- If you attack the city guards, you won’t be able to enter buildings (unless, of course, they are invaders rather than the city’s actual guards).
- When you find treasure, your character receives money upon selling it (when you exit the game). The higher the difficulty, the more gold you get.
- A special shop has been added on server #2: it sells iron weapons. You can find it on the Road to Plagat map. The prices in this shop are tricky. For example, the Iron Sword is listed at 600 gold, but in reality, it costs 60,000.
- Level 5 harpies have different resistances compared to their lower-level counterparts (this applies to other high-level monsters as well).
- You hardly lose any experience on the first map.
- Free loot bags no longer spawn on the maps. However, you can now “craft” leather armor by killing a squirrel or a wolf on server #2.
- Leather armor has increased protection on light 1/2, although this isn’t stated in the specific item’s description.
- The chance of losing items upon death on the first map is very low; later, there’s an 8% chance of dropping items equipped on your character. Keep in mind that the drop chance is calculated for each item in your inventory.
- Each difficulty level on the server is balanced separately. This means the effect of each spell, mob stats, and other elements can vary significantly between difficulties.
- Rumor has it that the best magic shop at medium difficulty is on the Judas map.
- The game speed on the first three “easy” difficulties is higher than on the later ones.
- The healing spell affects other characters only when you stand very close to them.
- The duration of the Magic Shield spell decreases as map difficulty increases.
- Powerful combat magic becomes available starting from the “hard” difficulties. Before that, you cannot effectively use magic like Invisibility, Teleport, Hail, and others.
- The top quest (which gives the most experience on a given difficulty level) doesn’t necessarily offer the best reward; sometimes, less challenging quests provide very useful items.
- If there are 8+ mobs of a certain type on the map, you can now take a quest to kill 5-25 of them. Perfect for those who love hunting a lot of squirrels.
- Necromancers, dragons, ogres, trolls, demons, and harpies have become immune to astral magic; this means vampiric magic from weapons also doesn’t affect them.
- Ogres, trolls, and demons are immune to ranged attacks.
- It’s said that dragons can be scratched with a pike… try switching weapons during the attack.
- The max skill bonus to astral on a single item is +2.
- On server #8, the T1 Quest spell Fireball has a damage bonus.
- NEW: On server #7, there’s a +50% experience bonus.
- On server #8, the level 4 dragon hits harder with magic.
- On the maps, you may occasionally find references to the single-player campaign of Allods 1-2. For example, you might recognize a location from “Allods II: Lord of Souls“—then and now.
Or this location from “Allods: Seal of Mystery“:
- If you need to step away during the game, don’t do it while you’re in the tavern. As long as you’re in the tavern, other players cannot take new quests (they don’t refresh). It’s better to do this in the shop—since each player has their “own” shop, it doesn’t affect item refreshes for other players.
- Be careful on the `Middle` map; there’s a quest in the elf tavern that summons a harpy. It gives an incorrect hint (as if it’s a level 1 harpy), but in reality, it’s a much more dangerous summon…
- The Stone Wall spell costs 50m on #6 and 150m on #7 (note for hardcore heroes).
- For leveling skills from scratch on higher difficulties: if you knock an enemy down, their defense stat decreases, making them easier to hit. You don’t gain experience for hits on a downed enemy, but you do gain experience for finishing off a downed enemy in the skill corresponding to the weapon in your hands. To knock an enemy down, you can use elemental arrow scrolls.
- A “fallen” enemy will eventually die from bleeding, but an enemy with 0 health might stay in limbo for a long time. This way, you can block the path of enemies with the bodies of their comrades.
- In Allods, speed and terrain are crucial. Therefore, there are two types of speed—actual speed and turning speed. The higher the turning speed, the faster your hero will spin in place. You cannot retreat backward in Allods. And when you realize you’re losing a fight (which will happen very often), you’ll need to retreat. If you have to run uphill, it won’t be an easy retreat. But… currently, the turning speed parameter is not considered in the game; instead, turning speed is calculated based on regular speed. We hope to fix this issue in the future.
- If your main stat, for example, Intelligence, is already maxed out at 76, and you equip many items (more than 8) that each provide +3 to this stat, the total value might exceed 100, which is undesirable. For example:
76 Intelligence (base) + 27 from items = 103.
However, the system doesn’t support values above 100 and will automatically reduce your “raw” stat to 73. You’ll then need to “re-drink” 3 Intelligence points to restore the previous maximum level. In theory, it’s quite difficult to reach this situation since all sets are properly balanced, so this information is provided just in case 🙂