a different world (map). Forts are camps belonging to a whole clan and allow basic banking functionalities.
Besides the money, you need to collect construciton materials: Lumber, Brick, Roof Tile, Roof Batten and Window are special drops (appear in same areas as stardust). To start your first camp, You need to have one of each material type in your inventory (or storage). A camp starts at size 1. After that, you may put further materials into the camps stock but dont dont let the stock exceed the amount needed for the next size-upgrade by too much. Once there are two materials of each kind in the stock, it can be upgraded (one more lumber will be needed in inventory or storage for that). Similarly, any camp can be upgraded up to size 10. The transportation cost to your camp depends on the size: 1 - 90%; 2 - 45%; 3 - 25%; 4 - 20%; 5 - 15%; 6 - 12%; 7 - 10%; 8 - 8%; 9 - 6%; 10 - 5% (percentage of the money on hand).
Camps can be moved to different places at any time. The cost will again depend on the terrain. At this moment, any materials that are in the stock and exceed the camp size will get lost!
Make sure you moved your camp to a perfect place in case you transform it to a fort because forts can not be moved later!
A camp of size 10 can be transformed into A Fort by a leader or coleader. They need to have 4 building materials of each kind in their inventory and the clan needs to have sufficirnt money in the bank. Forts are not mobile but they offer better infrastructure so the transportation there is free. There can be only one Fort per clan and its shared by all of its members. When a clan has settled in an area, it can gain taxes of the inhabitants (once every 6 hours). This tax will be higher the touhgher the area is and the bigger the fort is!
Forts are upgraded in a similar was as camps but to upgrade it takes two times of each good being stored in the fort stock. While this is restricted to leaders and coleaders, any members may contribute goods to the stock and get the taxes for the clan. A fort of size 10 will give the clan 1 additional (free) land in its kingdom, another one at size 50 and 120.
The Bio-void machine can only be used with access to the eastern lands where you will drop the manipulator cards needed to operate it, as well as two times the value of the item in cash. The success always depends on the probability-stat of the card. The machine operates on all equipable items and has five different modi:
This NPC can help you increase your natural stats. You use the letters to form the word of a stat.
Tournaments can appear in various forms at any time. Here, I will give some details on the Arena-Tournament.
Anyone can take part, there are three winners. Players are classified into four groups: < lvl 100, < lvl 1000, < lvl 10000, and all above lvl 10000. The different levels imply different rewards, but also a difference in the quest-path and difficulty. Usually the first winner gets a unique item.
When a tournaments is announced, you walk around in the castle or in the near surroundings and look for an Arena Ticket. This will let you pass the barrier to the portal in castle. But before doing that, you want to show your ticket to the flower girl (also in castle). She will give you a rose of some color. The portal leads you into the inner arena. Step through the Flames and look for the NPC of your rose's color who will guide you through the tournament.
The last task in this quest is always to defeat some gladiator in a corner of the map. Giving his helm to the knave you will receive a Flag of your color. In the center area you will also find the judge who takes your flag and provides you with a medal. Now you give this medal to the flower girl outside the arena and see what you get. You may leave the arena anytime during the tournament using the central portal.
After all three winners have received there prizes, everyone gets moved out of the arena. The portal vanishes and all quest items disappear from inventories.
1. Illusion spells (I-IV) (change the type of special mobs) can be found from twisters. There are: Disbelieve Illusion, Summon Illusion, Confusion and Revelation.
2. Stats boost spells can be dropped from any kind of caster and have power levels 1-11. We have:
Levelling the new spells works similar as with the Heal spells, and their mana usage depends on the player Race. Have fun hunting!
Stealing money from other players is an experimental feature at the moment. It might be disabled or restricted to special zones (DL). The steal- and arrest-actions are performed from the Other Players menu on the Land-view.
The chance for success is majorly influenced by the pickpocket- and Sherriff-skills. For stealing-attempts there are four possible outcomes:
The smithies (one in the west and one in the east) are able to change the quality names of your items. The effect is very random and items can transform to a new quality called Superior, or - in the worst case - just become Fluffy. It takes any seven building mateirals form inventory or storage to operate it once.
NPC: Banker @ 15,15 - Kobold Village.
You must go to the NPC to activate this competition, it will tell you what mob to fight first. As you kill the intended mob, the game will announce it and you will see under the fight window what is the next mob you need to kill (except Illu: you gotta visit NPC again then). Usually 3 special mobs are required for the competition to be complete. This competition will be run 2-3 times daily, at various times, with 5-10 mins notice. There are rewards for each part task completion (stats) and a jackpot that is founded during the event (all players make only half money in that time). The jackpot waits only for the winner who killed all monsters, of course. After that, the event ends.
You find this temple in several worlds of the game and its priests are said to be very friendly (but gold-hungry - like always, hehe).
This is the only place where you can directly add another bonus to one of your equipment items. This shrine requires Star Gems and Stardust. You have to sacrifice gold equivalent to at least 5 times the sum of item value and Gem Value to have a minimum chance of success. If there are alreaqdy bonuses on the item, you should spend 10,15,20,... times. The maximum number of bonuses on an item is 6. It takes 10, 20, 30,... Stardust depending on how many bonuses are already on the item.
These new skills are useful for item production/improvement rather than for combat.
If you are building your camp for example, it will be much quicker to craft the materials than to wait for the materials to drop after battles. The more you practice these skills, the better the results will be because they actually level.
They work differently in the following ways: These skills consist of a base value (you spend experience points into this) and a Bonus value which rises when you practice the skill. Therefore, these skills should never be dropped. In fact, they are special as they dont use any of your 6-8 skill slots!
We have three Collecting skills: Mining, Lumbering, Gathering. To obtain the skills you must buy a tool in the weapon shop and look for an NPC next to the castle.
You will find many places with new ressources in the land. The following types exist: Ore Mine (Mining skill), Wood Pile (Lumbering skill), Herb Field and Other Ressource (Gathering skill). Interacting in these places will display the basic information about the ressource, an action button and a progress area. While your skill bonus grows, you will be able to perform the action more than one time per click. Special things may happen once in a while, good and bad ones.
What can we do with our ressources:
We have six new buildings now: Camp Workshop (make camp materials, requires Crafting skill), Alchemist Laboratory (make potions, require Alchemy skill), Powder Workshop (requires Alchemy skill), Armorer (increase base value of your equipment, requires Armorer skill), Ship Workshop (requires Craftman skill). In each of these locations you will find a list of materrials that can be constructed/improved and the number of ressources needed for that. Just like the collector skills, the skills have a bonus that can be trained.
Reincarnation was introduced to the game to allow a player another evolution to do. There are 2 different Reincarnations. Each requiring different stuff to get through and each providing a boost to certain things.
First Reincarnation
Second Reincarnation
2022 Changes to Reincarnation
The Pet is a players best friend - at least it always tries to entertain them. It takes quite long to raise a pet but high level pets have great contributions towards the player: They add stats, skills and even may have own items. There are quite a bunch of different pets, each having its own benefits. Each pet also has one or two impassible terrain types.
Allthough a player may have several pets at once (they count as items in inventory), they can always only have one pet equipped. If its still a pet egg, equipping has the function of hatching, otherwise it is mounting. You can view your equipped pet in the pet tab. After a few moments, this view will update. A pet egg cant be unequipped until the hatching is completed. Pets can not be dropped from inventory, they have to be put into the zoo to get rid of them.
For child pets, the stamina will always decrease. When it gets rather low, you should feed the pet to fill it up again. If it falls to zero this would still be no drama - your pet will just stop contributing its bonuses to your stats / skills.
You have to continue feeding your pet until the number of remaining feeds equals zero. Then, your pet will rise to the next level if it has the required experience (100%+). Its stats will rise as well and sometimes it randomly gains new stats and a basic skill. With what to feed it? You need Powder that can be gained from quality armor pieces. You will start with fluffy items. Decompose them at the Talking Rock. You need 10 Powder for each feeding. At levels 17,18 and 19 you have to feed it with Superior Powder which can be created by combining other powders.
A pet can have two skills. These are predefined for the pet types and are increased as the pet grows. If a pet skill conflicts with a player skill, the higher one will be used in effect. The skills increase with each pet level. Pets can not switch their skills like players can. You may train the adult pet skills after each feeding if you have suficient ressources left.
Pet accessories can be inserted once a high level pet received a slot for one. The selection box in the pet tab will let you choose an ordinary necklace from your inventory. This accessory will leave your inventory then and be stuck on the pet forever. The effect is like an additional item slot for your char while you are mounted.
Only adult pets will actively take part in battle. The chance of this depends on the pet level while the strength relies on the pet stamina. The pet fighting abilities are like follows:
Kodophant: "trample" // up to 10% damage to enemy
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