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  • Family wars

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


    VS

    Pending

    06:36:35

    Defenders

    Deadly rabbits

    Attackers

    Attackers Family leaderFamily leader
    Attackers Family homecityFamily homecity
    Attackers Amount of membersFamily members
    Attackers Amount of shotsAmount of shots fired
    Attackers Amount of killsAmount of kills
    Attackers Amounts of deathsAmount of deaths
    Attackers Points scoredWar points scored
    Attackers Most valued playerMVP (Most Valuable Player)

    Banana Republic

    AOC

    Amsterdam

    3

    0

    0

    0

    0

    ---

    Pending 06:36:35

    Defenders

    Defenders Family leaderFamily leader
    Defenders Family homecityFamily homecity
    Defenders Amount of membersFamily members
    Defenders Amount of shotsAmount of shots fired
    Defenders Amount of killsAmount of kills
    Defenders Amounts of deathsAmount of deaths
    Defenders Points scoredWar points scored
    Defenders Most valued playerMVP (Most Valuable Player)

    Deadly rabbits

    DieHard

    Ottawa

    1

    0

    0

    0

    0

    ---


  • # Name (level) Leader Members Points
    1Avatar of Banana Republic  familyBanana Republic (5)AOC3 / 858
    2Avatar of Devils familyDevils (2)Ender0 / 419
    3Avatar of Gym Warriors familyGym Warriors (2)Quest0 / 40
    4Avatar of Angels of Rome familyAngels of Rome (1)DIYA0 / 40
    5Avatar of Rebel Alliance familyRebel Alliance (5)BotLobby5 / 60
    6Avatar of Deadly rabbits familyDeadly rabbits (5)DieHard1 / 110
    7Avatar of Divine Assault familyDivine Assault (3)Leader2 / 40
    8Avatar of Fordow familyFordow (3)Alessandro2 / 40
    9Avatar of Goo Crazy familyGoo Crazy (1)idiot0 / 40
  • Family Wars History

    Attacker Score MVP Defender Score MVP Winner
    Banana Republic (18)**Hidden**Divine Assault(0)-- Banana Republic
    Banana Republic (20)**Hidden**Devils(19)**Hidden** Banana Republic
    Banana Republic (20)AOCDeadly rabbits(0)-- Banana Republic
  • 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.
    You will also get temporary damage for shooting a player 1 rank below you that is within the 100% rank range.


    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.

    Manual overview


    The manual is a work in progress. Some subjects still need to be updated.


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