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Title
Category
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License
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1
Games -> FPS
GPL GNU General Public License
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Dreams Eternal project is a story-driven FPS game that is set in the dream world.

Dreams Eternal is an FPS game that focuses on a strong story line and puzzle solving. It is set in the dream world.

The very short summary of the story is that a scientific experiment went wrong and everybody is stuck in the dream world.

You have to end this experiment by hopping from dream to dream. In every dream you have to find clues to try to find out how the experiment can be aborted.

2
Games -> MUD
Free To Use But Restricted
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Eternal Lands is a MMORPG client (massive multiplay online role playing game) currently under development. The game is now in Beta stage, but that doesnt mean it is incomplete. There are 9 skills, total character development freedom, many quests, religion, a lot of NPCs, animals and monsters.

If you are a PKer, you can fight other PKers in special maps. If you are not a PKer, then you can stay on the non PK maps, where you dont have to worry about being attacked by other players.

Here are some key features of "Eternal Lands":

· Fully 3D isometric environment. As opposed to the 2D isometric games, you can turn the camera at any angle you want, on the Z axes (perpendicular to the ground), and see new details of the objects that were previously obscured.
· Day/Night/Morning/Evening. The day/night cycle has 6 hours. Morning starts at 0:00, and at 1:00 its full daylight. The evening starts at 3:00, and at 4:00 its full night. The light changes very smoothly, one a minute based enviroment table.
· Dynamic projective shadows. The shadows respect the sun position, so they move while the sun travels on the sky. In the morning, the shadows become more and more visible, while in the evening they fade out, having a very smooth transition. Shadows can be turned on/off, by the player, in case their machine cant handle them properly, at a decent frame rate.
· Lake water reflection. All the nearby objects, and the sky, are reflected in the water. Furthermore, the water moves a little, having very small waves, so all the reflected objects/sky are animated. Also, the color of the water changes, according to the time of the day. It is really nice to observe the lakes in the morning/evening.
· Custom colors. Each player can customize the colors & hair of their avatar.
· Multiple maps. There are many outside places to explore, and caves, dungeons, insides of buildings, etc.
· Different map sizes. The largest map has .768 square KMs. That is, 589824 SQM.
· Trade ability. Players are able to trade their items with others.
· Magic system. Implemented, but still under development.
· Fighting! Players are able to fight with eachother (on PK maps) and with various animals, in the wilderness (or even in populated areas).

IN GAME COMMANDS

Keys:

~ or F1 -switch to/out of the console mode (like Quake, etc.)
Up/Down arrows - lets you scroll up/down through the text, when in F1
F2 -opens a browser window with the last URL you heard. You have to configure your browser & Operating System in the el.ini file, or Elconfig.exe
Tab -Brings up a map of the area, X shows where you are.**These maps are not completely accurate however.
Left/Right arrows OR Middle Mouse button-lets you rotate the camera, on the Z axis.
Shift + Left/Right arrows -allow you to rotate the camera in the fine tune mode.
Up/Down arrows-lets you rotate the camera on the X axis, between 45 and 60 degrees. Default is 60.
Alt+x -quits the game (no warnings/confirmations).
Alt+h -turns on/off the health bars
Alt+n -turns on/off name tags
ctrl+v OR shift+insert-paste text from clipboard
Page up/Page down -zooms in/out

Hotkeys for icons:

ctrl+a -stats menu
ctrl+s -magic menu
ctrl+i -inventory menu
ctrl+m -manufacture menu
ctrl+u -use icon
ctrl+w -walk icon
ctrl+o -options/tools/config menu
ctrl+l -eye icon

Non console commands:

Can be typed anywhere in the game.

#cls - clears the screen
#time - gets the current game time
#date - gets the current game date
#stats - some information about how many players are logged in, etc.
#exit - quits the game (no confirmation)
#quit - same as above
#ver - shows the current version
#glinfo - shows some details about your video card and OpenGL info
#help - displays a help menu
/help (followed by a topic) - displays help for that topic
#ping - Shows your current latency
#beam me up - teleports your character to the campfire on Isla Prima.
#help_me (followed by your question) - will send a question to the NHs or Moderators online
#abuse (followed by abusers name and what they did) - will send an abuse report to the Moderators
#exp - tells you your Experience points, and how much you need for the next level
#suicide - your character dies
#storage - gives you a list of all the items in your storage
#arm - gives you a breakdown of your current equipment attributes
#kill me yes - your character is erased completely (from the game database, DO NOT execute this command if you are not completely sure that you wish to delete your char. There is NO way to restore the char once its gone)
#reset - resets your attributes, nexuses, perks, and overall exp/level to the default values

Chat Channel Commands:

Another way to chat in the game is by using the chat channels. You can change or leave channels at anytime. There are up to 2 billion possible channels in the game. You can make up your own channel to talk with your friends. Using the channels allows you to talk with everybody on that channel, no matter where they are in the game.

#jc 1 - 1 is the newbie channel (you can also replace the 1 with newbie, #jc newbie, same with the other named channels).
#jc 2 - 2 is the help channel
#jc 3 - 3 is the market channel. Go here to buy/sell/trade stuff with each other
#jc 4 - 4 is the general conversation channel
#jc 1234- You can make up ANY number to create your own channel(1234 was used here just as an example).
#lc - Leave Channel
#ci - Channel Info
@ - Type this to speak in a channel(@ and then whatever your message is)

Whats New in This Release:

· This release has new monsters and animals, new armors, a new skill, an improved 3d file format, better special effects, a wide range of improvements, and many bugfixes.

3
Games -> MUD
LGPL GNU Lesser General Public License
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Calindor project is a Fantasy World Simulation server that implements Eternal Lands protocol and can be played with Eternal Lands or compatible client software.

The Eternal Lands is a FREE MMORPG with Open Source Client and closed source server.

There are 3 main reasons why this project was started:

· Learn about an architecture of an massive user, mutlithreaded server software
· Create detailed models of fantasy worlds and evaluate how they will evolve by human or artificial interaction
· Enable map makers to test their maps in live environments

Whats New in This Release:

· With this release, about 85% of the scope for 0.4.0 has been completed.
· Following was improved.
· Attack was implemented.
· Death, respawning, and resurrection were implemented.
· Dimensions were implemented.
· The starting map was updated.

4
Games -> RPG
GPL GNU General Public License
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ELBot project is a bot for Eternal Lands.

ELBot is a automated character (a "bot") for the Eternal Lands MMORPG.

ELBot currently can do the following:

Hail its master when it sees him/her
Hail members of a guild
Hail complete strangers w/ a configurable message.
Configurable quiting message.

To make the bot exit and send its quiting message, the bots admin can pm it the command #die.

Options are put in elbot.dat Check out elbot.dat.example to see how to configure it.

Whats New in This Release:

· Cleaned up new option parsing code. Added configurable hailing messages.
· Changed config file parsing code. Funtional, but needs cleanup.
· Added PMing, Chat logging, welcome msg for non-guild members and other cleanups.
· Bot now hails owner, even if not in a guild.

5
Programming -> Widgets
LGPL GNU Lesser General Public License
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NachoCalendar is intended to provide a fully customizable calendar component for Java. NachoCalendar has three components: DateField, MonthPanel, and CalendarPanel.

DateField

This component can be used instead of a JFormattedField, in fact it uses one. You can write directly the date in it or display the Calendar to navigate between months. It extends from JPanel so can be used in any Swing/AWT application.

The DateField can also be used withing a JTable.

DatePanel

This component is used to show a month permanently. You can add convenient Listeners to react to day changes. It extends from JPanel also.

CalendarPanel

This is the last (for now) component. It shows many months at once. They are synchronized, so they are always ordered and always only one date is selected. This component can be oriented horizontal or vertical. You can select the quantity of months to show. The position of the scrollbar and the year changer can be changed.

Whats New in This Release:

· JTableCustomizer: fixed DateRendererDecorator constructor
· Added moon phase support (thanks to Leo Welsh)
· Added "eternal scroll" to CalendarPanel (thanks to Leo Welsh)
· Demos updated
· Lots of small fixes

6
Miscellaneous -> Printing
GPL GNU General Public License
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Gcal is a program for calculating and printing calendars. It displays hybrid and proleptic Julian and Gregorian calendar sheets, respectively for one month, three months, or a whole year.

It also displays eternal holiday lists for many countries around the globe, and features a very powerful creation of fixed date liststhat can be used for reminding purposes. Gcal can calculate various astronomical data and times of the Sun and the Moon for pleasure at any location, precisely enough for most civil purposes.

Gcal supports some other calendar systems, for example, the Chinese and Japanese calendars, the Hebrew calendar, and the civil Islamic calendar, too.

English user manual included; German user manual included.

Here are some key features of "Gcal":

· Some special calendar sheet formats.
· Calendar sheets can be provided with week numbers.
· Variable number of year calendar sheet blocks.
· Adjustable ordering of displayed dates.
· Adjustable period of Gregorian Reformation.
· Proleptic Julian and Gregorian calendars.
· Adjustable highlighting of holidays and actual day.
· Variable starting day of week.
· Output of day-of-year numbers and concatenated day and day-of-year numbers.
· Allows user-defined ordering of the date elements.
· Output of fiscal years.
· Output of lists or ranges of months or years.
· Sorted output of selectable country/territory specific eternal holiday lists (mostly complete) for nearly *all* countries around the globe, which are generated automatically.
· Sorted output of Christian Western churches calendar holidays, Orthodox Christian Eastern churches old and new calendar holidays, Hebrew calendar holidays, Islamic civil calendar holidays (since AD 622), Persian "Jalaali" calendar holidays, Chinese and Japanese calendar holidays (since AD 1645), more "other" calendar system holidays, multicultural New Years Days, and start of "other" calendar system months, which are also generated automatically.
· Sorted output of fixed date lists which can be defined and created in a highly flexible manner.
· Allows filtration of fixed dates by using regular expressions and other built-in methods.
· Allows the use of date and text variables and basic operations on them.
· Some gimmicks like solar and lunar eclipse time, sunrise/sunset plus a lot of other Sun based data and times, Moon phase, Full and New Moon time, moonrise/moonset plus a lot of other Moon based data and times, zodiacal markers, equinox and solstice, air line distance between two geographic point locations plus course angles, biorhythm et cetera...
· Fixed dates can be stored in several files.
· Nearly unlimited nesting level of include files.
· Nearly unlimited internal text and table lengths.
· Default options can be stored in the `GCAL environment variable.
· Options and commands stored in response files can be preloaded.
· Uses either an external pager or a simple built-in pager.
· Detailed Texinfo reference manual.
· German, English and American program version by default.
· Supports various computer platforms.
· GNU `gettext internationalization technology, which allows the use of message catalogs for most native languages.
· GNU `autoconf(iguration) installation technology.
· Supports both UN*X short-style options and GNU long-style options.

7
Games -> Arcade
Freeware
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DOFUS is a popular masive multiplayer RPG online game.

Story:

A long time ago....

.. a dragon named Bolgrot arrived in the eternal Province of Amakna. The young Rykke Errel was the only one to be courageous enough to face the terrible creature.
Instead of reducing him to dust as it could easily have done it, the dragon bowed down before the young knight and swore loyalty to him.

Months passed by...

Rykke met Helsephine, a young enchantress, and fell madly in love with her. When he introduced Helsephine to Bolgrot, Rykke would never have guessed what was about to happen.
The dragon, mad with rage, killed the sweet Helsephine and flew away, destroying everything on its way.
Rykke chased the dragon. When he found it, the old friends confronted each other in a titanic fight. Using his weapons and his magic, Rykke succeeded to bring Bolgrot down. But fatally injured, the young hero died short after.

Looking for an explanation...

... about the sudden violence of Bolgrot, the wise men of Amakna discovered within the entrails of the dragon six unusually colored eggs that were called DOFUS. Later on, it was discovered that when these eggs were reunited their power was absolute.

Absolute, but also unstable. The wise men decided to conceal those terrible relics from the rest of the world.

During the following centuries,

the secret of the existence of the DOFUS was so well kept that people eventually forgot all about them. But a cursed day among others, the guardians of the secret discovered that the DOFUS had disappeared. The news quickly spread, arousing terror and covetousness.

It didnt take long for adventurers to show up in Amakna, attracted by the prospect of glory or plunder. The destiny of Amakna was from then on uncertain and the appearance of numerous creatures as terrifying as theyre unknown added to the confusion.
8
Games -> TBS
Freeware
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Ophiuchus is a multiplayer strategy game in a similar vein as the Master of Orion series.

Ophiuchus will go through many phases where it is a completely playable game and it comes with further features added on with each major release.

The reason for this is that it is quite impossible for me to create a fully-featured game in one go. Doing it in steps allows me to re-check the game for gameplay quite often. (This also means I get to play it a lot, which serves to keep me interested.)

I aim to eventually create a game of rather large proportions, but this may well take some time. As such, I am concentrating on the gameplay of the game first, on the assumption that while graphics improve and change, gameplay stays eternal.

The game map is a rectangular board of tiles. A tile may contain a star. Each star is orbited by a single inhabitable planet. Each player starts out inhabiting a single planet, and owning 10 units of money.

Each planet a player owns adds 1 unit of money to their treasury per turn. You may build spaceships at your colonies, which cost 4 units of money, and take 1 turn to construct. Spaceships move across the map at a rate of 1 square per turn.

If a fleet encounters an uninhabited planet, it will automatically colonise the planet. If you encounter a planet owned by another player, you can attack and invade it. Combat works on the simple principle of winner-takes-all.

Whichever side has the larger fleet destroys the other side. If you retreat from combat, that is, if you order your fleet to leave a system while another player orders their fleet to attack yours, you lose a third of your ships.

You win the game by invading all colonies held by all other players.

Whats New in This Release:

· When multiple players arrive at the same uncolonized system at the same time, none of them can colonize the planet now.
· Previously, the player with the lowest ID got the planet, leading to an advantage to players with lower IDs.
· This was a problem especially in single player mode, when it gave a great advantage to the player over the computer.
· Attack commands now always give feedback.

9
Games -> TBS
$54
Shareware
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Dominions 3: The Awakening is a fantasy strategy game.

They are returning. Awakening from a slumber beyond comprehension to mortals. Awakening to a world they once tried to claim. They promise much to their followers, and to their enemies they will deliver blood, fire, and death.

The coming chaos is a rebirth of a fire long thought quenched. The Akashic records recall the Age when the world was ripe with pretenders, a legion claiming divinity. Then the antokrator ascended to true godhood. Bearing dominion over all, from the Heavens down to the deepest recesses of the ocean, the Pantokrator hunted down the false pretenders, casting them into eternal imprisonment. Not all pretenders were vanquished though; indeed, a great many managed to hide away and bide their time.

Now a new Age has dawned. The Pantokrator is gone. And now the pretenders who cowered beneath the Pantokrators rule all those long years dare to show themselves again. Moreso, their newly remembered hubris has led once more to a war for true ascension to godhood. But they are not alone.

The ancient ones banished by the Pantokrator have broken their shackles. They are awakening.

There can only be one. A new chapter in the Akashic records is about to be written in the tattered flesh of the fallen...

Dominions 3: The Awakening, is the follow up to the acclaimed fantasy strategy game, Dominions 2: The Ascension Wars. While that game set the bar for rich, engrossing turn-based fantasy strategy gaming, Dominions 3: The Awakening seeks to raise it once more.

Leading one of over fifty possible nations in three different Ages, it is your goal to ascend to true godhood using all the power at your disposal. In a world of magic and steel the options to attain victory are as numerous as the cries of mercy from your vanquished foes. Whether you use military might, eldritch power, or subterfuge (or more likely, a combination of all three) every turn is about options. Recruit troops (more than 1500 units found in the game), assassinate the enemy, scout territory, research magic (600+ spells and 300+ magic items), perform rituals, do a blood hunt, storm a castle, construct, pray, forge - the list goes on.

New pop-ups, an in-depth manual written by industry veteran Bruce Geryk, and less micromanagement all makes Dominions 3: The Awakening easy to get into. Lush maps, vividly depicted battles, and an ethereal musical score by Erik Ask Uppmark and Anna Rynefors, both awarded the title of Musicians of the Realm by the Swedish Zornmärkeskommité, contribute to turning the fantasy on the screen into your reality. Up to twenty-one players can participate in a single game, and with a simultaneous turn structure even a large game never gets unwieldy.

Dominions 3: The Awakening is very mod friendly, and in fact has been designed from the very beginning with mod-making in mind. Any image can be turned into a map, opening up a wealth of possibilities. Even use your favorite Dominions 2 maps!

For many games "ultimate" is nothing more than hyperbole. For Dominions 3: The Awakening it may very well be an understatement. With hundreds of gameplay combinations, a challenging AI, strong multiplayer capabilities, mod-friendliness, this is very well the ultimate turn-based fantasy title for any platform.

Here are some key features of "Dominions 3 The Awakening":

· Turn-based fantasy 4X gaming with up to twenty-one (AI or human) players using simultaneous turns.
· Still an amazing amount of player choices in one turn: recruit, research, empowerment, forge, rituals, magic battles, search, prayers, blood hunt, luck, assassinations, friendly movement, movement, storm castle, enchantments, magic items, sneak, build, special orders, income, starvation, upkeep, dominion, site effects, heal, mercs, and scouting.
· Three different eras: Early Magical Era, Middle Era, and Late Era. The Early Magical Era boasts many new nations, the Middle Era features most of the nations from Dominions 2, and the Late Era features an emphasis on more conventional warfare and less magic.
· Fifty different playable nations. Some of the new nations include Ermor, New Faith, based on the early Republic of Rome. Marverni, inspired by Gallic tribes. Kailasa, Rise of the Ape Kings, inspired from Indian and Hindu mythology. Jomon, Human Daimyos, born from ancient Japan.
· Brand new graphics, with an overhauled and streamlined interface. Transparent mechanics decreases the learning curve.
· Less micromanagement than previous Dominions titles.
· Random map creation.
· Players can design and save gods for later play.
· Map filters now allow players to easily locate scouts.
· Nation specific spells and summons. More than 600 spells and 300 magic items, all with evocative descriptions, are found in the game.
· Rebalanced rates for income, supply, and resources enable larger conventional armies.
· 1500+ units to wage war with. A deep combat model encompasses everything from battlefield morale to the use of magic.
· An already challenging AI made even more challenging. If you cant handle the unrelenting computer player, you can always try your hand at playing against humans with Dominions 3 robust multiplayer suite.
· Much more powerful modding capabilities.
· Make and remake nations as you see fit!
· Still present, the cool ability to turn any image into a map! Battle across Faerún or Middle Earth!
· Choose if your pretending god is dormant or awake when the game begins.
· A 300 page printed manual that will remind you of the early days of computer gaming. The manual is more of a reference guide that includes a play-along tutorial, spells reference, nations info and so much more.
· New music from Erik Ask Uppmark and Anna Rynefors, the duo behind Dominion 2s lilting musical score.
· Taxes and unrest automatically checked through the autotax function, streamlining play.
· Playable on most major operating systems. Play it on a Windows, Mac, or Linux machine.
· Dominions 3: The Awakening could very easily be the last fantasy 4X game you ever need.

Whats New in This Release:

· New Nation: Tir na nOg - Land of the Ever Young
· New Nation: Eriu - Last of the TuathaMod Squad!
· New mod commands: #spreaddom, #nobadevents, #incunrest.
· Enforce some rules for #itemslots modding to prevent weird bugs in mods.
· #siegebonus didnt work (Fixed)
· #copyspell didnt work (Fixed)
· Dragonflies strength changed from 0 to 1 and they can now inflict damage.
· Burden of Rime caused severe damage to diseased non-old people (Fixed)
· LA Atlantis could not continue fort construction (Fixed)
· (Fixed) Cave battlegrounds.
· Mod that modified a monsters magic skills could lock up the game (Fixed)
· #defaultmapzoom saved when editing maps.
· (Fixed) Cave symbol that disappeared in version 3.06.
· Some Tuatha and sidhe stat fixes.
· Some sidhe magic skill fixes.
· A few description fixes.
· Light weight scale mail increased res cost.
· Svartalf home only
· Can use monthly cast multiple site search spells of the same type.
· Some monsters were not always unparalyzed properly (Fixed)
· Ritual of Rebirth didnt work with 15 size Hall of Fame (Fixed)
· Wild Hunt and some more spells were buggy when attacking besieging armies (Fixed)
· Magic site fixes, armor fixes, age fixes, hero fixes, unit fixes.
· Y could be used to find undiscovered castles (Fixed)
· No looming devils underwater.
· Summon barghest and black dogs switched
· Province defense overflow fix
· Esc works when right side menu is hidden
· H-shortcut didnt work (Fixed)
· Marverni and me Man temples cost 200
· Mind hunt could crash the game. (Fixed)
· N?got gick fel: No space left on bg - bug fix (Fixed)
· Mirror image (and glamour) does not protect units from missiles or magic.
· Blade wind reduced # o e
· Flaming arrows increased path lvl.
· Sloth scale -> 15% / step
· Kala-Mukha warrior and Palankasha increased cost
· Ulm EA archers not stealthy.

10
Games -> RPG
Freeware
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DOFUS is a popular masive multiplayer RPG online game.

Story:

A long time ago....

.. a dragon named Bolgrot arrived in the eternal Province of Amakna. The young Rykke Errel was the only one to be courageous enough to face the terrible creature.
Instead of reducing him to dust as it could easily have done it, the dragon bowed down before the young knight and swore loyalty to him.

Months passed by...

Rykke met Helsephine, a young enchantress, and fell madly in love with her. When he introduced Helsephine to Bolgrot, Rykke would never have guessed what was about to happen.
The dragon, mad with rage, killed the sweet Helsephine and flew away, destroying everything on its way.
Rykke chased the dragon. When he found it, the old friends confronted each other in a titanic fight. Using his weapons and his magic, Rykke succeeded to bring Bolgrot down. But fatally injured, the young hero died short after.

Looking for an explanation...

... about the sudden violence of Bolgrot, the wise men of Amakna discovered within the entrails of the dragon six unusually colored eggs that were called DOFUS. Later on, it was discovered that when these eggs were reunited their power was absolute.

Absolute, but also unstable. The wise men decided to conceal those terrible relics from the rest of the world.

During the following centuries,

the secret of the existence of the DOFUS was so well kept that people eventually forgot all about them. But a cursed day among others, the guardians of the secret discovered that the DOFUS had disappeared. The news quickly spread, arousing terror and covetousness.

It didnt take long for adventurers to show up in Amakna, attracted by the prospect of glory or plunder. The destiny of Amakna was from then on uncertain and the appearance of numerous creatures as terrifying as theyre unknown added to the confusion.

Whats New in This Release:

Graphics:
· The maps of the Amakna area have been revised and the visual aspect of the buildings and the vegetation has been improved.

Professions:
· The success probability when using the skill ?Prepare a meat dish? has been reduced to 50% at the level 1 of the profession (initially 70%).
· The success probability when using the skill ?Make Bread? has been reduced to 50% at the level 1 of the profession (initially 70%).
· The success probability when using the skill ?Grind? has been reduced to 50% at the level 1 of the profession (initially 70%).
· The success probability when using the skill ?Prepare a potion? has been reduced to 50% at the level 1 of the profession (initially 70%).
· The success probability when using the skill ?Prepare a fish? has been reduced to 50% at the level 1 of the profession (initially 70%).
· The success probability when using the skill ?Sew a hat? has been increased to 50% at the level 1 of the profession (initially 40%).
· The success probability when using the skill ?Gut a fish? has been reduced to 50% at the level 1 of the profession (initially 70%).
· New recipes have been created for Butchers and Hunters.
· From now on, you can constantly repeat a recipe and specify the number of items you want to create.
· From now on, Craftsmen have a maximum success percentage for recipes whose complexity (=square number) is strictly two-square inferior to the maximum complexity of the recipes they can make.
· Craftsmen no longer gain experience on recipes whose complexity (square number) is strictly four-square inferior to the maximum complexity of the recipes they can make.
· The experience gains when making considerably complex recipes have been increased.
· Recipes that no longer make you gain experience are displayed in grey.
· Recipes that make you gain experience and with a 99% success probability are displayed in green.
· Recipes that make you gain experience and with a non 99% success probability are displayed in red.
· For example: A level 60 craftsman (able to make 6 square recipes) will no longer gain experience on his 1- and 2- square recipes, but will have a 99% success probability when making 1-, 2-, 3-, and 4- square recipes. However, hell gain a lot more experience when he makes 5-, and 6- square recipes.

Smithmagic:
· Signature runes are no longer considered as a non-natural bonus and no longer decrease the Smithmagic chances.
· The minimum probability to change the element on a weapon increases from 5% to 10%.
· The success probability when crafting an item has been increased.
· The success probability when adding non-natural bonus in Smithmagic has been increased.
· You can no longer gain experience when a crafting attempt fails.
· Smithmagi now have a success rate base set to 94% (theyâ??re therefore considered as master craftsmen) when they improve items of an inferior or equal level to that of their smithmagic. And they have the normal success rate (according to their smithmagic level) when they improve items of a higher level to that of their smithmagic.
· Smithmagi cant modify items that have a level superior to the double of that of their smithmagic.

Monsters:
· Dark Bakers can no longer attack players.
· Dark Smiths can no longer attack players.
· Dark Miners can no longer attack players.
· Characteristics and spells of all of the resource protectors have been modified.
· Elementary resistances as well as the Knightsâ?? Damage have been increased.

The quantity of the following monsters has been increased in the Dreggon Sanctuary Area:
· Ignirkocropos the Famished
· Aerogoburius the Malicious
· Aqualikros the Merciless
· Terraburkahl the Perfidious

The size of the attack area of the following monsters has been reduced:
· Ignirkocropos the Famished
· Aerogoburius the Malicious
· Aqualikros the Merciless
· Terraburkahl the Perfidious
· Black Dragoss
· Sharp Dark Dragoss
· Sharp White Dragoss
· Sharp Golden Dragoss
· Sapphire Dragoss
· White Dragoss
· Golden Dragoss
· Sharp Sapphire Dragoss
· Dragostess
· Warrior Dreggon
· Flying Dreggon

General Modifications:
· The group leader can talk to all his group members.

Client:

Novelties:

· The DOFUS Client now uses the Flash Player version 8 which should improve the general performances of the client.
· The shortcuts /me, /em and /emote display in-game texts between two stars and announce it in the general chat channel, as an action.
· A double click on an item in the inventory equips it automatically.
· Some shortcuts are no longer customizable to avoid errors.
· From now on, it is possible to select text in the chat (but the option is deactivated by default).
· The inventory displays a preview of your characters appearance.
· A link ?Add to my Enemies? is displayed when clicking on a player.
· The server selection system has been revised and now enables you to choose a server automatically.
· Placing spell capital points must be confirmed.
· A new interface accessible from the characteristic interface enables you to access to the complete and detailed list of all the characteristics of the characters.
· A new button to report bugs is directly available in-game on the test server.
· You can now quit a waiting line.
· Equipped spells and weapon not only display their basic Critical Hits but also display the probability of real Critical Hits (according to Agility, equipment bonus, alignment, and current boosts).
· A button has been added in the interface during fights to activate the "transparency" mode.
· A button has been added in the interface during fights to deactivate the display of the monsters and players, in order to properly target the squares behind huge monsters.
· When creating items in cooperation mode, craftsmen now have a preview of the item characteristics theyve just created.
· A new informative tab is available right onto the identification page of the DOFUS client. It enables you to quickly access the last information regarding the server status and maintenances.
· It is possible to copy and paste in all the text zones of the game thanks to the shortcuts Ctrl+C / Ctrl+V.
· The lost but dodged AP and MP number is now displayed instead of the message ? dodged the spell?.
· From now on, you can choose whether to display your characters preview in the inventory or not, through the option menu.
· When creating an item, either alone or with a group, all new creation is now displayed by default.
· The filter state of the world map is now saved between two game sessions.
· It is now possible to target an enemy or an ally from his picture in the in-fight characters / monsters list.

Corrections:
· The problem that was turning squares into blocking squares during fights has been fixed.
· The use of the pad is operational again to enter house codes.
· Using the combination Alt+TAB no longer adds tabs in the text box.
· You no longer need to change square with the mouse at the beginning of your turn to display your movement preview.
· The crafted item preview is now properly displayed in the secured craft interface.
· The variable %xp% now properly rounds up the experience.
· Some interface elements could be flashing when opening a new interface, this is fixed and should not happen again.
· The window detailing the characteristics of an item from a link in the chat is being displayed in the foreground now, even when the chat story is maximized.
· The element icons are not kept displayed in the item characteristic previews when you change tabs.
· The client no longer crashes under MacOS or Linux with the Flash Player 9.
· When a crafting action is repeated many times, the client no longer lags nor blocks.
· Chat (up/down) or correspondents (Shift+Up / Shift+Down / PgDown) story navigation now properly places the cursor at the end of the text.
· The window title confirming the creation of an Ankama Games account is no longer "Error".
· You can no longer connect to the "undefined? server; however you can connect to the ?Connection Server?.
· A negative value for Agility no longer displays "1/NaN" in the critical hit preview.
· The sword indicating that a player is in fight is now only displayed when the player in fight and if you?re in his Friend List.
· If there?s a mistake in the security configuration when launching DOFUS, the link suggesting a solution now works properly.
· When an action (/emote) ends with more than one full stop, the last one is no longer cancelled in the bubble display.
· The color of the actions (/emote) is now closer to that of the global channel (black), and the actions are displayed in italics.
· The thousand unit separator is now properly displayed.
· Some empty effect lines were displaying ?undefined?, this is no longer the case.
· The Action Point icon is not longer displayed in a transparent color in the details of a creature in fight.
· The button with which you can transfer Kamas from an inventory to another (to the bank, while searching a bin, or in a safe for instance) now works.
· When your cursor goes over an item on the floor while zooming on a character no longer displays the tooltip.
· The message explaining that a militiaman came to help a neutral player after an attack no longer displays ?undefined?.

Spells:

General Modifications:

· Protective spells now protects you efficiently against the spells: Intimidation, Retreat Arrow and Fate of Ecaflip.
· The price of the spell forgetfulness potions has been divided by 4.
· The AP and MP loss dodge system has been revised.
· The new dodge system enables you to take away AP and MP more easily, but makes it harder to take away the entire loss that the spell can cause.
· When taking away X AP/MP, now for each AP/MP among the X initial ones, a dodge roll is made.
· The targets dodge percentage will be, between each roll, reduced according to a coefficient which depends on the spell casters wisdom (this coefficient is currently equal to 0.1).
· This new system won?t change anything for the players who do not have or have little basic dodge.
· This system prevents people from being invulnerable to AP/MP loss if they have a resistance to AP/MP loss superior or equal to 100%
· This system enables you to make your take AP/MP away-spells a lot more profitable since they wont be completely dodged.
· This system reinforces the interest of the massive take AP/MP away?- spells.
· This way, a character that has 400 in wisdom will reduce, in his first attempt to AP/MP loss, the resistances to AP/MP loss of his opponent by 40%.
· In his second attempt, he will reduce again by 40% the resistances of his opponent and so on.
· In between two different spells, the targets dodge rate will obviously be back to its maximum.

Pandawa:

· Unlucky Bamboo: the spell will be effective for 3 turns instead of 2.
· Pandawa Master: His behavior has been improved.

Iop:

· Vitality: the spell can be cast every 5 turns.
· Strengthstorm: the graphics effects have been corrected and from now on, the effects no longer apply to the spell caster but to the target.

Sacrier:

· Sacrifice: the effects of the spell last 5 turns and the spell can be cast every 6 turns.

Sadida:

· Bramble: the spell is limited to 2 throws a turn at level 6. Damage at level 6 has been reduced.
· Earthquake: the spells effect area is no longer unlimited.
· Poisoned Wind: the spell?s effect area is no longer unlimited.
· The Ultra-Powerful: The Treacherous Dolls summoned no longer reduce range but reduce resistances to Enemies action points loss. The maximum number of Movement points that Treacherous Dolls can take away decreased from 3 to 2.
· The Block: Health points, agility and resistances have been increased at all the levels of the spell.
· The Madoll: Wisdom has been increased at all the levels of the summon.
· The Swindling: Wisdom has been increased at all the levels of the summon.

Osamodas:

· Crackler: Wisdom has been increased at all the levels of the summon.
· Prespic: Wisdom has been increased at all the levels of the summon.

Xelor:

· Counter: rebounded damage at the level 6 of the spell has been reduced. The effects of the spell will last for 3 turns and the spell can only be cast again every 6 turns.
· Blinding Protection: The effects of the spell will last for 3 turns and the spell can only be cast again every 6 turns.
· All of the Xelor spells now have 1 chance out of 10 to make the spell caster gain 1 AP.

Eniripsa:

· Wiping Word has been replaced by a new spell â??Lifting Wordâ?? which enables player to gain range for 1 turn.
· Prevention: the minimum damage reduction at the level 6 of the spell has been reduced. As from level 6, you can cast your spell in all different directions and not only in a straight line.
· Word of Silence: The AP loss caused by the spell has been reduced.
· Paralyzing Word: The MP loss caused by the spell has been reduced.

Sram:

· Poisoned Trap: the size of the trap at the level 6 of the spell has been reduced. The cool down period reduces every time your spell levels up.
· Invisibility: It no longer enables you to stay invisible when you attack with daggers.
· Trap of Silence: The AP loss caused by the spell has been reduced.
· Paralyzing Trap: The MP loss caused by the spell has been reduced.

Enutrof:

· Rocks Den has been replaced by the spell Mound which enables you to cause area Earth-type Damage.

Cra:

· Bow Skill: this spell now has a critical hit.
· The spell points used in the following spells will be entirely restored when putting on line the version 1.17: Counter, Blinding Protection, Sacrifice, Invisibility (Sram, Enutrof and Eniripsa), Bramble, Earthquake, Poisoned Wind, The Ultra-Powerful, Poisoned Trap and Prevention.

Items:
· George Bowsh: the critical failure goes to 1/2. The minimum range of the bow goes to 4 squares.
· Xyothine: the critical hit bonus decreases from 10 to 7.
· Runaway Bow: the critical hit decreases from 15 to 10.
· Saber Ayassalama: Can be used by the Sacriers.
· Treechnid Gear: the bonuses given by this gear have been reduced.
· Prespic Gear: the damage rebounded are no longer avoided.
· Dreggon Gear: Bonuses when two items of the gear are equipped have been reduced.
· Angelika Bow: can be handled with one hand.
· Xelor Amulet: requirements to equip it have been cancelled.
· You now only need 50 Trool Fair tokens to action the Bwork machine.
· The Trool Fair tokens are now considered as quest items.

The following weapons must now be handled with two hands:
· Creizy-Stufh Wand
· Iots Wand
· Wand Heroff
· Boogey Wand
· Xyothine
· Cake Shovel
· Hammer Ican
· Black Mel Root
· Lutination Daggers
· Regah Daggers
· Gobbly Apprentice Killer Daggers
· Dreggon Daggers
· Ice Daggers
· Maydhyn China Daggers
· Râ??Hoh Daggers
· Daggers Sives
· Citrus Daggers
· Ostwogoth Daggers
· Ramougre Setter

Miscellaneous:
· The city potions Bonta and Brakmar will take you to the militia of your city and no longer to the Zaap. The old potions made before this modification wont be affected.
· The Banks of Bonta and Brakmar have been redone and divided into three parts to improve the smooth running of the game in these areas.
· Several manholes have been added in the cities of Bonta and Brakmar. They enable you to easily access the sewers of these cities.