Interested

วันเสาร์ที่ 11 ตุลาคม พ.ศ. 2551

Cabal Online




History
It was released from open Beta Testing in Europe on December 21, 2006. In North America, OGPlanet has picked up the license for the game and open beta testing began February 1, 2008.[1] It had also been stated by IGN that the full release would most likely be by the end of February.[2] On March 3, 2008, the game officially launched in North America and the open beta also began in South-East Asia.

Character Classes
"Warrior" are those who have inherited the very first form of "force". They practice physical strength by using force rather than manipulating it, thus being a warrior requires being more physically superior than those of the other forms of force. As they prioritize physical power over technique and speed, their fights are often more thrilling and dynamic. On the contrary, their understanding of force manipulation is quite limited, and thus their intelligence is given less priority in their training. However, experienced warriors are said to be able to awaken their latent abilities by using force to become berserker warriors and summon Astral Weapons by experiencing a spiritual awakening in force.
Their starting area is Bloody Ice. Warriors have high hit points, high defense, and high attack. Earlier Warrior skills are slower to cast than other classes, but have quicker skills at higher levels than other classes. They have powerful party buffs. Warriors are great for beginners. Their main weapon is a 2-handed great sword or a 2-handed Daikatana. Their Summoned Astral Weapon is a Scythe.

"Bladers" are those who have mastered the "second form of force" that were inherited since the Nevareth Exodus. According to the Sage Tower, blader skills originate from a type of martial art that was practiced in an eastern country of the Lost Age, and the martial art was discovered and developed during the Honorable Age. The first generation of the 7 sages then developed the present form of blader skills. Their practice is focused on maximizing physical abilities by using force, and they prioritize dazzling technique and speed over destructive power. In the beginning, they used various kinds of weapons, but they quickly realized that the best partners for their skills were dual swords, and settled with them. Since then, they use single or double bladed dual swords as their primary weapons, and wear light armor such as "Martial Suit Set" from the Huan continent for speed.
Just like the warriors, bladers have very limited understanding of force, and so mainly practice physical strength and agility more than studying the knowledge of force, which requires intelligence. Experienced bladers are said to be able to create multiple doppelgangers by maximizing their agility, and to bring instant death to their enemies by summoning deadly Astral Weapons which are the results of their spiritual awakening in force.
Bladers start the game in Desert Scream. They take heavy advantage of critical hits, and also have a penchant for disruption and evasion. Their main weapons are dual katanas or blades. Their Summoned Astral Weapon is a pair of Dual Claws

"Wizards" are magic users who manipulate Force to compensate for their physical weakness. In the early years of Nevareth, they used a type of Force controller called "Force Stick" that was inherited from the Honorable Age, but as Core Technology was retrieved and developed, they started using Orbs. Orbs are one-handed, which means that Wizards can be equipped with an Orb in both hands to double their power. It also leads them to be able to cast multiple magic spells at the same time.
Wizards invest a lot of effort in intelligence in order to efficiently control Force. At the same time, they do not possess much physical strength or agility. Thus they prefer to wear light armor such as the Martial Suit Set. According to an unconfirmed theory, they avoid metallic armor because it prevents them from close contact with outer forces. Well-experienced wizards are said to be able to simultaneously use multiple magic spells with ease, and inflict enormous damage just by using a simple spell.
Their starting area is Desert Scream. They have high magic attack. They have the best AOE of all of the classes. Their main weapon are orbs. Their Summoned Astral Weapon is an Orb that lets them attack two targets.

"Force Archers" originated on top of the Wizard group. They realized the potential of long-range magic spells, and studied how to intensify the potency of magic spells. It is common knowledge among force handlers that the relation between range and speed is in inverse proportion to the one between space and power. The founders of the Force Archer skills were greatly intrigued by distance and speed rather than space and power. They established the intensive long-range force attack skills for Force Archers, and created "Crystals", an advanced version of a Wizard's "Orb", which specializes in controlling force more than intensifying it. This great invention which has resulted in creating another invention, "Astral Bow" which minimizes the risk of power decrease when using long-range force and improves force control and attack speed at the same time. Later, it served as a momentum for "Astral Weapons", the embodiment of force. Controlling Crystals requires a minimum of physical strength and agility. Force Archers do not move around much compared to other classes due to their unique battle style, and they wear armor such as "Battle Suit Set" from the Pastur continent, which possesses better defense than light clothing armor. Experienced Force Archers can perform quick long-range force attacks and if they achieve a master level in force control they can deliver a fatal blow to an enemy from a far distance with one shot.
Their starting area is Green Despair. Force Archers have the longest range in of all the classes, as well as the fastest casting time. They have a small array of support skills and healing powers. Their main weapon are two crystals. Their Summoned Astral Weapon are a pair of astral guns.

"Force Blader"Unlike defensive Force Shielders, Force Bladers prioritize agility for precise attacks. With the same reason, they cannot wear armor heavier than Battlesuit Set such as Armorsuit Set. Also for the Force controller, they preferred to use "Orb" which focuses on destructive power more than Force control. The research in Force Bladers obtained a fruitful result in establishing Agility Force Bladers, but it was not that satisfactory. Agility Force Blader's sword skills were not as strong as Bladers' skills, and their magic skills were not as powerful as Wizards' or Force Archers' skills. They were also unable to perform support magic spells unlike Force Shielders. They must find another way to improve their power. After long research, they realized that using sword and magic spells at the same time would compensate for the weakness. Then they created unique battle skills as known as "Magic Sword Skills". This is how Force Bladers, the Magic Swordsmen have been established. Since Force Bladers must be equally skillful in fencing and magic, they try to keep balance their practice in physical strength and intelligence. Although there are not yet many Magic Sword Skills introduced, still Force Bladers can use joint sword and magic skills. Well-experienced Force Bladers are told to be able to combine every possible magic spell with their sword skills, and inflict more damage by mastering combining magic and sword skills.
Their starting area is Green Despair. Force Bladers are the hardest to level in the game because they must constantly skill train both Magic and Sword skills to be effective. They also have extremely powerful debuff skills at higher skill ranks, which if used correctly can give a force blader a good advantage over the enemy. They have powerful hard hitting skills. Force Bladers are not recommended for beginners. They can choose katana/orb as their weapons of choice. Their Summoned Astral Weapon is an Arm Cannon.



"Force Shielder"The creation of the Astral Shield opened a new chapter in the history of Nevarethian armor. The Astral Shield has such high defense strength that it can serve offensive purposes as well. Some Warriors and Bladers, who desperately needed a new way to fight and defend have become Force Shielders. They wanted higher defense as well as establishing their own unique battle style. Thus, they started using the heaviest armor such as Warrior's Armor Suit while carrying the Astral Shield. Force Shielders specialize in short-range force control, which means that they are incapable of doing long-range attacks except through magic. However, they make up for this weakness by developing supporting magic spells which increase their attack strength by manipulating outer forces near their bodies. It's these methods which match those of the Wizard's strongest asset. This revolutionary invention has become a turning point in the Nevarethian battle style. Force Shielders must invest a lot of their effort in physical strength in order to be equipped with Armor Suit, the strongest yet heaviest armor, as well as an understanding of force in order to skillfully control force. They also need to consider dexterity for decent hit rate since they can only use one-handed swords. Experienced Force Shielders know various ways of manipulating Astral Shields, and can perfect their defense if they master in short-range force control.
Their starting area is Bloody Ice. A Hybrid class, they have high defense and a lot of powerful AOE attacks. Three types of Force Shielders been dubbed by the community; they are Magic Force Shielders, Sword Force Shielders, and Hybrid Force Shielders. Sword Force Shielders are powerful in PVE, while Magic Force Shielders are good in PvP. Their main weapons are either blade/crystal or katana/orb. Their Summoned Astral Weapon is an Astral Blade Shield which is the Astral Shield combined with a blade that can be thrown like a boomerang.

Combo Mode
Combo Mode is unlocked at level 10, after the promotion quest, and from this point on, you are able to charge your SP (Spirit Point) bar. You can only charge 1 bar between levels 10 and 19. For each successful promotion beyond this point, you will be able to charge another bar, up to a maximum of 5 SP bars. The SP bar is charged as your player performs actions, such as using skills. Combo mode takes a small portion of your SP bar to activate. Once activated, a meter appears on the screen. The player must execute a skill near or between the bar. Depending on where you execute the skill, a miss, bad, good, or excellent will appear. Bad grants the least benefits, while excellent grants the most. Miss, however, will end the combo.
A successful execution of a skill in a combo will continue the combo until the player misses. Skills are executed faster than usual in a combo with a damage boost. The higher count success of the combo will result in the combo bar getting smaller and smaller, making it more difficult. In order to continue a combo across several enemies, you must select another enemy as your character is performing the skill that will kill the current enemy. Failure to do so will cause the combo mode to end when the current enemy dies. Many players have stated that combos are very hard to preform.

Player Versus Player ( PvP )
To start a PvP, click a targeted character that you wish to PvP, and click "Request PvP" on the character menu that will be appeared upon targeting. Upon your request for a PvP, the targeted character will receive a message asking for his agreement. If the character accepts the PvP request. The opponent can decline the PvP either manually or automatically. Once both characters have agreed upon a PvP, a 5 second timer will count down before the pvp will start. Then the starting message will appear and you will be given 3 minutes to finish the battle. You are not allowed to use potions in PvP. If you win in PvP, you will be informed of the PvP result. If you lose in PvP, you will be informed of your death, and you will be revived from the closest warp gate with no death penalties.

Player Kill ( PK )
To start a PK, click a target character, and use the Shift key and a skill button to initiate attacks. You will receive a message informing that a PK has started. If there is no interaction between the two characters for a set duration after a PK is started, the PK will automatically end. You are allowed to use potions while PKing. If you PK on a channel where PKing is not allowed, then PKing will give you severe penalties.[4]
. If you PK on a channel where PKing is allowed, you are not penalised. The dedicated War Channel, and the Daily War Channel are always "PK-allowed" channels. PKing is allowed on channels that are displayed in white. Channels that are highlighted in green (such as the Trade channel or the Novice channel) are "PK-disallowed" channels.



Ace Online (Space Cowboy)


About
Ace Online is a free-to-play massively multiplayer online role-playing game (MMORPG) with the characteristics of both third-person shooters and flight simulators, developed by MasangSoft and owned by Yedang.

it was also known as Space Cowboy Online.

Gameplay
In Ace Online, players pilot their own individual starfighters (called "Gears") throughout a number of maps, including terrestrial, lunar, and space maps. It has typical MMORPG elements such as leveling, currency, and a skills system. Ace Online is a largely Player vs. Player (PvP)-oriented game, with character leveling and item acquisition achieved through combat against Non-Player Characters (NPCs) and the completion of missions. As a player gains levels, more and more maps become accessible. Although a high level character will have better character attributes than most other players, no one at any level is invincible against other players in PvP. As in other MMORPGs, players can trade items, customize their gears, form parties ("formations") and guilds ("brigades"), and fight with other players via PvP combat. Almost all of the combat in Ace Online is aerial, from the third-person view. Players have the option to use the in-cockpit, first-person view by pressing on the "Delete" key once. This View is rarely used as it restricts vision of the pilot, by cutting down on his/hers peripheral vision as well as increasing difficulty in manuevering the gear.
When players create their account, they can choose from one of four different gears, each with very different play styles.
A gear's performance can be improved with purchases from the "Skill Shop". Skills range from healing skills, weapon enhancing skills and gear performance skills. The magnitude and the duration that the skill effects the gear depends on the level of the gear performing the skill.
New armour is also available at the "Gear Shop", but the armour can only be used if the requirements for that armour are met. The gear cannot take off if no armour is equipped. Armour can be enhanced using various recipes of materials gathered from monster drops which increases the "energy points" and "shield points". Certain enhancements have an additional boost to the "defense" or "evasion" percentage score of your gear.
Gears may use "Standard" or "Advance" weapons. The former are basic guns that use the crosshair for targeting, the latter are splash-damage missiles or rockets. Missiles are guided projectiles that require a lock-on to the target, but a Gear may avoid them by barrel-rolling. Rockets have a straight trajectory and cannot be avoided with a roll.
Other equipment includes radars, adhesives (non-critical items that boost the Gear in some way) and CPUs (accessories that improve a Gear's statistics)

Item shop and enchantments
Ace Online is a free-to-play MMO, with the option of buying in-game items via an "Item shop" that can be only accessed whilst in the "City" or "Supply Shop" from bottom right corner of the screen or the shop. In the International Ace Online version, you can only purchase the items from the "Item shop" using yecoins that has been bought through Yedang website via your Ace Online account. There are many items available to purchase that affect your gear's weapons (e.g change the trail effect of the missiles), stats (e.g resets or partial resets of stats), experience (e.g increase experience rate) or others for a limited time. This item shop was made available to players on June 23, 2006.

- Weapon Gamble - Allows weapons to be "gambled" and enchanted. This card randomly gambles the weapon stats with Prefix and Suffix to add extra attributes to the weapon. For example, a regular gamble card can give you any prefix or suffix (depending on the type of card) but you can get poor prefixes or suffixes but they only cost in-game currency. Super Gambles give an improved chance of getting better prefixes or suffixes from each card Super gamble prefixes and suffixes are only available from Super Gamble cards (aka 'SG sets') which must be bought with cash shop currency.
- Armour Enchantments - Armour can also be enchanted, but not gambled. Enchantments for armor are called "Shield Cards" or "Energy Cards". Shield Cards increase the shield bonus of the armor (+150 shield per card) whereas Energy Cards increase the Energy stat by +200 energy per card.
- Enchantment Limits - To limit the power of weapons and armour, only five enchantments can be applied safely to a piece of equipment. For the sixth enchant and onward there is a chance to break the weapon. However, there are enchant protection cards that are bought in the cash shop. These cards protect the item by only destroying enchants above five, not the whole item. These cards will work at any enchant level, however, since all enchants up to and including level 5 have a zero percent chance of failing, it is pointless to waste money on using enchant protection cards on the first five enchants.

Duels
Players can challenge other players in an 1 on 1 duel, or a formation battle (up to 6 players per formation).
1 on 1 - A 1 on 1 duel can be initiated by challenging another player and that player accepting the challenge, and vice versa. In a 1 on 1 duel, the two participants receive a 5 second warning, after which there is an unlimited amount of time to kill the other player; should one of the players die under any circumstance (being shot down by the other player in the duel, crashing into terrain objects, being killed by a member of the opposing nation, or being killed by a hostile NPC) then the surviving player is declared the winner; being disconnected results in a loss for the disconnected player, and moving to a different map will result in a loss, even if a player uses "Express city return portal" to teleport back to the city. Wins and losses are logged on a player's info for 1 on 1 duels.
Formation Battle - A formation battle can be initiated by the command /formfight [formation leader]. A formation battle can only start if all members of both formations are in the same map, logged on, and the formation leader accepting the challenge (it does not ask permission from formation members). Once a formation battle request is sent, no new players may be invited to the formation; existing formation members cannot be kicked; and the formation may not disband. A formation battle is won when all members of the opposing formation have been eliminated under any circumstance (same as above in 1 on 1). When one member of a formation dies while the rest are still alive, he/she cannot re-spawn until the formation battle ends in either win or loss. Wins and losses for formation battles are not logged on a player's info.

Sudden Attack


Story
In the year 2017 a SA policeman is guided to protect a laboratory. He then sees a top secret file about the United Great Force's nuclear attack on the general population scheduled for 2019. He then is spotted. All the SA soldiers confront him but he fights back and manages to escape. He told everyone and the evidence of it. Then a group of former SA soldiers calling themselves the Tanziriro Independence Force fight the SA at South Water Defense Port. Hearing about this, people started to join them. Now they have a large army fight for control before the SA launch the nuclear assault.

Gameplay
There are two teams in the game, red and blue. Red is the Tanziriro Independence Force(Silent Fox corps) while blue is the United Great Force(SA Anti-terrorist Police) The weapon configuration is as follows: primary weapon, secondary weapon, knife, grenade, bomb defusal kit.

Clan Match
Clan matches are held between Sudden Attack clans. They can range from a minimum of three team members to eight members. All clan matches take place in item retrieval or bomb/defuse maps. Winning a clan match is determined by the number of rounds won; if both teams won 5 each, then the winner is determined by the team that planted/defused the bomb more. If that fails to break the tie, then the team with more kills wins, and if the kills are the same, it's a tie.

Game Modes
There are currently four types of game modes: Team Deathmatch, Bomb/Defuse(mission), Item Retrieval (similar to capture/defend the flag), Property Defense (similar to king of the hill), and Submission. There can be up to 8 people on a team. The Team Deathmatch mode is red versus blue with the winning team decided by number of kills. The Bomb/Defuse mode is where the red team attempts to destroy a target with a timed bomb, while the blue team tries to prevent target from being destroyed. The Item Retrieval mode is when the red team attempts to prevent certain mission items from being taken by the blue team while blue team attempts to retrieve mission items and take to a safe area. Both the Bomb/Defuse and the Item Retrieval type games can be ended by eliminating all opposing forces. The Property Defense mode is where either the red team or the blue team must be in possession of a property for a certain amount of time, and Submission is when you are only allowed to use knife. The number of rounds from the four types of game modes differ. Team Deathmatches have only one round in which players "fight to the death." However, Item Retrieval and Bomb/Defuse games have short time limits and go anywhere from 3 to 9 rounds, depending on the room master's choice. Also, all modes except knife match can have limited weapon options of Pistol Match (pistol and knife only) and Knife Match (knife only), which can be set by room master.

Ragnarok Online


About

Ragnarok Online is divided into a series of maps, each of which has its own terrain and native monsters, though many monsters are native to multiple regions. Transportation between maps requires loading the new map and monsters cannot travel from one map to another.There are three major nations in Ragnarok Online, the first of which and where all players start is Rune Midgard. The Schwaltzvalt Republic, an industrialized neighbor to the North, was added in Episode 10 and Arunafeltz, a religious nation modeled after a combination of Israel and Turkey is the subject of Episode 11.A series of other, minor nations also exist, generally modeled after an ancient society in the real world, examples such as Amatsu, which is modeled after ancient Japan,and Louyang, which is modeled after ancient China.Areas from Norse mythology are also included, such as Niflheim, the land of the dead, and Valhalla, where players can become Transcendent Classes. New map content is constantly being added to game in the form of Episode updates.


Job System

Jobs are one of the most important aspects of Ragnarok Online, as the job a player chooses will have profound implications on his or her strengths and weaknesses, both in a party and outside of one. The job system includes a total of 39 different jobs, divided into 6 categories: Novices, Super Novices, First Job Classes, Second Job Classes, Transcendent Classes and Extended Classes.

Start Game You Are Novice

Novice
Combat Style: Melee Combatant
All players start in the game's first class, the novice. Novices are, as their name implies, largely a tutorial class built for allowing new players to get the general feel of the game. Novices originally only had one ability, called Basic Skills, which as it is leveled progressively increases the number of functions the player is able to use, such as the creation of chat rooms, the use of Kafra Storage, and the use of emoticons.After the end of beta, novices were additionally able to learn two other skills, First Aid and Play Dead, by completing special quests. When Basic Skills reaches level 9, a novice becomes eligible to change jobs, an opportunity most players make use of, unless they wish to become a Super Novice or stay a novice forever.


When Your Job Lvl 10 You Can Change To First Job Classes


Swordman
Guild: Swordman Association, Izlude
Combat Style: Melee Combatant
The typical fighter class, Swordmen are the strongest physical attackers of the first jobs. Swordmen excel at melee combat due to their strong attacks and physical defense. The armors with the highest defense rate in the game is also exclusive to swordsman job. This job's skills focus on increasing the physical attack power of the character or allowing the swordman to withstand more damage.

Magician
Guild: Mage Guild, Geffen
Combat Style: Offensive Spellcaster
As swordmen are the fighters of Ragnarok, magicians are the black magi. Magicians are extremely weak in melee combat, but compensate for it with the use of powerful magic. As a result, they are most effective in a party with another, more melee-capable character, in front of them, such as a swordman. This job's skills almost entirely are offensive magic, including the four basic elements of fire, water, earth, and wind.

Archer
Guild: Archer Guild, Payon
Type: Ranged Combatant
Archers are simple ranged attackers, though they lack the affinity with nature commonly associated with a ranger class. Archers excel at defeating their enemies from a safe distance where they are not directly in harm's way. This job's skills focus on increasing the range and accuracy of the character's ranged attacks or allow the character multiple strikes simultaneously. With only five non-quest skills, archer is the only job where a player can closely master all of the skills of the class prior to his or her job change.

Merchant
Guild: Merchant Association, Alberta
Combat Style: Melee Combatant
An archetype which may be unique to Ragnarok, Merchants forego physical or magical abilities to gain a number of economic and financial benefits in the game, such as the ability to change the buy/sell prices of NPC stores for themselves or to set up stores with the Vending skill. Merchants do have some physical attack power, and possess the powerful Mammonite attack skill, allowing them to do additional damage through the use of zeny (inside game currency).

Thief
Guild: Thief Guild, Pyramid, Morroc
Combat Style: Melee Combatant or Ranged Combatant
A staple of most RPGs, the thief implements the thief archetype. Thieves excel in their speed, using their skills to hit multiple times a turn while not being hit by their enemies. Jobs that roots from Thief class can have the highest possible flee rate due to the Improve Dodge skill of thieves. They are often not very physically strong and are generally not the primary attackers in parties if a swordman is present.

Acolyte
Guild: Prontera Sanctuary, Prontera
Combat Style: Supportive Spellcaster or Melee Combatant
The healers of Ragnarok, the acolyte job implements both the white mage and cleric archetypes simultaneously. Some Acolytes choose to pursue the former route, permanently taking a subservient position within parties by being "full support" and only focusing on supportive magic, while others focus on the latter and its combat implications. The great disparity between those these two interpretations of the acolyte class reflects the disparity between the second-level jobs that an acolyte can become, either the supportive priest or the physical attacking monk.

Super Novice
Guild: Super Novice Association, Al de Baran
Combat Style: Any
Prior to the introduction of the super novice class, there were a number of players who attempted to get to level 99 as a novice, for various personal reasons or for bragging rights. In response to this, a special character class, the super novice, was created for them. The super novice class retains most of the features of the novice class, but is also able to learn almost all of the skills associated with the other first job classes, with the exception of those requiring weapons novices are not proficient with, such as a bow or a two-handed sword. Unlike the other first-level jobs, there are no corresponding second-level jobs and super novices are not able to transcend. The maximum job level for super novices, however, is 99, allowing for great flexibility on the part of the player in the skills he or she chooses to learn. Becoming a super novice requires base level 45 in addition to the normal requirement of Basic Skills level 9. The super novice also gets more skill points than first class characters.

And When You Have Job Lvl in First Classes 40-50 Point You Can Change To Second Classes



Find Its Your Self !!!!! HaHaHa ^^^^^^^^^^^^^^^^^^^^^^^^^^^

Player vs. Player (PvP)
Player vs. Player in Ragnarok Online takes place on series of maps identical to the game's major towns but devoid of all exits and non-player characters. Access to these maps is restricted to players level 45 and above and comes in two modes: Yoyo Mode and Nightmare Mode. The primary difference between the two modes concerns the penalties for dying; Yoyo Mode has no penalty for death, while Nightmare Mode has the experience point loss and item loss penalties that exist on all non-PvP maps.

War of Emperium
Also known as the "Guild War," for two hours on any day of the week (depending on the server) an event called War of Emperium (commonly abbreviated "WoE") takes place. Guilds that have obtained the Seal of Approval skill may attempt to enter and gain control of a series of castles available in-game. On the fourth floor of each castle lies the Emperium; if a guild breaks another guild's Emperium, that guild gains control of the castle. If a guild can maintain control of a castle until the end of the War of Emperium it will retain control until the next War of Emperium and may gain a variety of benefits for victory, including access to special 'Guild Dungeons', which give the members of the holding guild a definite advantage in gaining experience and items.[9] During War of Emperium hours, the castle maps are set in PvP mode and behave much the same as the standard PvP maps with a few exceptions, in particular the lack of damage indicators and a large decrease to the effectiveness of magic, skills, and ranged attacks. War of Emperium is the most popular feature of the game[10] and most players participate in it at least once per week.

Guild Point System
As a unique feature for iRO (International Ragnarok Online) the Guild Point System allows guilds who fully defend their castle for the full 2 hours of War of Emperium, to obtain guild points. The point distribution is as follows:
- 3 points are rewarded to guilds that are successful in defending their castles during the proscribed period on Wednesdays and Saturdays.
- 5 points are rewarded to guilds that reach an econ of 50 or 100 on a castle. (Reward limitations: one per guild per 3 month period.)
- 10 points are rewarded to guilds that maintain a castle of 100 econ for a period of 20 WoE days. (Reward limitations: one per guild per 6 month period.)

These points are added up after a 3/6 month cycle and guilds who have the highest amount of points are given rare and valuable items as well as opportunities to compete for more rewards.Players keep track of their guilds progress on the official website. Not only can players see how well their guild is doing, but they can also keep track of other guilds that may be gaining a lead. Guilds are able to increase their point intake by controlling more castles at once. This requires a large and organized guild, but can overall be very worthwhile.

About Game Online


A massively multiplayer online role-playing game (MMORPG) is a genre of computer role-playing games (CRPGs) in which a large number of players interact with one another in a virtual world. The term MMORPG was coined by Richard Garriott, the creator of Ultima Online, the game credited with popularizing the genre in 1997.As in all RPGs, players assume the role of a fictional character (often in a fantasy world), and take control over many of that character's actions.MMORPGs are distinguished from single-player or small multi-player CRPGs by the number of players, and by the game's persistent world, usually hosted by the game's publisher, which continues to exist and evolve while the player is away from the game.MMORPGs are very popular throughout the world.Worldwide revenues for MMORPGs exceeded half a billion dollars in 2005,and Western revenues exceeded US$1 billion in 2006.