About server

We invite you to join our Discord channel!

For beginners: to understand what the game looks like, you can check out the screenshot section or watch the YouTube video

Rage of Mages 2 (known abroad as Allods 2 or RoM2) is a legendary online RPG. The goal of our server: recreating the cozy atmosphere of the original Nival servers of 1999 and improving the gameplay, allowing you to enjoy the game and character progression for many months.

Features of our Rage of Mages 2 server

  • Unique new RPG progression system: you improve your character with special potions, unique to each difficulty level. You start the game with stats of 1 as a peasant and gradually improve them up to 100 (depending on the character class), becoming a powerful warrior;
  • Rebirth: you start as a barely alive, enchanted zombie. When moving to a new server (effectively teleporting to a new Allod), your character is reborn, retaining only the main items and stats. Eventually, you will be able to break the spell and return to human form!
  • Reclass: unlock new classes – the witch is more resistant to magic; the amazon has greater protection from water, air, and earth than the warrior (see the table);
  • Ascension: overcome the most dangerous trials as an Amazon and Witch and receive unique rewards — the Allods’ Golden Crown and the Staff of the Great Mage.
  • Equipment weight rebalance: light armor does not slow down your character; whereas heavy armor makes the character significantly less mobile (see the table);
  • Each difficulty level is balanced separately (equipment, spells, potions, scrolls, monsters, and more – each difficulty level has its own unique settings);
  • Items removed from shops (except books, scrolls, and healing ointments); items must be obtained from monsters or tavern quests;
  • Partial inventory drop upon character death – the chance that equipped items will drop is 8%; for items in the inventory, 66%;
  • The maximum skill level for each skill is 110. Besides the fun of leveling up, this makes death less harsh as you can quickly level up your main skill without fear of overleveling (see the next point) and return to endgame content;
  • Rebalance of experience loss upon death: 1-2-3% for easy, 4% for medium, 5% for hard, 2% for nightmare, quest 1%;
  • Disabled restrictions on entering low difficulty maps. For example, you can enter an “Easy” map with a character at skill level 110; overleveling is no longer an obstacle;
  • Health potions now restore 1 hp (and work starting from the 7th server), but are much cheaper. For the desired effect, drink many of them at once by holding the hotkey;
  • The healing spell works only at a minimal distance; this is done so that players cannot exploit game vulnerabilities;
  • Class progression calibration; mages are “glass cannons” with AoE; warriors are tanky focus-damage dealers with expensive scrolls;
  • New endgame balance without items that give +strength; items from “Quest” difficulty are not overpowered and are quite competitive with regular full sets in PvP;
  • The ability to play as a “Hardcore” character, trying not to die – will bring unheard-of glory in the player ranking!
  • Spell rebalance. The player’s progress in terms of spells and scrolls has been completely changed: implemented a gradual vertical progression for mages – each spell is a step, similar to the steps for warriors (steel-mithril-adamant-meteorite-crystal);
  • All monsters rebalanced: trolls and ogres are not sensitive to ranged weapons and astral magic;
  • The ability to get potions for carrying mail has been removed (leveling up is done with shop potions or quest rewards);
  • Two-handed weapons enhanced;
  • Some spell parameters have been changed; for example, lightning now deals a wider range of damage, and fire always burns roughly the same;
  • Your character starts the game naked, the mage initially doesn’t even have a magic shield, which needs to be purchased;
  • Registration on the server is done with account verification through Gmail; this allows us to ensure that rule violators cannot easily create new accounts;
  • New difficulty levels: the server has 10 servers; one for each difficulty (to concentrate the community); for beginners, I will explain: each difficulty level has several different maps, which are periodically changed;
  • The server predominantly features vanilla maps from 1999; however, they are rebalanced to our balance. There are about two dozen maps in rotation – most of them are classic “disk maps” from Allods 2;
  • All maps have been reworked: bugs, vulnerabilities, hiding spots (for example, loopholes that allowed trolls and ogres to be hit from inaccessible places) have been closed; new areas, monsters, and landscape elements have been added. For “easy” maps, the focus is on small maps (to avoid “spreading” the newbie population over large areas).
  • No experience for tavern quests (but they give money and items); this makes the game progress more balanced and closer to the originally intended single-player balance of Allods 2;
  • Patches from the past have been applied; our own developments have been added – bugs have been closed, features added, and more;
  • On each map, in each shop, the maximum possible range of spell scrolls is presented (within this difficulty), which is updated as soon as you leave the shop;
  • Constant game rebalance (click to expand details)

    I’ll explain the concept — if something is too popular, it means players (who are always shrewd and choose what is better) find it more attractive, and it needs nerfing. Thus, there should be an eternal, ongoing rebalance of the game — tweaking warriors here, mages there, mobs here, items there, and spells here and there endlessly. Try to look at the game not as a player seeking an advantage but as someone who wants to make the game better and more interesting. For example, regarding monsters – the essence of rebalance is to prevent a huge gap between mobs. The player should have the task of choosing where to go. The more alternatives, the better. When gameplay boils down to farming one type of creature, it requires rebalance. Previously, drakes were only killed with hail scrolls. This is wrong. There should be variety, so now they have high resistance to it. Everything that is introduced is debatable. Test and make suggestions in Discord;

  • “Raid” end-game content (click to expand details)

    There is always a place on quest maps on the server that is almost impossible to clear (meaning it requires at least 5 skilled players). There lies very rare treasure. Such a place on the server is like a little nut that no one has been able to crack yet. But if it suddenly gets cleared – another nut will be added, even tougher and more interesting. Essentially, this system is similar to WoW raids – there should always be endgame content that no one has reached; it brings a goal to the game;

  • Fair play – a special rules system operates; everyone is equal on the server, no handouts/cheating; and no pay-2-win: you cannot get anything in the game for donations.

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Before starting the game, we highly recommend checking out the guide sections (in the right menu), where there is a table with potions that boost stats. Without studying it, it will be extremely difficult for you to understand the progression system and avoid mistakes in boosting your character’s stats with potions.