Friends will be friends 2 Dec
Click on the image for details
Click on the image for details
A brand new feature coming to the Nadirim site soon is the Character page. As our community grows we feel that it will be useful to have your character at your reach, even if you aren’t playing. The looks of the page will be very similar to the character page you have in the game except you will not be able to modify your character. With all your equipped items shown on your character and your stats listed as they are in the game this feature will let you make comparisons between your character and your fellow players setup. For those of you, who like to brag about the progress you made in the game, this will be an excellent opportunity to let others see how well you are doing.

Click on the image for details
You may have also noticed the Achievements and Friends tabs in the box next to the character. These are also features planned to be introduced soon. We have created countless achievements based on various features of the game and the friend list that you missed so much will also make its way back to Nadirim. More about these features in upcoming posts to the DevBlog. Stay close! :)
In the last Nadirim Development Blog post we mentioned that over the past several weeks our graphic team had been working hard by adding several new zones. By clicking on the picture below you can take a peek at some places you can travel to starting November 7th.
Last Thursday Twisted Tribe announced the release date of Nadirim, 7th of November. Yes, we are only two weeks away from the end of the open beta, a day that we have been waiting for a very long time. This is a very important milestone in the development of Nadirim, but it doesn’t mean that we will stop adding new features and continue polishing the existing ones.
Now let me tell you what this means and what kind of changes will be introduced in the upcoming version.
Beast offense |
Heal |
Defense |
And much more. :)
P.S. Complete character wipe.
Are you wondering why you have to choose between them? Well, the answer is easy: you will be able to pick which one to use to travel within the vast territories of Nadirim. Mounts are a form of transportation on which players can ride atop the backs of various animals or on exotic items like flying carpets.
We put together a short FAQ to make it easier to understand the way they work.

Q: Why should I use a mount?
Travelling with a mount is always faster than walking. You will save time and will have a better chance to avoid mob aggro. Plus they look awesome!
Q: Will I be able to use my mounts everywhere?
Mounts will be usable in every passable area except for dungeons where, upon entering, your character will automatically dismount. Before you ask, no you won’t be able to fly over mountains with a flying carpet.
Q: Where will mounts be available?
There will be mount vendors in every larger city where you will be able to purchase them for gems starting from the very first level. They will become available for dinars as well, but only from level 10.
Q: What kind of mounts will be there?
There will be several kind of mounts (horse, camel, elephant, flying carpet, etc.) but they will be divided into three groups, based on their speed and into two other groups based on their durability (permanent and temporary).
Q: How will I summon my mounts?
The purchased mounts are accessible from your inventory/items/mounts tab and you can set your mount active the same way you equip your character, by dragging it to a slot (mount) on your character page. After this you will have to click on the mount up button displayed near the skillbar.
If you have any other question that are connected to the mounts, please don’t be shy and ask it.
Last week we announced that at the end of this month we will introduce an updated in-game map. That is not the only change we are going to introduce, we also rethought the GUI (Graphical User Interface) of the game. In order to improve the GUI and to make it more user-friendIy, we had to make some changes “to make space” for a new feature.
Top menu
First of all the character page, skills, quest list, map and chat was moved to a more central location, to the middle of the top part of the page. We also added the shop and menu icon to this section.
Notifications
The game menu button had to be removed from the bottom right corner, because this is now dedicated to the notifications. In the notification area the players will now receive all kind of information, for example quest updates, gathering, level ups, duel notification and system information as well.
Quests
Some of the players had problems with activation of the quest trackers so we implemented some changes to make it easier to use. Now players can simply scroll thru the active quests and with a single click they can track them.
Skills
In the left bottom part of the screen you will be able to see the name, XP and level of your character and the skills you selected from the skills tab. These will be shown at all times to make it easier to manage them before entering a combat, but will only be active in battle.
Chat
In order to increase the playable area on the screen we are introducing a transparent chat, but in the chat options you will be able to set if you would like to have transparent or solid chat background.
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Click to see the GUI in details.
Only couple of days until we introduce the PvP and by the end of September new map and GUI will be implemented.
I am sure, that you got lost at least once in the game, or you had no idea where to go next. Well, we are about to prevent this from ever happening again, by improving a very important feature: the Map. We plan to introduce a totally reworked map by the end of this month.
As a teaser, let me give you some information about the way it will work. The main improvements to the map will be made in order to help the orientation on different scales, and to achieve this we are introducing two main zoom levels.
The first level will be the Zonemap, a very precise map of your surroundings showing the exact position of the player with the possibility of scaling. You will be able to access this map by pressing the M on your keyboard.
Click on the map to see the new markers available to turn on and off
When switching to the second zoom level, the Worldmap, the player will get a broad view of the whole playable territory. This handmade map will have a fixed zoom, where we are going to display the topography of the world of Nadirim.
So get ready for the great exploration, because soon you will have the tool for it.
P.S. When introducing the new map Arenas, Intstances and Party Members will not yet be available

In the initial release of this feature, the PvP combat will basically be a duel. You will be able to challenge someone and if they accept it, the two of you will begin a combat. Observers will still be able to join and watch the battle, but they will not be able to participate in the combat.
At the end of a PvP combat, there will be no death punishment; this means if you are defeated in a duel, you will reappear on the map with one health point. For the moment these combats will not have any energy requirements but they will not give any rewards either.
Later on we plan to have statistics regarding your combat history, but for the time being we need to see how these new features will perform. For now we suggest you start practising your tactics, get the best gear you can and prepare to face your opponents.
Don’t tell us that the size doesn’t matter, we know it does. This is why we decided to open up the world of Nadirim and forge all the maps into one large open world. What does this mean? We wanted to give every player the feeling of being “in control”, so in the upcoming version of the game you will be able to roam the lands freely and visit all areas of the world any time you choose to.
How large will it be?
The version that is coming out will be no smaller than 23 billion pixels. If your are playing the game on a 1280*1024 pixel resolution display, the current world is made of 88 screen sizes. Compared to this, the new map will be made out of 17 718 screens (2000 square meters or 21,500 square feet) meaning that the new world will be 200 times larger than the one you saw in the closed beta.
Click to see the new world of Nadirim.
Spoiler alert!
You could easily ask what we put on all these pixels. Well, first of all, you will meet the good old cities of Nadirim: Ennahar, Ashra and Zenithar, but since the designers decided to rebuild them, they will be new even to those, who already participated in the closed beta. Additionally you will have the chance to explore two new major cities; Quadim: The Harbor of Life and Death and Dahab: The City of the Sleepers.
Moreover in in the areas between and around the cities we placed more than 80 points of interest where you will be able to interact with the environment.
Why open world?
We are just a few Development Blog posts away from the day that we will show what we were working on in the last couple of months.
I almost forgot one little thing: the map I was talking about will be only one third of the World we are working on…
What would the vast and colorful world of Nadirim be, without people who help you and others, who try to cut your throat? However magnificent a city is, it gets boring fast enough without inhabitants. This is why we spent a lot of time creating NPC-s of many kinds, so the faces you encounter will be just as diverse as the buildings and adventures.
Some NPC-s are going to be your friends and helpers, giving you advice, quests and items; others will be your enemies, telling lies to lead you astray or even attacking you from time to time. And the best part? You can never be sure which one is which. You have to find that out for yourself…
Some of your friends:
Salim the Seer
The wise old sage of Ennahar. He used to live in the city, loved and respected, but for some reason that nobody knows one day he left Ennahar and moved out into the middle of nowhere, where his only company is a pack of hyenas and a few travelers every once in a while.
Graceful Maya
The leader of one of Zenithar’s noble families. People of Zenithar call her home the House of Cats, and for a good reason. They are proud of their nobility, and they know a lot about Zenithar and its people – including the other noble houses. And yes, they own a lot of cats.
Some of your enemies:
Second-hand Shadi
A cutthroat merchant in the Ennahar bazaar, Shadi gathers curiosities from all around the empire, and brings them here to exhibit. Nothing is sacred to him, and he would kill for a good show…
Mercury Ali
He will rob you blind, that’s all you need to know.
Some people in-between:
Arena master
Every decent arena has a master, responsible for organizing fights, recruiting champions, buying and training beast, and supervising the bets. They will be friendly to you as long as you are winning…
Gravedigger
Hundreds of adventurers walking the roads of the empire come with hundreds of deaths (some of bandits and outlaws, and some of their own). To keep the vultures from exhausting themselves, gravediggers are always there to take care of the dead… and tuck them back into their graves, if needed.
As you can see, apart from people you already know – Inama priestesses, vendors, and the tribes we mentioned before – the world of Nadirim will be filled with people to meet, noble and commoner, rich and poor, kind and evil, young and old. Just like ours.
You have already seen the new character sheet, the reworked attribute system, several quest tracker examples and also some really cool speed painting videos. In this post we will write about the hundreds of items you are going to collect, but mainly about the equipment that you are going to wear to look trendy.
You are going to meet three kinds of items: common, rare and legendary. The difference between them comes from their rarity and the number of stats that they affect. When fighting mobs you will find quite often common items that will give bonuses to one or two stats and from time to time you will come across rare items as well that will affect thee of your stats. This doesn’t mean that you should use a rare item instead of a common one all the time. But, if you manage to loot a legendary item, then you should enjoy that moment, since these items were created with good care and they are usually very powerful weapons or armors with bonuses up to four stats.
As I wrote earlier every item gives bonuses to the character, but there are certain types that will affect the same stats. For example a level 5 Turban Helmet affects the same stats like its level 15 versions, but the percentage of the bonus given is different.

You should also know that items have level requirements. Except for some of the items that are class specific and give special bonuses, all of them can be used by every character. For example Sages will receive bonus stats for the items that strengthen the character’s Spirit.
There won’t be changes in the concept of the consumables, there will be health potions and energy potions and you will have to use them exactly the same way, but there are some new additions. Just to mention some of the new consumables: Tome of Defense, Black Coffee, Scroll of Luck or Garlic Bread.
Finally, let me tell you a bit about Lore items. This new item type will be used mostly by those who would like to find out more about the world of Nadirim, the people who live on these lands, the demonic creatures, the time before the Nadir or perhaps about the hopes of the future. You will find some of these items simply by wandering in the desert, while you will have to fight to put your hands on others. These items are collected separately so they won’t take space from other kind of items.

So guys, get ready to fill up your inventory!
In this newest part in the series of speed painting videos, please welcome Twisted Tribe artist János Gárdos, and watch how he brings an original Nadirim NPC, Ilderim, into being. Ilderim is a sage character who will help you during your quests in Quadim.
So, headphones on, sit back and enjoy the video!
We have made some exciting changes to the attribute system and also did some design improvements to the inventory page that was introduced two weeks ago. As always, we are looking for comments and feedback.
One of the biggest changes in the attribute system is that when leveling up, the attribute points will be distributed automatically. To customize the attributes, you will have to use your equipment, items and consumables wisely, as these will make the real difference in your stats. Another new cool feature that we have added is Character Roles. Roles have an effect on your attributes by giving special passive bonuses that are unique to the given role.
Because of these changes we have simplified the combat attribute screen, so it suits the design better. We have combined physical damage and arcane talent into one attribute called Damage. This of course doesn’t mean that we won’t use the other two; you will see them mentioned in the skill descriptions and should pay attention to them when developing your character.
Here is the list of attributes that you will see in the new version:
Damage: Determines the amount of damage you do to an enemy, combat effectiveness.
Defense: Determines the amount of damage taken, the higher your defense the less damage you take, protection.
Speed: It shows the initiative rate, it determines when you can perform an action within a combat turn. The higher the speed is the sooner you will be able to act. Determines the chance to gain a bonus attack within a round.
Precision: Determines the chance for dealing critical hit.
Spirit: The efficiency of the skills that are not causing direct damage.
Health: Determines how much damage your character can suffer before it becomes incapacitated.
Movement: Shows the number of maximum tiles that one character can move in combat.
We are also introducing a cap for attributes. This means that if you add up the attributes and the effects of an item, it cannot go above a certain point. To give a simple example, the cap for defense will be set to 60%, so you cannot have higher defense than that. To shake things up a little, we will be throwing in some fresh new skills that can push and even extend these limits and by making smart choices you can grow your combat chances.
That’s all for now. Be prepared for some more interesting news as we are getting closer to the release.
A new feature that has not yet been discussed will be the character roles. To make the game more versatile we thought of creating different roles for each class. Players will have the options to choose controlling, offensive, defensive and supporting game styles, but each class having a combination of only three of the upper mentioned roles.
The controlling role will focus on directing the battlefield and using team play to achieve victory. The role of the offensive is doing as much harm as possible in the shortest amount of time. Defensive roles emphasize the ability to withstand incoming damage and focus enemy attacks on self, while the supporting role will concentrate on helping allies and weakening enemies. The roles will be determined by the skills you set to your skill-preset; however you will have the option of not entering any role by choosing a random variety of skills.
Click here to see the differences between the new character roles.
The WARRIOR

Captain (control)
A true leader capable of keeping his men together, calling out orders that cannot be muted even by the clamor of a battlefield. Always in the first row, his presence and voice are more than enough to evoke pride in the soldiers’ hearts, and fear in the enemy’s.
Gladiator (offense)
The more injured they are, the more strength they draw from the pain. The sight of their own blood on the sand gives them more power to fight. When they reach this state, only death can stop them from destroying their enemies…
Mercenary (defense)
Experienced and disciplined, these warriors spend their lives protecting people, places or causes. They believe in simple things like strong armor, stamina, and wielding a good and trustworthy blade.
The ROGUE
Shadow-walker (control)
Traps and stealth are their greatest assets. They appear out of nowhere, deliver the hit, and by the time anyone would recover from it, they are long gone. They are experts in stopping their enemies from using their skills.
Sword dancer (offense)
They are quick, agile, and prefer to end a combat with a few short hits and no losses on their part. When focusing their powers, they can barely be touched in combat, let alone hit; but if they lose their balance, even for a minute, they can be extremely vulnerable.
Trickster (support)
Tricksters do not need to be introduced: they are the undisputed lords of mischief and illusion. They avoid confrontation and violence, but if they have to, they can put up a decent fight. They prefer to let other fight their battles, while they support them from the background with spells and marks.
The SAGE
Spellsword (control)
They are not physically strong, but they are surprisingly adept in wielding weapons. What they lack in physical strength and stamina, they make up for in protective spells and manipulating their opponent’s mind. Their special skills in combat require physical contact.
Ritualist (offense)
The long War against darkness made these sages bitter, and their traditions twisted: when the whole world was on the verge of destruction, they had to use their powers to cause pain, sickness and decay instead of healing.
Elementalist (support)
They learned to call upon the elements and their skills in using them seem great or even frightening to ordinary people, although they always use their knowledge for protection instead of destruction.
The NOMAD
Dune-hunter (offense)
Their arrows are soaked in their own blood; they pay in blood for victory. Rumor says they fights like caged lions, and single-handedly can take down several opponents.
Tribal protector (defense)
They lure their opponents as close as possible; they dodge their attacks with grace and speed, and they taunt them until their only thought is blood and murder. They are skilled in always keeping the perfect distance from their prey; and while the enraged warriors follow them, they fire one perfectly deadly arrow after another…
Desert shaman (support)
They can summon their animal totems to aid them in battle, and destroy their enemies. They are not warriors or accomplished hunters, but they are skilled in mixing potions and medicine for healing, enhancing powers, or even confusing the enemy with smoke and smell.
The CARAVAN MASTER
Warlord (control)
They can wield weapons if they needs to, and they are not afraid to do so. They prefer however to stay in the back, commanding the warriors and overseeing the battlefield. They are a strategist who stay back, and control the fields by calling out orders that nobody dares to question.
Warden (defense)
The more people they command, the stronger the wall and the formation that keeps the attackers occupied. Wardens are skilled in defense: they can train their followers in working in formation, blocking roads or entrances, and keeping enemies from reaching their goal.
Sentinel (support)
They usually work with archers, who support the warriors from a distance, where the sentinel can always see the bigger picture. They can predict the movements of the enemy point their troops in the right direction, distribute reinforcements where they needed, or see through diversions.
As you know, the game is going through major changes and the character sheet is no exception. The reason behind the change is the better organization of your inventory and the changes in the attribute system. Now you will be able to see more clearly how your equipment effects your stats.
In the middle of the page you will have the character portrait, like in the current version, with your equipped items.
On the right side of the sheet, in your Equipment tab you can now see clearly separated the weapons, jewels, armor and consumables you possess. Moving on, you have your Merchandise tab with your trade goods, craft resources and tokens, while your final inventory tab is the Collectibles. Here you will find your quest, lore and collectible set items.
For the use of items, the current drag and drop system will be kept. The inventory size on each tab is fixed, however, there are ways of expanding them.
On the opposite side of the Inventory are the Attributes. A clear and more user-friendly system has been adopted to show your stats. Your Potency shows your ability to do damage and your Toughness represents your ability to withstand incoming damage. The critical rate and initiative are part of your Awareness category while Spirit determines your focus and command.
Please note that the inventory sheet is still under development and we might conduct some minor graphical changes in the final version, but the basic concept will remain untouched.
I hope you still remember our previous post titled Nadirim comic strips, where we mentioned the new artistic style that we will use to highlight important story elements. In this post we present a video that shows how our artists Richárd Vass and Péter Tikos are creating a comic strip slice. The video starts with the work of Richárd by creating the characters and background of the picture and then you can see Péter coloring and finalizing it. After this stage the pictures will be animated, by our full motion video director and inserted in the game. Enjoy!
So far we showed you how a simple house is created and we were also talking about time measurement in Nadirim. Now, by combining the two topics we would like share information about the timeline and architecture of the world of Nadirim. While the character tells you who you are in RPG games, architecture tells you where you are.
The primary role of architecture in Nadirim is to support the narrative of the story. The secondary function of it is familiarity, so people can recognize the era that the building was made in, it offers clues to a place’s function, also the events that are likely to take place there. Another goal was creating a special Arabian atmosphere.
The story of Nadirim goes through many ages that you will learn about through the quests and it will be also reflected in the world that you will be traveling in.
“Some say the past holds the answer to every question. If we had known about our past, all this might have happened differently. But we didn’t. We were ignorant; just as we are ignorant today. All we know of our ancestors comes from hazy legends and the fairy tales of the Inamas.” - Rawiya
Watch the Nadirim trailer to refresh your memory about the story of Anwar.
“According to the Inamas, we were once a handful of tribes wandering the barren deserts, just as the nomads still do. We struggled to survive, hoping for a miracle, fighting over those strange ruins which are still found everywhere in the desert.“ - Rawiya
The second era is the one that the Nadir brought to life from Anwar’s wish, the so called Golden age.
“The endless sand gave way to fields waving with grain and rivers jumping with fish. In place of ragged tents, towns emerged with roofs gilded with gold, and libraries filled with the knowledge of the entire world. Our struggle for survival gave way to prosperity. Thus, the Nadirim Empire was born and Anwar became our hero…and emperor.” - Rawiya
By now you are quite familiar with the basic elements of the world of Nadirim. As you all know, the sun is slowly descending from its place above the Zenith temple but it is still shining throughout the day. Some may wonder how this constant light affects the life of the people so we thought we would give you some insight about one segment of this issue, the measuring of time. This post is a short theoretical study that we have carried out on the topic and please be aware that you will not necessarily meet time measuring in the game.
In most cultures the concept of time measurement revolves around the changing of night and day. Since in Nadirim the night exists only outside the empire’s boundaries, it is quite difficult to use this unified system, so different methods had to be created out of necessity. Not all of these methods are compatible with each other and people use different techniques for different tasks throughout their everyday life. In other words each and every one of them is controlling this minor chaos in their own way.
Due to the cultural, natural and geological differences, every region measures the passing of time in a different way. This is why every major city can have a different local time.
Inhabitants of Nadirim, as people from a different historical era, have a radically different conception of time. They do not feel the need to count minutes, hours or even days the same way we do. They live their lives governed by different principles. Not all of their actions are based on the amount of time they take. The exact time therefore is only known by a very limited number of people.
From a point of view of playing techniques there is no need for a sophisticated time measurement system.
It is possible that in a few cities there are some hour glasses, still working from the time before the eternal sunlight. These keep a record of the cycle of day and night. In more organized places like Zenithar it is possible that the passing of time is signaled with an hourly bell. These valuable and rare instruments are in the possession of important and influential people.
Possibilities of time measurement:
Generations
The measurement of longer time periods are logical to be done by generations (the story itself revolves around the 11th generation after the war of the 1001 nights)
It is possible to relate to specific people too (“when my grandfather was young” or “when x.y. was the leader of the guild”)
Defined longer time units
The longer time units lasting for several years can also be measured by the life cycles of animals and plants. (“The palace got ready by the time the tree started bearing fruit”) For this you need to have a benchmark. (For instance in cities a man who breeds animals for this reason, or where for every newborn a tree is planted)
Parts of a year
Days
Measured by the life cycle of small insects, sleep time, or the sound of bells.
Hours
These can be measured only with hour glasses or the length of prayers, songs. In a more organized environment, like Zenithar: with the sound of bells.
Minutes
Measured with physical phenomena like the boiling of water, shorter prayers or heart beats.
Lifespan of animals
| Sharks/Tortoise | 100 Years |
|---|---|
| Horse/Camel | 50 Years |
| Pigs/Scorpions | 25 Years |
| Lions | 20 Years |
| Frogs | 10 Years |
| Scarabs | 1 Year |
| Fireflies | 6 Months |
| Bees/Flies | 1 Month |
| May-Flies | 1 Day |
Naturally the animal years are measured in relevance to each other rather than the classic year and the system is affected by the region’s flora, fauna and geological characteristics.
Animal years can be adjusted both in a positive and negative way with adding mythical creatures. This system will never be used for exact time measurement, but could work fine in relevance to something (observations, sickness length, etc.)