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Zu Online : Version 1.8.01 Patch Notes

Posted Nov 06, 2008 by Keith Cross

The folks at Zu Online have posted the patch notes for version 1.8.01 of the game, which adds new zones, new instances, an increased level cap, and more.

A new level cap, new zones, new instanced zones, new gameplay and much, much more. These are just a few of the new things that can be found in the upcoming version of Zu Online - version 1.8.01. Zu Online version 1.8.01 will be released in November. We have improved some of the current game features, fixed some bugs and also added some new game features based on players' suggestions. Now, the Zu team will be revealing some of the update notes for version 1.8.01 in advance of its release.

New features and modifications:

New level cap--259.
New zone--Wei-Yang Palace.
New zone-- Frozen Sea.
New instanced zone - Boundary Hill.
Star level indicators have been added to equipment to show its quality.
Pet combination system has been added.
Salary system has been added.

Read more here.

Warhammer Online : Update 1.0.5 on Public Test Server

Posted Nov 06, 2008 by Keith Cross

The folks at Warhammer Online: Age of Reckoning have announced that Game Update 1.0.5, the largest update for the game thus far, is now on the public test server.

Game Update 1.0.5 is coming and so begins our call to arms!

All currently subscribed players will have the opportunity to experience and test everything that 1.0.5 has to offer, and most importantly provide us with their feedback and bug reports to make patch day even smoother when 1.0.5 arrives on live servers.
In order to make testing even easier and better, and so that you can see how the changes impact you directly, all players will be able to copy their existing characters on the Live Servers to the Public Test Server.

This game update is the biggest yet, and is the first time we've made significant changes to careers. We've listened to your feedback and can't wait for you to see the changes we've made. This is just the first step as we get ready for the upcoming Patch 1.1.

Read more here.

World of Warcraft : Special Mount Update

Posted Nov 06, 2008 by Keith Cross

Blizzard has updated the World of Warcraft special mount page with new mounts, including recent additions to the game and other mounts which will be available when Wrath of the Lich King launches.

Our Special Mounts page has been updated with new mounts, some of which are currently in the game and some that will be available in Wrath of the Lich King. As always, if you'd like to contribute to our galleries, please submit your screenshots.

Read more here.

Lord of the Rings Online : The Art of Middle-earth

Posted Nov 06, 2008 by Keith Cross

Turbine has published a new developer diary which looks into the art direction of Lord of the Rings Online: The Mines of Moria.

A good artist knows when to paint what they want, and when to do what the painting wants: when you do one thing, it often will tell you the next thing you need to do. So it has gone with creating Middle-earth for The Lord of the Rings Online™. The Shire informed how we designed Bree-land, the decisions we made in Ered Luin and the Misty Mountains directly influenced how we approached Forochel, and so on. No design takes place in a vacuum, as everything connects to everything else. It is staying true to what we have done before that helps us add to the world in a believable manner.

Thus Middle-earth has grown. Our Epic Story has finally brought us to Eregion and the Hollin Gate, to the entrance of the greatest “dungeon” ever imagined: the Dwarrowdelf, Khazad-Dûm, Moria. Greatest work of the Dwarves, this once magnificent city is now in ruins, overrun by Orcs and the evils released by “delving too deep.” Nothing that we have developed to date had begun to scratch at what we wanted Moria to be: the greatest dungeon adventure you have ever seen and played.

Read more here.

Hellgate : Hellgate Re-Launch?

Posted Nov 05, 2008 by Keith Cross

Gamasutra is reporting that HanbitSoft, the company which operates Hellgate in Korea has acquired the rights to th game in other regions and may be planning to re-launch the game.

Korean publisher and developer HanbitSoft has officially announced that it owns the IPs for Flagship Studios' Hellgate: London and Mythos and is actively working on a Hellgate expansion, despite the scheduled termination of Hellgate's servers by operator Namco Bandai.

Hellgate generally suffered from perceived quality issues and struggled to maintain a sufficient fanbase to continue operating, leading to Flagship's essential closing in July 2008.

Namco Bandai, who co-published the game through an agreement with EA Partners, recently announced that it would shut down its Hellgate servers on January 31, 2009. Flagship also shut down its servers for MMORPG Mythos earlier in the year, suspending the title's development while it was in its private beta testing stage.

Read more here.

Warhammer Online : Hotfixes

Posted Nov 05, 2008 by Keith Cross

Mythic entertainment has posted another round of fixes for Warhammer Online: Age of Reckoning.

Capital Cities

* The entrance requirements to the officer rooms in both guild taverns have been adjusted. You must now be an officer or the leader of a rank 16 guild or higher to enter.

Combat and Careers

Bright Wizard

* Scintillating Energy: Fixed an issue that was causing the stun component of this ability not to function.


* Chests located in Dark Elf chapter 14 will no longer try to attack players.
* Silversong Bladesingers: These NPCs were not intended to drop any coin or loot items, but were doing so anyway. This issue has been fixed.
* The warcamp guards at Kargrund’s Stand have been adjusted to be the desired difficulty level.


* Might: This Engineer epic quest reward item has been fixed to have the appropriate stat bonuses.
* Bonus effects granted by certain weapons will no longer persist after the weapon is removed, or stack when zoning.

Read more here.

Dream of Mirror Online : New Updates and Pet System

Posted Nov 05, 2008 by Keith Cross

GameTribe has announced a series of updates for Dream of Mirror Online, commonly known as DOMO. The new updates will introduce the pet riding system, new quests, new gear, and more., the premier destination for Free-to-Play games has a lot to announce today.

As we begin a series of ingame new features until Christmas, we announce today the first of these important additions to come on November 19th: the pet riding system.

Players will be able to ride their own boar, cat, bear and sea serpent which has been aside them during their epic adventures! New items especially created for their riding pets will be soon available.

Stay tuned for more details soon!

Today weekly update is also bringing new content:

The new creepy quest “Training your Courage” is live. Players will meet Sanno the Spiritualist and will be challenged to defeat zombies, ghosts and monsters. If players manage to score many points during the fight, they will get a Zombie Costume as a reward!

The Making of a Carp Flag quest is been re-introduced to the game and will only be available until December 3rd, so players should get in quick to avoid disappointment and get their hands on an exclusive Red or Blue Carp to fly upon.

The new “Old Sword” Goodie Bag is live with a brand new Ornamental Pet and many items more, like the Scapegoat Doll to restore HP and the Sweetheart Eggsploiter to help in battle. The goodie bag will be available until November 19th.

Also, the new “Bounty Hunter” Goodie Bag will give players the chance to get the permanent Bounty Hunter costume; Portal Pennies and a PvP card gift box are some of the items included in the goodie bag.

Finally, new items and costumes come with the update:

- Panda Costume (7/30 days)

- Panda Headgear (7/30 days)

- Nicole Clothes and headgear (permanent)

- Seth Clothes and headgear (permanent)

- Dark Green Hair Dye

- Ultramarine Hair Dye

The new update will be available to players after the weekly Wednesday maintenance window.

Read more here.

Voyage Century Online : Pet Basics

Posted Nov 05, 2008 by Keith Cross

IGG has released a guide to the basics of owning a pet in voyage Century Online.

There are always times in game that can be lonely. Solo quests, or perhaps you’re into a late night session and all your friends are asleep. Pets can help you alleviate this sense of loneliness. But do you really know how to take good care of your companions and how your pets can help you?

1.The quickest time spent raising a pet from level 1 to level 100 should be 43 days.

2.A pet’s health decreases by 1 every 15 minutes. A first aid kit from the Item Mall can restore 10 health, so for those 43 days of development, a pet will consume about 400 first aid kits.

3.A pet’s satiation drops by 1 every minute. Pet food can restore 1 satiation so for those 43 days of development, a pet will consume 60,600 pet foods.

4.A pet has 5 different basic attributes, HP, attack, defense, hit rate, and dodge. 1 level improvement will increase a pet’s Max HP by about 46, and increase the other 4 attributes from 0 to 4 respectively.

What can a high level pet do?

If players take their advanced pets into a fight with some tough monsters, the experience and loot will be much easier to obtain. Because the Exp from killing monsters all goes to you and your high level pets, your pet can help shield you from taking considerable damage. For instance, an advanced fox has a high dodge rate, so it can be used as an ideal tank when you fight against a Guardian Beast.

Never underestimate how much a high level pet can help. Take your time and invest in the future.

Read more here.

Myth War 2 : PvP System Overview

Posted Nov 05, 2008 by Keith Cross

IGG has released an overview of the PvP System in Myth War II.

You may try to play Myth War II ( without dabbling in PVP. But as an integral, not to mention wildly popular, part of the game, PVP is inevitable.

Taking grief from high level characters in PVP combat may be daunting task, especially when they have no problem rubbing it in after they win. The intelligence involved, skill and ability use, and strategic choices are only a few of the things that can and must be learnt from extensive PVP experience.

It doesn’t matter whether you are in a PVP arena, engaged in large scale guild wars or one-on-one duels, the thrill of victory and the agony of defeat will definitely impart things that will help you when battling computer opponents. The people from Myth War understand the importance of PVP, but at the same time they also seek to keep it from becoming a way of bullying new players or getting out of hand. So, today they will be explaining some of the basics, so that everyone can participate and have a fair shot at glory!

Toggle PVP on

In Myth War II Online, players are allowed to take on a human opponent, then fight or even kill them. But repeated “ganking”, as the act of unfairly attacking and killing of low level characters has come to be known, may ruin the game by the sheer brutality involved when attacking players who are at a significant disadvantage, or without warning. Thus specific rules have been made to address this. Players are required to abide by certain PVP codes of practice to ensure fair game play.

To toggle PVP on, players must draw support from Devil's Blood which is sold in groceries and in the Item Mall. However, Devil’s Blood does not work for players below Level 50, ensuring a rigorous amount of time in game spent learning how to fight before being thrown to the wolves, so to speak. After Devil’s Blood is activated, players can attack other players with toggle duel off. To start PVP, players press the attack button and left click on a target character to initiate an attack. An information popup will tell them that they are entering PVP combat. After the target receives the warning message of being attacked and toggles the PVP flag on, both parties are engaged in PVP combat immediately.

The PVP initiator can not run away from a PVP fight. But the person being attacked has two options: defend himself or attempt to escape. A dishonorable kill of a specific player will yield a reduction in the Evil Index. As PVP kills are tallied up, jail terms could be prolonged. The reduction in the Evil Index will affect death penalties incurred as well. PVP players will recover 10% HP after a PVP death takes them to their bind points. But if players being attacked are below Level 50, they will suffer no penalty.

PVP revenge mechanic

After players are attacked and die in PVP, they can ask their friends to toggle PVP on and kill someone in revenge. However, those who engage in revenge PVP don’t have to worry about the effect on their Evil Index.

If players gain five PVP indicators within one day, they cannot be engaged in any PVP combat. The PVP indicator is related to the times players are engaged in combat and the number of player kills. Their PVP indicators will be initialized everyday. In doing so, ganking and griefing should be prevented.

PVP in Myth War is not just about ganking other players; it includes politics and teamwork. Myth War is known for its close knit community of player’s, and those that plan to engage in sadistic PVP will find themselves quickly ostracized. However, those that PVP to make themselves more complete warriors and challenge themselves with worthy opponents have nothing to fear but their next opponent’s strategies. Then you’ll know who the best of the best truly is.

Read more here.

General : 2009 MMO Calander Available

Posted Nov 05, 2008 by Keith Cross

The 2009 MMO Calender is now available, featuring art work from many of the years top MMORPGs. All proceeds from the calender go to support St. Jude Children's Research Hospital.

With the help of some wonderful MMO developers we have put together our 3rd annual one-of-a-kind calendar featuring autographed artwork from the hottest released and upcoming MMO's!

MMO Calendar 2009 proudly includes:

* Age of Conan
* DC Universe Online
* Dofus
* Eve Online
* EverQuest II
* Free Realms
* Guild Wars
* Pirates of the Burning Sea
* RuneScape
* The Agency
* Warhammer Online
* World of Warcraft

Also, as a special thank you to everyone that purchases a calendar this year, we've been given a bag full of prizes to give away! Upon placing your order you will be entered to win 1 of 10 prizes for each game... boxed copies, premium accounts, 30-day passes, 60-day passes, closed beta accounts and more!

Read more here.

Lord of the Rings Online : Developer Diary: Anatomy of a Cluster

Posted Nov 05, 2008 by Keith Cross

Turbine has posted a new dev journal which looks at the game design principals behind the new content in The Mines of Moria, the next expansion for Lord of the Rings Online.

When sitting down to plan the Mines of Moria, we realized that we had come far in our game, but there were still improvements to be made. We read the forum posts, heard the feedback, watched the competition, and came up with a system for our instance and raid players that we think will be to your liking. Gone are the days of behemoth instances that take fifteen hours to complete, with people begging on the LFF channel. Welcome to a new era of fast, exciting instances that provide lots of loot, lots of challenges, and a steady growth pattern in which players can learn, adjust, and gain tactical skills.

One of the things we haven’t had a chance to do with our instances in the past is establish a sense of progression. The instances got more difficult, yes, but they also lacked the ability to train players to become better, and they did not encourage players to use the skills they learned to defeat the next bosses. We also simply did not have enough of them at the highest levels to support people who were capped. Being able to create a sense of what’s next and help guide players from one instance to another is really important. We’re going to be doing this in Mines of Moria through progression, clustering, “hard mode,” and yes, loot.

Read more here.

Atlantica Online : Surviving Your First Boss Fight

Posted Nov 05, 2008 by Jon Wood Atlantica Online Correspondent Matt Plourde writes this guide to surviving a boss fight in the new turn-based MMORPG from NDoors.

Unlike mainstream MMORPGs, Atlantica Online's combat system does not boil down to hot key and aggro management. Instead, you must plan for success with your party formation, and then you execute your attack strategy on the grid-based battle board. While not all battles are as dynamic and interesting as PvP and Shadow Dungeon (difficult group zone) fights, combat is easy to learn and fun to watch.

Before we dive into the nuts & bolts of Atlantica's combat, I want to spend a moment on geography and zones. As I mentioned in my preview article - Atlantica Online takes place on earth. In addition to typical terrain & architecture you'd expect to find in China, Europe, Southeast Asia, etc - Atlantica offers some fantastic locations such as an underwater palace! When your party is transported to your battle instance, the terrain there reflects the landscape of the outside world. So, if you were underwater, then your fight will happen on the ocean's floor. In a ruin? Expect typical dungeon floors and walls. A few games (like Final Fantasy Tactics and Civilization 4) have built-in systems for interacting with different terrain types, but Atlantica does not go that far. Adding another layer of tactical depth could have been interesting with the varying landscapes, but like most games - terrain serves as a colorful backdrop and nothing more

Read the article here.

Star Wars Galaxies : City Building Guide

Posted Nov 05, 2008 by Jon Wood Star Wars Galaxies Correspondent Jef Reahard writes this new guide giving players some insight into creating player cities in SOE's Star Wars Galaxies.

So you're new to Star Wars Galaxies, or you're a veteran looking to see what all the fuss is about regarding the building and management of a player city. Well, you've come to the right place. Your humble correspondent has designed and run two such projects on the Starsider server, dating back to 2004, and if there's a nagging question regarding Galaxies' city system lurking in the back of your mind, chances are this article will provide the answer.

Star Wars Galaxies Screenshot

Read the article

Fallen Earth : Travelers and Lightbearers

Posted Nov 05, 2008 by Jon Wood

In the third part of our developer journal series from our friends over at Icarus Studios, the makers of the upcoming MMORPG Fallen Earth. In this journal, the team gives us a look at the Travelers and the Lightbearers.

Last week we posted images of the gear used by the nature-oriented Vistas and the science-obsessed Techs, and this week we move on to the Travelers and the Lightbearers.

The Travelers exist in the junction between traveling performers, underworld crime bosses, and used car salesmen. Their primary concern is money and trade, and they will go to great lengths to make a profit, even if some legs have to get broken in the process. The Travelers believe that trade in and of itself is a worthwhile goal, as it allows people to trade what they have for what they need, and the Travelers want some portion of that transaction. While most Traveler operations are concerned with trading, entertainment, or servicing the various vices that survived the apocalypse, they also have more than a few less pleasant activities. Assassination, extortion, and flat-out robbery are all part of Traveler operations. Travelers avoid standup fights where possible since they are rarely profitable, preferring a knife in the back or a silenced pistol to a fight where their enemies can see them coming. Through trade and their own handiwork, the Travelers are well equipped with a variety of new and salvaged equipment.


Read the Fallen Earth Journal.

Lord of the Rings Online : Get a Free In Game Gift!

Posted Nov 05, 2008 by Craig McGregor and Turbine have partnered on a special offer just for our community! We have been given special gift keys which will enable players to claim an in-game free item: Hauberk of the Mithril Guard!

You can check out images of this item below:


When you are ready to get your free gift for Lord of the Rings Online just click here!


EVE Online : Quantum Rise Launches Nov 11

Posted Nov 04, 2008 by Keith Cross

CCP has announced that Quantum Rise, the ninth expansion for EVE Online will launch on November 11th, and they have posted a full least of new features and improvements on EVE's official site.

Reykjavik, Iceland – November 4, 2008 – CCP, one of the world’s leading independent game developers, announced November 11, 2008 as the launch date for the final deployment in the two-part staged release of EVE Online: Quantum Rise, the ninth free expansion for EVE Online. EVE Online players have already begun to enjoy the performance-enhancing improvements of the StacklessIO and EVE64 initiatives which were introduced in an earlier phase of the expansion’s release, and both of which have set the stage for truly limitless combat. Several times in recent weeks, over 1,000 players have participated in single-system battles with extremely minimal lag thanks to these new industry-leading advancements.

These previously unannounced features will debut in EVE Online: Quantum Rise:

· The introduction of In-game Subscription Services. You can now convert your 60-day EVE Time Codes (ETCs) into two 30-day items in game. These “30-Day Pilot’s Licenses” can be traded freely through all regular means (via market or contract or directly between players) and can be activated at any time. This feature will be available on November 11th or shortly thereafter

· Assembly Array upgrades for those wanting to produce on a grand scale

· Alchemy allows moon materials to shift the whole landscape of Tech 2 production

· UI changes include a moveable HUD, module recharge timers and weapon grouping

· More efficient bomb production. Producers get more boom for their materials.

· Upgrades to the Trinity Premium graphics content for the ubiquitous stargates of New Eden

· A rebalancing of ship speeds for vessels of all sizes to rediscover their combat viability, making player vs. player strategy and tactics more important than ever

· 10 new beautifully haunting music tracks by EVE soundtrack composer RealX

Already revealed features of Quantum Rise include the ability for corporations to create and distribute their own custom medals for whatever accomplishments they see fit to bestow on their members. Pilots will find a newly-designed certificate system provides a quick and verifiable way to prove their worth in gunnery, trading or countless other professions. The shipyards of New Eden have been busy rebalancing industrial ships and are almost ready to undergo production of the mighty capital ship, the Orca. For easier navigation, all ships will feature autopilot avoidance options and a few new routes will open up in New Eden.

Read more here.

EverQuest II : Map System Overhaul for GU 50

Posted Nov 04, 2008 by Keith Cross

The EverQuest II official site has been updated with a look at at the game's new map system that will be implemented with game update 50.

With GU 50, we'll see The Shadow Odyssey go live. But that isn't all there will be on November 18th. One of the new features that everyone will get is the new map system!

The map system has been completely reworked and there's a new main screen with a fresh new look. All of the overland maps have been redone as well! The various city scenes are more detailed than ever before.

There's also a new POI (point of interest) directory. It works with outside POI's as well, and this will be beneficial to folks who use add on's such as EQ2Maps. You'll be able to drop custom POI's into your map directory and have them appear. Your POI will also blink on the main map, and set a waypoint while in the same zone.

Read more here.

General : New Hires at 38 Studios

Posted Nov 04, 2008 by Keith Cross

38 Studios has announced that they have hired Aubrey Hodges as director of audio and Irena Pereira as senior UI designer.

Maynard, MA – November 4, 2008 - 38 Studios, a pioneering entertainment company dedicated to delivering a broad spectrum of immersive products, today announced that Aubrey Hodges and Irena Pereira have joined 38 Studios as director of audio and senior UI (user interface) designer, respectively.

With his music and sound design heard in more than 180 video games, Composer and Sound Designer Aubrey Hodges is an audio pioneer in the video and computer game industry. Hodges is credited as among the very first to use MIDI in a video game, the first to use sound effects in an online game and among the first to use General Midi in a video game. He also is cited as the innovator of ambient music design for games with his groundbreaking work on the Doom and Quake series. Before joining 38 Studios, Hodges spent five years as an audio director at EA-Tiburon, home of the popular Madden franchise; and before that as audio director, composer and sound designer for Midway Home Entertainment for ten years. Hodges began his career in audio for videogames at Sierra Online in 1991. His music and audio credits span classic series such as King's Quest, Space Quest, Quest for Glory, and Conquests of the Longbow to some of the most popular video game series including NFL Blitz and Madden NFL. In his new role, Hodges will report directly to 38 Studios CEO and President Brett Close.

Senior UI Designer Irena Pereira comes to 38 Studios from Blizzard Entertainment, where she spent over two years working on the interface design and development for World of Warcraft and its expansions The Burning Crusade and Wrath of the Lich King. Pereira also worked at game studio Artifact Entertainment where she was responsible for interface design, technical documentation, tools development, and web site design; and at Verant Interactive. Her experience extends beyond MMOG development to include interface development and web design for online companies Hollywood Stock Exchange, Homestore Inc, and LowerMyBills. Pereira will report to Design Director Jason Roberts.

"38 Studios has been able to attract phenomenal talent, and these hires continue that trend," Close said. "Smart interface design and rich audio are key components of the 38 Studios product vision, and Irena and Aubrey have extensive records of exceptional success in these areas."

Read more here.

World of Kung Fu : New Major Update

Posted Nov 04, 2008 by Keith Cross

VestGame Entertainment has announced that World of Kung Fu will be receiving a major update that will add new quests, mounts, mounts, and skills, along with several new game systems including the invasion system.

[Shanghai, China, November 4th, 2008] VestGame Entertainment has announced a major upgrade to World of Kung Fu, the popular 3D MMO set in ancient China. The latest upgrade will see the addition of several major new systems, as well as new quests for higher level players, new mounts, and skill enhancements for all weapon classes.

The most significant new system in this upgrade is the Invasion System. Players will now be able to battle foreign enemies in one of two new event based scenarios. The first involves an invasion by hostile forces from outside the Middle Kingdom, and the other involves country-to-country battles that take place within. Both scenarios allow players the chance to gain reputation and other benefits such as game gold and items from the item mall.

Another system making its debut is the Transform System. This allows players to collect “transform cards” which enable them to transform into marvelous creatures and exciting special characters, such as the Monkey King. Players who undergo transformation get special new attacks and abilities while in the transformed state.

New mounts available to players include the Zhu Que (Giant Phoenix) and the ferocious fire lion known as Nian. Additional quests have been developed for levels 40-80 to enhance the enjoyment of more experienced players. Also, the weapons skills of all weapon classes have been improved and balanced. Nunchakus have been added to provide players with a quick attribute bonus.

A great many other, less visible gameplay elements have been tweaked and enhanced such as the item drop rate for slain monsters and changes to the tutor/apprentice system. The impetus for these changes was, as always, the World of Kung Fu team’s desire to provide the best possible gameplay experience for the large and growing worldwide community of World of Kung Fu players.

Read more here.

Zu Online : Cultivating a Top Pet

Posted Nov 04, 2008 by Keith Cross

The folks at Zu Online have released a guide to understanding and using the pet system in the game.

Pets’ popularity has reached an unprecedented extent in the role playing games released in 2008 by far. The pet system of Zu Online ( has annotated the essence of pets in MMORPGs by its creative features. There are three requirements to cultivate a Top Pet in Zu Online:

Pet Spells

Each pet spell is at rank 1 when it is learnt and can at most be upgraded to rank 9. Below are the details of the rank 9 pet spells.

1. Critical Strike: Increases the master’s Critical Strike chance. A Critical Strike deals 200% normal damage. At rank 9,it increases Critical Strike chance by 10%.

2. Garrote: Increases the master’s Garrote chance. A Garrote deals 150% normal damage. At rank 9,it increases Critical Strike chance by 10%.

3. Resistance: At rank 9, it increases the master’s chance to resist enemy’s attack by 20%.

4. Store Up: When it reaches rank 9, 33 slots of the pet’s backpack in total are activated by this spell.

5. Regeneration: At rank 9, it increases the master’s health restoration by 200%.

6. Rejuvenation: At rank 9, it increases the master’s mana restoration by 200%.

7. Resilience: At rank 9, it reflects 15% damage taken to the attacker.

8. Ride Speed: At rank 9, it increases the pet’s movement speed by 50%.

Awesome Initial Aptitudes

According to their initial Aptitudes, the pets in Zu Online are classified into primary pets(its Aptitudes are about 1500), junior pets (about 2000)and senior pets (about 2500). (Primary pets can be gained from monsters and quests or purchased from a Pet Master. Junior pets and senior pets can only be purchased from a Pet Master now.) The Aptitudes of a pet determine the amount of stats increase to its master. In a word, the pet is better is if its Aptitudes are higher.


Pet’s Savvy concerns how many spells the pet may learn. The pet whose Savvy is higher can learn more spells. A primary pet’s Savvy is 1 while junior or senior pet’s is 2. To raise a pet’s Savvy, it should be fed Savey Seeds. But pet’s Savvy can only reach 8 at most.

Read more here.

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