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Showing posts with label MMORPG. Show all posts
Showing posts with label MMORPG. Show all posts

Last Chaos

Long before war ravaged the lands of Iris, Eres, the God of Darkness joined with Apollon, the God of Light, to create the world of mortals. Both Gods poured into this world, and its inhabitants, qualities that were unique to each. To populate the world, Apollon created the Elves born out of his love and care for all living things. From Eres, Humans were created to be ambitious, anxious to explore and enjoy the world they lived in. One among many gifts to the people of Iris, the Ethereals were created to oversee use of magic in the world and teach the Irisians how to harness it's use to better their lives.

Upon finding the world complete and to their favor, Eres and Apollon returned to their own realms to rest; Eres to Nephinth, the Realm of Darkness, and Apollon to Arosel, the Realm of Light. Occasionally the Gods would bless the Irisians with their presence, and bring along with them, their gifts. When visiting, Apollon's presence brought joy and delight to the people, while Eres' presence seemed to bring only woes and darkness in the heart of Irisians.



Eres grew jealous of the people's love for Apollon, after all, hadn't they both contributed to the world they so loved? He began hating Apollon and the world they had created. For ages he schemed while building a secret army deep within the depths of his world. Becoming totally engrossed with the task, his visits became less frequent and finally nonexistent. Over time Apollon's visits became irregular as he noticed less rejoicing when he visited the people. It seemed without the contrast of Eres' visits to dampen their spirits, the Irisian people had less need for the refreshment his presence brought.


Reign of Terror
At a time when the people of Iris had not seen or heard from either God in many generations, Eres chose to unleash his hordes. From the depths of Nephinth a bridge was created releasing into Iris thousands of orcs, werewolves, drakes and other terrible creatures born of hatred and evil. Eres created a dreadful race of enormous size, ferocity, and brute strength known as the Titans. By bonding them to his power flow, they received regenerating abilities and innate talents for battle making them the most fearsome warriors the world had ever seen. Having caught Apollon by surprise, the monstrous army swept across the land largely unchallenged. Infuriated by Eres's treachery, Apollon responded by imbuing an army of humans, giving them great skill in weaponry, speed, and battle tactics. These elite warriors became known as the Knights of Apollon and were garrisoned in the city of Randol. The Knights were, and continue to be, a powerful symbol of Apollon's love for the world and its people.

Both sides put out a call for mages, sorcerers, healers and rogues to join the battle. When thousands responded, father fought son and friend bested friend in what became a worldwide civil war. For generations the war continued with tens of thousands perishing by the sword, magic, or bow; most fighting for a cause no longer known beyond their own survival.

As the Irisians fought against the invaders and each other, in the Spirit Realm a climatic battle occurred between the Gods of Light and Dark. In his arrogance, Eres challenged Apollon to a duel to control Iris. Apollon accepted the challenge, hoping it a quick way to end the violence, and the two mighty beings clashed in the battle of the Ages. They fought in levels of power Mortals couldn't imagine, incredible amounts of energy being used by each God in hopes of total destruction of the other. They matched blow for blow for what was many long bitter years in Iris, until each collapsed, exhausted from the exertion of fighting their equal. Both wounded and spent, they retreated to their respective realms to heal and recuperate. Knowing his bond to the Titans could not be restored, Eres severed his connection with them in order to preserve what power he had left. Apollon, happy the battle accomplished something other than Eres' retreat, left his people with a promise of his return.

When their tie was broken with Eres, the Titans on Iris lost their greatest advantage. Instead of being nearly invincible, they became completely mortal allowing the Knights to slay them more easily and balancing the battle lines. With the odds more even, the two armies were at a standoff, neither giving ground. After years of not gaining an advantage, warriors of both armies succumbed to the fatigue of war and began deserting. The races became more withdrawn and isolated; battalions disbanded as Humans and Elves returned home to rebuild their shattered lives. Eventually only the Knights of Apollon and the Titans retained their structure as standing armies. After centuries of bloodshed, a time of relative peace fell across the land; skirmishes with Eres's forces occurred only in distant lands.

As news of a new army amassing far in the North and West came, a conference was called inviting members from each class of the Irisian people to attend. Leaders from among the Knights, Rogues, Mages, Healers, and a small faction of Titans (who've turned against Eres) assembled in Randol to discuss the possible threat. Only the Sorcerers refused to attend, simply sending word that they had their own plans and would wait to see how life unfolded. Several days of heated discussion ended with nothing decided. Some members of the consortium voted to attack while others wanted to wait and see what happened or ignore the threat completely. The lack of direction has left the world of Iris in chaos without any strong alliance among its people.

In preparation for a possible invasion, the Knights have increased security around the city and scouts have been sent to ascertain the threat level. Additionally, spies have been discovered within the city; while werewolves and other evil creatures approach the city walls and attack citizens with more regularity. Skirmishes occur more frequently as friend turns into foe and groups are attacked by thieves and brigands. Squads of Knights have been sent out to patrol the areas and help keep the peace, but have had little effect. Another messenger has been sent to the Sorcerers asking for assistance; their reply has been a series of riddles to be solved. No one knows what solving them may do, but hundreds are doing their utmost to decipher the mystery of the Sorcerers.

Choose Your Destiny
A new summons has been issued for those faithful to Apollon to gather in Randol and unite against the possible new threat. Be you Titan, Knight, Mage, Sorcerer, Healer or Rogue; your friends can become foes as alliances shift. Greed and fear have sown the seeds of terror with endless battles, bloody betrayals, and insatiable ambitions. A call for help has been put forth asking for help to thwart the advance of the Eres's forces. Will you support Apollon and all that is good to save the world from devastation or will you join Eres's ranks and work towards destroying Iris with dreams of personal glory? The choice is yours to make, the life is yours to live. The balance of power is in your hands, choose wisely and enter into what is the Last Chaos!

Club Penguin

Club Penguin



You waddle around as a penguin, meeting friends, paying to buy clothes and funiture for your igloo, and playing games. Heralded as one of the safest online multiplayer game.














Club Penguin is a massively multiplayer online role-playing game for people of all ages developed by New Horizon Interactive and bought by Disney. Using cartoon penguin avatars, players can waddle around, converse, play minigames, and participate in other activities with one another in a snow-covered virtual world.

Though open to users of all ages, Club Penguin is primarily designed for children ages eight to fourteen












Non-membership

Club Penguin provides a non-membership option. Although such play is free, it does not include all of the benefits of being a member. Non-members may still buy colors and player-card backgrounds and can go anywhere (except during member parties) as well as play games. Non-members may also receive and use items given out at parties that are thrown monthly for all players. Non-members are restricted to only two puffles, in the colors red or blue, and may not buy clothes or furniture, or access occasional brand new game areas.

Paid membership

Players may become members (by paying $5.95 every mon th, $29.95 for six months, or $57.95 USD for a year) and doing so grants them many benefits. They may buy clothing and furniture, own more than two puffles, enjoy early access to new parts of the game, buy furniture for their puffles, and have access to all puffle breeds. Members also have access to Members-only Parties hosted by Club Penguin. Members may also open their igloo to visits by other players.

Play Now



DragonFable



DragonFable is an Animated Web RPG! Adventuring from your Web BrowserDragonFable is an fully animated role playing game built to run in your web browser. Build a character and explore our ever expanding world to battle monsters, find treasure, and participate in our ongoing epic storyline quests and special events.


















Dragon Fable is, where you exist in a fantasy-like world, killing all sorts of creatures. You can join quests, gain levels, and buy new equipment. You will have fun completing quests, with a smile on your face brought on by the occasional bits of humor.















GameplayThe gameplay is very open-ended. You have complete control over what you want to do. It’s your choice to be a warrior, a mage, or a rouge. You can also choose what weapons to use. Admittedly, things do get a bit repetitive after a while in a quest. In one of the easiest quests, you must clear out a giant hollow tree from small, goblin-like “sneevils”. You advance through numerous levels, Yes, there are several variations of the “sneevil”, but they still end up being repetitive.


Deicide-The War Against Evil



The Ultimate Fantasy Adventure hat comes up first on your head when thinking of fantasy? Great warrior, wizard, Elf and dwarf, devil king and dragons, most of you probably think of fantasy as the mysterious unreal world with surrealistic things and phenomenon. And that's what most of recent MMORPGs are all about. But, don't you think that's just not good enough?























Lands and haunted monsters, what our Deicide developers thought we were missing here was an Adventure.Just walking around and killing monsters as shown¡¦ What our team thought that we needed was actual individual adventurism with not just spacious lands and dungeons, but with diversity of landscapes such as canyons, and valleys, and also lots of cliffs.Various quests adventure along with mercenary work for money, adventure towards the world of marvelous scenery and monsters, that is what our Deicide really seeking into.




















Deicide : the neo generation of online game society onsolidate a place for our shelter and making living by farming, rise in arms for their shelter from the enemy, conquest other castles with colleagues, become one of the member of hierarchical society, working and fighting for their lords and masters, all these multiple living activities are what our Deicide is seeking for building neo generation online game society to give all of our users chance to feel the joy of playing advanced online game.



DarkEden




DarkEden is a Vampire/Slayer MMORPG set in the Eastern Europe that allows you decide if you want to control a vampire, or a slayer. The battle system is quite simple, left-click for normal attacks, and right-click for skill attacks. This is quite the interesting MMORPG.


There are two races The Vampires And The Slayers. Each race Has a Different appearance and Different skills/Abilities etc.
The vampires level up and become stronger by killing monsters and they get more experience points for blood sucking them when they are about to die.Vampires Use magic types like blood (which cost hp points pretty cool) and acid/poisons.










The Slayers are the big good guys you could say the humans. Slayers wear lots of armor and resistance items to beat vampires. Slayers have 5 Different classes that a player can level up in these 5 classes are Sword,Enchanter,Blade,Gun (Guns not bows and arrows) and Healing each class has its Own weakness as well as unique skills no group of slayers will be the same. Slayers Gain experience by useing learned skills instead of mainly killing.



Each Race has a level max of lvl 150 which will take some time to get to.
The races are at war with eachother slayers can freely attack Vampires and Vampires can freely attack slayers Regardless of level.





The gameplay is mostly Point and click with a good chat and Clan system.
The sad thing is though this game is 100% combat based if you cant fight you can barely move out of your spawn point without getting killed by a person of the opposite race or a monster. This game is also about leveling up and if your not lvl 90+ you cant survive in the better and cooler areas However leveling up is easy in this game (unlike other MMORPGS).




Slayers fight with a variety of skills related to the class they chose to become a master in. Swords have Cool Sleek skills Blades have Tough brute like skills etc.The skill visuals are very well done and look very cool on a good computer.



Dark Ages



Dark Ages is an online role-playing game set in a fantasy world of faeries and magic. Dark Ages allows you the player to create your own characters choosing their name, gender, hairstyle, hair color, and path. You can battle monsters as a mighty Warrior, protect and heal as a Priest, use powerful magic as a Wizard, use the devious skills of a Rogue, or discover virtue and power with martial arts as a Monk.





Once immersed in the world of Dark Ages, you can partake on quests, discover new lands, defeat powerful monsters, collect rare items and much more.


Dark Ages offers an experience of adventure and fantasy with an evolving society and story. Your legend begins here!


Cabal Online

Cabal Online: The Revolution of Action
Platform: PC
Production: ESTsoft Corp / Games Masters
I was one of the fortunate first hundreds to join the closed beta stage for Cabal Online. I don't know, there is just something about betas that attracts me, but it's especially the fact that I get to experience something first-hand before the game world starts getting crowded.




Unfortunately, even the closed beta was cut short for North-American users because of overpopulation. The number of users ended up in four times the server capacity. I mean, if it's a closed beta, you should be controlling how many people you're allowing in, right? Well, apparently not, so I only got to play for a couple of weeks (especially because downloading the client through a torrent took me days), but it was enough to get a good grasp of the game mechanics and overall feel of the game.




Cabal Online is a very popular third-person Korean MMORPG that is now being released in English. If you have played any MMO before, you will feel comfortable with the interface right away. If you haven't played any MMO before, you will adjust quickly, since the game itself teaches you what to do via quests right from the beginning.











Character creation is a fairly easy point and click process. The interface gives you a good description of each of the available six classes (battle styles). You have Warrior (pure melee), Wizard (pure caster), Blader (which is basically the class that can dual-wield weapons), Force Archer (ranged combat), Force Blader (a mix of magic combat with sword skills) and the one I picked, Force Shielder (blade and magic shield combat).

There are enough customization options for face and hair, but the character creation screen doesn't really explain which stats are the most important for each class, so you're not wasting your points distributing them into the wrong stats.









Although I didn't try the others, I really enjoyed playing a Force Shielder. It’s pretty cool how you have to "summon" your shield before you head to combat, since you carry around a magic crystal instead of an actual shield.













The most unique aspect of Cabal compared to other MMOs is that you don't just push a button and your character auto-attacks. Combat requires you to use your regular attack and special skills, so you have to constantly be pressing those hotkeys. Skills are purchased from trainers, but you are only allowed a limited number of them for each category. If you decide you don't Want a certain skill, you can forget it to make room for another.










Aside from skill combat, there is a complex combo system that requires you to first activate it and then time your special skill attacks for the combo to keep going. If you miss to use a skill when the meter tells you to, the combo breaks. I never got the hang of it. The good news is, you don't get experience just upon a kill: every hit earns you some experience points, and the higher the hit, the more experience you get.
Moving around is as simple as point and click. The game's GPS system already has all NPCs marked on the map with icons and a legend, it will show you Warp Gate locations when you discover them, and it will mark quest-related locations for where you must go or who you must talk to next. There is also a handy feature that marks areas in a color-coded scale according to the difficulty of monsters, so you know not to venture to the red zones. The GPS system includes maps for all the world areas.

During the beta stage, there were three worlds open, Bloody Ice, Green Despair and Desert Scream, but there are eight in total. Each has its own very unique landscape, NPCs and monsters, and you will see how the classes vary from town to town, so apparently everyone has their own starting point set according to the battle style they chose at character creation. To navigate from world to world, there is a room with doors that teleport you to where you want to go. In this room there is also another door that takes you to dungeons.

Dungeons offer you the choice to adventure by yourself or in a party, and many quests require you to go in to one of them and clear every monster inside within a time limit. These are a blast to complete, since they put your skills to the test (especially promotion quests, which you do every 10 levels for class advancement), and as soon as you enter you are accompanied by some very cool rock music.





Other interesting features include an in-game lottery, crafting and item upgrading, which is very similar to the one in Thang. PVP combat is also an option especially on a large scale. Aside from Guild wars, Cabal introduces Planetary wars where a series of new dungeons are waiting to be discovered.

I found Cabal to be a very sharp and beautiful game, especially the detail on the characters and their equipment. The animations are really nice and I spent quite a bit of time experimenting with all the emote commands to see how they moved. They're very fluid and realistic, and I was particularly amused by my character's cheerful dance.






In the end, Cabal Online showed great potential during the beta stage. The originality of the classes and combat system made it stand out, and I'm sure that with time it will be competing with mainstream titles, especially because you don't need a powerful system to run it. Give it a try and see how you like it.

Play it Now

Atu'los



Atulos Online is a Free Medieval MMORPG, in the classic Isometric style. The game has 8 character classes to choose from. The story unfolds as a confrontation with Sorcerer Atulos draws ever closer.












The Story of Atu'los

In the Ancient times, a fearsome ruler in the line of Arkahron ruled with an Iron Fist. This ruler was called Atu'los, because in the Ancient tongue this meant that he was both wise and evil. Atu'los used his wisdom to study the dark arts, a gift that according to legend, was sometimes found in the lineage of Arkahron. Atu'los awoke many great and terrible forces, and became more powerful than any other that has lived. Atu'los conquered all the lands of the Ancient world, and ruled them for many years. But Atu'los was not immortal. During a war with a band of mountain dwelling rebels, Atu'los was struck in the neck by an arrow. Nearing death Atu'los retreated to his castle. There Atu'los died and was placed in a burial chamber that became enchanted by powers still unknown. Over the centuries the region was named after its ancient ruler ... Atu'los.


Anarchy Online

Anarchy Online is a science fiction themed massive multiplayer online roleplaying game (MMORPG). The first three expansion packs, Notum Wars, Shadowlands and Alien Invasion, have received high praise and won 20 international awards.

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The Notum Wars

There was a time when most of the universe left Rubi-Ka to itself. "It's just a barren rock, a mining colony on the other side of space," people would say. Those times are over...



Rubi-Ka is the only known source of notum, an element that holds the key to technology and progress. The galactic economy is defined by notum, and whoever controls the notum has acquired a solid foundation for ultimate power.




Controllers: The Key to Land Ownership and Notum Benefits

When we call the controllers the key, that is the basic truth and not only an analogy. Before you can do anything to an area you have found, and want to control, you need to unlock it - build your controller.

The controllers do not come in many versions like the Land Control Personal Towers. (These I will consider in later articles.) Their principal feature is really their Quality Level (QL). The QL of the controller is the definition of the controller. Let me briefly explain:


  1. The QL (of course) defines how many hit-points the controller has, and the extent of its defence.

  2. The QL defines what type of controller it is, and if you may actually own it.

  3. The QL defines in which area the controller may be placed.

  4. The QL defines how many quality levels of organisation advantages you may have.

  5. The QL defines who may attack them.

  6. The QL of the controller defines what QL Shield Disabler you must use to attack it.


Let me go through all of these one by one and explain them. It might seem overly complicated, but let me assure you that these rules are there to make it more enjoyable, not less. Many of the rules are there to let all player levels interact with Land Control (LC), not only the highest levels. Also, we have worked hard with avoiding the so-called griefing problems. Anyways - the QL and:


1) The QL defines how many hit-points the controller has, and the extent of its defence.


The controllers have about ten times as many hit-points as the normal guard or defence tower. There's only one of these babies in the whole area, and you want to keep it alive as long as possible. The controller's health at the maximum QL (300) can be several million hit-points. All your organisation's towers are instantly destroyed when the controller's destroyed. To avoid having people run straight through the rain of fire from the towers and only go for the controller, the controller's health will be boosted with a factor per additional tower in the LC area. In addition to that, the controller actually gains: a) A damage shield per tower and b) Higher health regeneration abilities. Thus, if you think you can attack the tower directly, without considering the surrounding towers, you are in for a nasty surprise. The maximum number of towers in an area is at the moment defined as 100. This may change, but it does force the attackers to do an indirect route to the controller, trying to take out as many support towers as possible first. (Especially since you get a 5 point reflect shield PER tower on the controller. 500 points of reflect damage is nasty.)


2) The QL defines what type of controller it is, and if you may actually own it.


Right now we have something we call ‘controller Type’ set in each controller. This is a sort of method to spread any particular organisation's focus through many quality levels. Even though you can have (today, we may change / tweak this!) five controllers per organisation, you cannot have more than one from each controller Type. This disables the organisation from having five controllers of QL 300. Instead they will have to spread it out to one at 300, one at 270, one at 240, and so on. This will force organisations to be more focused in where they build their controllers.


3) The QL defines in which are it may be placed.


No towers or controllers can be placed in an area outside the level range of that area. Every area in AO has always had a level range. This has been decisive in defining which monsters are created in the area and what auto content dungeons are assigned to what entrances. This level range will now become visible to everyone. It will be listed in the map view (the small map view will be visible in the big map window as well, btw). This level range defines what QL controller you can build there. So, no QL 300 controllers outside the newbie areas! These should be accessible to the lower level characters. This also ties in with point 5 below.


4) The QL defines how many quality levels of organisation advantages you may have.


Right now, for every area your organisation controls, you may add two organisation advantages (An organisation advantage is a skill bonus that stacks with any current skill bonus, and that is given to all organisation members!). The QL of the advantages you add cannot exceed the combined quality level of all your advantages. Let us examine an example: If your organisation has 2 controllers, one is QL 100, and one is QL 200. Then the maximum QL of any advantage your organisation adds cannot exceed 300 (300 is the maximum QL of an advantage). You can only add one advantage for each skill, but your organisation could - in theory - have 10 active advantages (in the case where the organisation owns five controllers). Oh, yeah, while I am on the topic of possibilities - let's talk quickly about the advantages:


The advantages use a new, special system that gives you skill improvements based on your level as compared with a character at level 200. Let me give you an example: A QL 100 advantage "buffs" health with 1000 points at level 200. Now, this advantage will give you 500 hits on level 100 and 505 on level 101 etc, etc. Now if the advantage buffing health was QL 300, it might buff health 5000 at level 200. This means that for each level you gained while a member of the organisation with the advantage, you would receive 25 additional hit-points! One note with this, though, only one advantage will buff any given skill. You cannot, for example add a QL 105 hit-point advantage and a QL 150 hit-point advantage. In that case, only the QL 150 hit-point advantage would be in effect. You will get feedback for all of these issues in the game, so hopefully you will be able to sort all the details out there as well...


5) The QL defines who may attack them.

Basically the PvP rules governing inter-player interaction are applied to the towers and controllers. This means that we limit the level of the player who can attack any given tower, specifically to prevent griefing, but also to unlock some play-areas especially for lower levels. This means that a level 200 character cannot attack the QL 15 tower you just put up. Only a level 22-23 can do that. You can of course attack any tower that is higher than your level, but then again, "/terminate" is quicker :p


6) The QL of the controller defines what QL Shield Disabler you must use to attack it.

The shield disabler is a new concept. Basically it is there to make attacking a controller an expensive manoeuvre. Think about it. Every time someone attacks your area (yeah, btw, a lot happens when you attack a tower! I will go through that later in this article!), you basically get told in chat. There is a special chat channel that receives this input - like "Tower here or there attacked by this or that name in any organisation." This could be a welcome pass-time for griefers. Wandering through the land they see an area prone for attack - with its suppression gas conveniently down. Throwing out a pot-shot at a tower, they quickly move outside attack range and watch the defenders spill out of the grid point. This is funny, of course, for the griefers. No investment, no risk, just pure grief. Besides, it would quickly lead to people stop defending their areas, and arbitrary losses of control as a consequence. Result = boring game-play.

The Shield Disabler is basically an item that any person who wants to attack an area has to use in that area. It makes you able to attack! It also should cost enough that it is something you only use when you really want to launch an attack on the controller. This shield disabler increases in price with QL, naturally, and must have at least the QL of the controller to make it work. Hopefully this will force people not to throw shots left, right and centre just to annoy others.

Consequences of attacking the controllers and towers.

Yeah, btw, let me tell you about the consequences of attacking an area controlled by someone else. If you are in an organisation with your own towers, these will enter a state of war! This means that they will instantly be attackable by anyone else on the other sides, or even within their own side - if that is what you tried yourselves! Well, this means that attacking someone is an investment that needs to be carefully considered. Now, if you are not in an organisation with towers, or outside an organisation altogether, you will be flagged with a PvP flag for 4 - yeah that's right, FOUR - hours! This means that anyone on the other side can attack you, no matter where you are. (You can hide in a Yalm 400 meters into the air, in the Grid or in your soloable mission dungeon! :p Get to love them :p) The name of the attacker will be flagged with a double "**" on each side. That sign actually says - "I'm a sitting duck". Anyone being attacked as PvP flagged can of course defend themselves...

Well, I think that covers the basics - and some of the advanced aspects of the controller interaction...

Cya

Gaute




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Shadowlands is the first expansion pack for the award-winning massively multiplayer online game Anarchy Online. Embark on a journey through the magnificent lands of the most ancient of civlisations, and explore a world of unknown technology, corrupted creatures, and destructive conflict.

Shadowlands introduces an impressive range of features; new and exciting playfields, professions, monsters and game-play improvements.

The Shadowlands box also includes full versions of the original game, Anarchy Online, as well as the booster pack, The Notum Wars, resulting in a package of unparalleled value.

With Shadowlands, players will be able to take that to an even higher level while having intriguing new areas to explore and new modified breeds to choose from. We are having a lot of fun making this expansion and we are happy to include many things our current players want to see. Feature Highlights New Areas The two main additions will be the Shadowlands, a collection of many playfields, and the floating city of Jobe.

Profession Specialization and Perks At certain stages in a character's development, any profession may choose specific areas of specialization. They will keep all existing abilities, while branching off into more specific skills. As part of the profession specialization, "perks" can be gained in several steps. Some will affect skills and abilities, while others give special abilities. The final list is expected to be quite extensive. New Breed Variations and Graphic Effects New breed variations will be modifications of existing breeds and improved graphics effects will enhance the look of buildings, monsters and terrain. New Armor and Other Items In addition to new armor options, players will be able to upgrade the quality of existing items.












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The ultimate sci-fi MMORPG is about to get even better as a hostile alien race invades Rubi-Ka. When a massive call to arms is sounded across the planet, tensions mount, allegiances are put to the test and the threat of all-out war looms. Join the rally against the aliens...for the galaxy, for Rubi-Ka, for humanity... prepare for the last stand.



The main reason for joining an organization in Alien Invasion is gaining access and contributing to the construction of a player city. Funds allocated to the effort by org members are used to construct these cities on a chosen plot of land somewhere on Rubi-Ka's heavily contested expanses. These cities can be customized in many different ways, with your only real limitation being how many credits lie in your org's coffers.

The cities are remarkably attractive, with towering spires and sleek architecture, a marvel on par with the constructive minds behind the standby cities of Rome and Omni-Entertainment.

These player cities are built around a city controller (a central hub, so to speak), but aside from this building, you have free reign as to the addition of such structures as player shops, domiciles, cloaking towers, bars, and swimming pools. As of this review, the player shops weren't working, but in the future, it's planned that players will be able to hawk their wares through convenient terminals, instead of spamming chat channels for hours on end.