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Story
In the most usual medieval city costing in a bend of the wide river, unexpectedly there arrives group of palladins, ostensibly for protection of city against a preparing attack of orks. City the guard in the urgent order it is moved in not completed barracks on surburb of city, and palaldins borrow the best court yard and actually establish in all district individual authority of the leader, lord of Hagen.
Time goes, but nothing occurs. City dwellers were divided into two camps - one support palldins, referring to stories of hunters about the become frequent meetings with gangs of orks in northern woods, others consider, that city walls are strengthened enough to constrain an impact of any enemy, and knights only in vain spend stocks of city.
But there is one more category of inhabitants which think, that the true reason of a finding in city of such big number of palladins absolutely other and has no attitude to orks... Whether you Will manage to understand in the circumstances and to affect an approaching war (and if it not war what there was)? To become the master of a sword, neat archer or the powerful magician, capable to call to itself in the help of demons from hell and throw lightnings in enemies? To unite players in an invincible clan under the command (it is possible to create horse group, using in fight advantage of horsemen) to grasp another's and to maintain siege own medieval lock? To become the skilful smith, the carpenter or the alchemist, to do rare and valuable things, to sell them under the fabulous prices (established by you!) To other players and by that having won popularity on all game world? And can simply interestingly try to prepare you magic potion for what it is necessary to get an empty bottle, manually to fill it from the river or the sea and to mix necessary ingridients in a mortar of the alchemist? Or to track down in a wood of an artful hare or a spiteful wild boar and to try to tame it that in case of danger it protected you? And it is possible to leave also the tamed essence to protect your wounded friend while you will result the help from city or will bring bandage to tie up wounds. Or there can be you dream to develop in yourself abilities of necromancer and having appeared tired out in a corner of a cave or having come to be on a place of bloody slaughter, among the fallen friends and the lost true assistants - the caused and tamed animals, in some minutes to lift from dead awful zomby and, having muffled in a black raincoat, a firm hand to direct them on the remained enemies, sowing horror and a panic in their numbers? All roads are open, welcome to The WORLD is MAGICAL!!
The beginning
You begin game in city centre, having in the order only a unpretentious knife, newcomer armor and two spots of experience which can be spent for training. Talk to Gatekeeper Uin who meets all newcomers. It will tell to you about management and the basic opportunities and also how to develop the character, to earn money, to do business and fight.
Enter into the menu of the character, choose the reference Skills and closely esteem descriptions of all skills to define, what of them in the further will develop first of all. The most important parameters of the hero - force, dexterity and intelligence. All actions in game are adhered to these characteristics. So, the strong soldier will cause a sword a greater loss, and the magician with high intelligence can use in fight and a daily life more powerful spells. Certainly, for archer and the thief of the most important dexterity is.
However, dexterity is important for heroes of any type as it means not only speed and mobility, but also skill, accuracy. The soldier with high dexterity can boss is better a board, reflecting impacts and also to use an armour and other reservation as high dexterity means more effectively, that it spent a lot of time in trainings, perfecting the skill. To the magician high dexterity too is important, as it allows more accurately (with greater skill) to say spells so for identical time the dexterous magician will have time to use more often magic, than the beginner confused in words and pronouncing spells almost on syllables. Well and at archers and crossbowmans, and also at thieves, accuracy and concentration which gives skill, directly defines accuracy. Certainly, awkward archer hardly can hit the target, and the thief with clumsy movements cannot imperceptibly glance in pockets of the neighbour.
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