![]() As in all role-playing games, the character you create will begin with only a few skills. More on that later.Īmong the basic concepts of play in a persistent world MMORPG are gaining experience and "leveling" to improve your character, as well as communicating with other players and joining groups of various kinds. In Dark Age of Camelot, you can choose any of 18 races, and for each race, you'll have several choices of types of characters you can play for example fighters, magic users, healers and others. Your way of interacting in these worlds is through a character you create, sometimes known as an "avatar." This character will have certain characteristics, depending on the kind of character you choose. ![]() Whether you are online or not, these worlds are dynamically active. Persistent worlds are worlds that exist twenty-four hours a day, seven days a week (24/7) and continue to change constantly. Massive multiplayer online role playing games (sometimes known as MMORPGs) are online games that involve thousands of simultaneous players in what are called "persistent worlds." The Kobolds are smaller than dwarves, but much quicker and more dexterous. The Dwarves are stocky and wise, making good priests and fighters. The Trolls are large fearsomely strong creatures who make great fighters. The Vikings are the humans of Midgard, and as such are tall, hale, hardy, but generally not as civilized as humans from other Realms. Trolls and Kobolds can also choose to become the wild Shaman, a primitive mental-based magic user. Norse magic comes almost exclusively from their gods - from Odin, Thor, and Hel. The Norse races are the standard human Viking, the large strong Troll, the short hardy Dwarf, and the small crafty Kobold. Traditionally, the races of Midgard do not cooperate fully, but in this time of conquest and danger, they have put aside their differences to fight their common enemies. However, when it comes to fighting, the Norse are equaled by none. They are generally stocky in build, strong, and not quite as civilized as inhabitants of the other Realms. The Norse hail from the northern kingdom of Midgard, comprising the modern-day region of Scandinavia. In general, the Hibernians are the most magically-inclined of all the Realms - almost all of their classes support some sort of spell-casting. ![]() Other casters also have a variety of nature-based druidic spells. Their most powerful spells come from the Otherworld Elvish mastery of primal Arcane magic. The small, quick Lurikeen show an aptitude for spell-casting and dexterous fighting. The almost-giant Firbolg combine nature worship with practical magic and arms skills. The Elves are beautiful tall, thin, humanoids who specialize in all forms of magical spell casting, and have the ability to bear arms. The Hibernians are made of the Human Celts, who demonstrate a profound affinity with nature. In light of the mutual threat of armed invasion by Norse or Britons, the Otherworld creatures have joined forces with the Celts to form a powerful combination of magic, nature worship, and arms. ![]() At one time in the island's history, the Celts warred with the primal magic using 'Otherworld' elvish creatures that were said to live 'under the hill' in fantastical cities. The island of Hibernia is inhabited by the nature-worshipping human Celts. They are generally quicker and more dexterous than their Briton counterparts. The Saracens are the descendents of the dusky-colored people from the far southern deserts whose ancestors signed on to Arthur's crusade. Hence, they are of a more magical bent than the other Briton inhabitants. The Avalonians are from the mystical city of Avalon, which is the seat of magical study in Albion. They are larger than the other Britons, usually are strong and hardy. The Highlanders were driven from their territories north of Camelot by the incessant warfare with the other Realms. The center of this study is the city of Avalon, which boasts the strongest and most powerful mage guilds. The Britons are comprised of the common Briton, the tall intelligent Avalonian, the brawny Highlander, and the dexterous Saracen.īriton magic comes from the study of the arts of elemental magic - the essence of all that is around us. Now, however, it is starting to decline - especially in the border areas, where constant incursion by enemy raiding parties is becoming common. The Britons are the human inhabitants of Albion, the kingdom that Arthur founded and kept intact for his reign.
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