test

Active World Boss notification

Active World Boss notification

Active World Boss notification

Active World Boss notification

Active World Boss notification

auction house notification

earners competition notification

Notifications

You have no unread notifications.

Messages

You have no unread messages.

Character buttonSkills buttonYou have 1600 unused skill points and 2400 unused talent points!Inventory buttonVault buttonFamily buttonFamily skills cooldown expired!Triumps buttonGems buttonStats buttonProfile buttonForums buttonManual buttonSettings button
Chat button
  • Family wars

    Click on any war to get more information regarding the war.


    There aren't any active family wars.
  • # Name (level) Leader Members Points
    1Avatar of Devils familyDevils (2)Oppenhimmer5 / 60
    2Avatar of Angels familyAngels (2)Sam4 / 60
    3Avatar of Haunted Fries familyHaunted Fries (1)desouky0 / 40
    4Avatar of Deception familyDeception (1)Gym3 / 40
    5Avatar of Haunted Headquarters familyHaunted Headquarters (1)TomDvilll1 / 40
  • Family Wars History

    There hasn't been any family wars yet.

  • Kills & Duels system

    Introduction


    In the mafia world there is a lot of death and despair, killing will happen on frequent bases as rivals try to take each other out. In Unleashed Fear there are 2 ways to attempt to kill other gangsters, there is the regular kill feature and the duel system. Both systems work in the exact same way, except that for duels mutual agreement is needed.


    Finding the right balance


    In order to kill or defend yourself against getting killed you need to find the right balance, stealth plays a crucial role in both these aspects, you need stealth in order to kill and to defend. The exact amount of stealth required is based on your offense and defense, on the bottom you can find some examples that will make it more clear.


    Random hit / Random miss


    There really is no such thing as a random hit or a random miss, this is a misconception created by the players themselves. Random hit simply means someone has a 10% chance of killing someone else and he actually pulls it off, and the same goes for a random miss, someone has a 90% chance to kill someone and he misses.


    Backshots


    Backshots is a term for someone shooting back at someone that previous tried to kill them. This term is often used to define if someone received damaged to their account or not. Backshots do not have any other aspect other then not receiving any damage. You do not get boosted or more chance of hitting when shooting with a backshot. Backshots have to be made within 6 hours otherwise you will receive damage.


    Account damage / Items damage / Temporary damage


    When you shoot down your character will receive damage and so will every item this character will ever use. Damage is based upon how many ranks you shoot down. This damage is also permanent and there is no way to un-do the damage. As mentioned above a backshot will not do any damage aslong as the backshot takes place within the next 6 hours.

    Permanent character stats loss basically means you will lose some offense / defense / stealth dependable on how many ranks you shoot down.
    Permanent items damage basically means that all the items you will use carry damage with them.
    Temporary damage is damage to your character that will last up to 24 hours. Temporary damage can happen in 2 ways: You shoot more then 3 times per hour, or by shooting the same target more then twice during the past 24 hours.
    After 24 hours of receiving a temporary damage event your damage will be removed and your character will no longer carry the temporary damage.


    So how does the system work?


    The regular kill system works the same way as the regular duel system. The itemless duel system works on the same way as the regular kill system except that it doesn't use the items that characters have equipped. The regular kill system will look at the shooter and the targets stats. (Offense - Defense - Stealth), It wll also look at the items both characters have equipped (Weapons - Armors - Disguises).
    Once it has obtained all stats and items involved it will start to compare the shooters offense to stealth ratio and the targets defense to stealth ratio, it will then determine how much total offense the shooter has and the total defense the target has.
    Once it has calculated all of this there will be the last and final calculation; The kill chance, the shooter will have a percentage based chance to kill the defender and the defender will therefor have a certain percentage of chance to survive the shot.


    Difference between the kill system and the duel system


    There is no difference between these systems, they both use the exact same calculation methods, the only difference is that you can select how a duel will be processed, you can select who shoots first and if it should take items into consideration.
    Skill/talents/homecity do not get taken into consideration when duelling.


    Permanent damage


    By shooting you can receive permanent damage.
    Currently there is only one way of receiving permanent damage.
    Upon shooting someone 1 rank down or more you will receive damage, aslong as the rank difference is over 100%.
    This permanent damage does not apply when your shot is counted as a backshot.
    A backshot is shooting someone whom shot at you, a backshot lasts for 6 hours from the moment you've been shot at.


    Temp damage


    Upon shooting you also are able to receive temp damage.
    Temp damage lasts for 24 hours and will be removed after the 24 hours period.
    There are currently 2 ways of receiving temp damage.
    You are allowed to shoot the same person a maximum of 2 timers per 24 hours, shooting over 2 times will result in temp damage.
    You are allowed to shoot a maximum of 3 times per hour, shooting more often will result in temp damage.


    War score


    During family wars, every kill made will result into obtaining warscore for your family.
    Warscore obtained for a kill is determined based on the targets rank, if they are rank 26, your family will receive 26 warscore.
    If the target happens to be in their born, or family home city, the warscore will be multiplied by 50%, so if the target is rank 26, you'll receive 39 warscore.
    You will not receive any warscore if the target happens to be 5 ranks or lower compared to the shooter, regardless if this shot is a backshot or not.


    Examples


    Stealth requirements example
    Lets say you need 60% the amount of stealth required to utilize your offense and the same for defense. If the shooter has 200.000 offense points he will need at least 120.000 stealth in order to use the full 200.000 offense. The same will go for the defender, if the defender has 200.000 defense, he will need 120.000 stealth in order to use the full 200.000 defense.

    Characters stats damage example
    Lets say you shoot 5 ranks down, 50% of the difference in stats in these 5 ranks will be the damage.
    Lets say the difference is 50.000 points, you will lose 25.000 character stats permanently.
    Lets say you have 150.000 offense, 75.000 defense and 75.000 stealth, you will lose 12.500 offense, 6.250 defense and 6.250 stealth.

    Items damage example
    Lets say you shoot 5 ranks down, you will receive 1.5% item damage per rank. Which will be a total of 7.5% items damage.
    Lets say and item gives you +100.000 offense, +2.000 defense and -1.000 stealth.
    Ever since the shot the item will now give: +92.500 offense, +1.850 defense and -1.075 stealth.

    Kill calculation example
    Lets say the shooter has 200.000 offense and 120.000 stealth, the defender has 200.000 defense and 120.000 stealth.
    The shooter will have a 50% chance to kill the defender, and the defender will have 50% chance to survive the shot.

    Lack of stealth kill calculation example
    Lets say the shooter has 200.000 offense and has 80.000 stealth, the defender has 200.000 defense and has 150.000 stealth.
    The shooter will only use 133.333 offense as he has not enough stealth to cover for the full 200.000 offense, the defender will use 200.000 defense as he has more then enough stealth. The shooter will then have a 5% chance to kill the defender and the defender will have a 95% chance to survive the shot. Due to the big difference in stats.
    If the shooter would kill the defender with his 5% chance to succeed this would be labeled as a "random hit".

    Remember: these are only examples to give you an idea of how the system works.

There are 42 people online

  • [ADMIN]Satan Satan avatar Satan
    Slayer (999)
    Admin Team
  • [GUEST]Guest Account Guest Account avatar Guest Account
    Guest (800)
    Guesting around
  • Oppenhimmer Oppenhimmer avatar Oppenhimmer
    Scout (18)
    Devils
  • Sam Sam avatar Sam
    Scout (18)
    Angels
  • Gym Gym avatar Gym
    Novice (17)
    Deception
  • Chasey Chasey avatar Chasey
    Freemen (15)
    (Not part of a family)
  • Harmon Harmon avatar Harmon
    Freemen (15)
    (Not part of a family)
  • Brigham Brigham avatar Brigham
    Freemen (15)
    (Not part of a family)
  • Amsterdam Amsterdam avatar Amsterdam
    Freemen (15)
    (Not part of a family)
  • Berlin Berlin avatar Berlin
    Freemen (15)
    (Not part of a family)
  • Tokyo Tokyo avatar Tokyo
    Freemen (15)
    (Not part of a family)
  • Madrid Madrid avatar Madrid
    Freemen (15)
    (Not part of a family)
  • Curry Curry avatar Curry
    Freemen (15)
    (Not part of a family)
  • Palmer Palmer avatar Palmer
    Freemen (15)
    (Not part of a family)
  • Clayton Clayton avatar Clayton
    Freemen (15)
    (Not part of a family)
  • Herrera Herrera avatar Herrera
    Freemen (15)
    (Not part of a family)
  • Lewis Lewis avatar Lewis
    Freemen (15)
    (Not part of a family)
  • Beholder Beholder avatar Beholder (Safety)
    Freemen (15)
    Haunted Headquarters
  • ViK ViK avatar ViK (Safety)
    Thug (13)
    (Not part of a family)
  • GangGang GangGang avatar GangGang
    Thug (13)
    Deception
  • Shurima Shurima avatar Shurima (Safety)
    Thief (12)
    (Not part of a family)
  • Hound Hound avatar Hound (Safety)
    Thief (12)
    (Not part of a family)
  • Leery Leery avatar Leery (Safety)
    Thief (12)
    (Not part of a family)
  • Louter Louter avatar Louter (Safety)
    Thief (12)
    (Not part of a family)
  • Synyr Synyr avatar Synyr (Safety)
    Thief (12)
    (Not part of a family)
  • Poular Poular avatar Poular (Safety)
    Thief (12)
    (Not part of a family)
  • Briefly Briefly avatar Briefly (Safety)
    Thief (12)
    (Not part of a family)
  • Pulser Pulser avatar Pulser (Safety)
    Thief (12)
    (Not part of a family)
  • Bunker Bunker avatar Bunker (Safety)
    Thief (12)
    (Not part of a family)
  • Renew Renew avatar Renew (Safety)
    Thief (12)
    (Not part of a family)
  • Quantify Quantify avatar Quantify (Safety)
    Thief (12)
    (Not part of a family)
  • Compulse Compulse avatar Compulse (Safety)
    Thief (12)
    (Not part of a family)
  • Astony Astony avatar Astony (Safety)
    Thief (12)
    (Not part of a family)
  • Hippo Hippo avatar Hippo (Safety)
    Thief (12)
    Angels
  • HoneyComb HoneyComb avatar HoneyComb (Safety)
    Thief (12)
    (Not part of a family)
  • Plex Plex avatar Plex (Safety)
    Thief (12)
    (Not part of a family)
  • Alexander Alexander avatar Alexander (Safety)
    Dealer (11)
    Devils
  • Sheldon Sheldon avatar Sheldon (Safety)
    Dealer (11)
    Angels
  • Associate Associate avatar Associate (Safety)
    Chaplain (10)
    (Not part of a family)
  • Loudermilk Loudermilk avatar Loudermilk (Safety)
    Recruit (8)
    (Not part of a family)
  • Oldcaf Oldcaf avatar Oldcaf (Safety)
    Recruit (8)
    (Not part of a family)
  • Banjo90 Banjo90 avatar Banjo90 (Safety)
    Trainee (7)
    Deception