The Races (
Orcs, Dwarves, Elves, Humans)
Game classes (Mage, Tank, Healer, Specialist)
The Gods of Chaos (Argus, Zar, Krom, Himera)
Developing your character
Weapons (Orc, Dwarf)
Armor (Orc, Dwarf)

The Races

ORCS The southern borders of Middle Earth are swallowed up by the great KARAZ-GUL desert. Not a single mortal can cross this sea of scorching sand. The desert is dead, and no living thing can survive there. However, the inhabitants of Middle Earth considered this cursed place to be a gift from the Gods, for this impassable expanse of sand separated the fierce race of the Orcs from the rest of the civilized world. Only in the West, where the desert creeps up to the mountainous lands, is there a narrow pass leading to the plains of the inhabited world. But this pass is guarded by the Southern DOMAIN, a citadel of the Dwarves, who for centuries have repelled all attacks from these Orcan tribes.
Further to the south, desert gives way to savannah and marshy forests, and they in turn melt into an impervious jungle. This is the land of the Orcs. Cut off from the rest of the world, they have a very underdeveloped culture and differ little from large primates. In their primitive tribal way of life they are led by a Chief, who is the largest and most brutish member of the tribe. The tribe's Shaman is equally as powerful, and even the Chief fears and respects him. The tribes are few and they often quarrel between themselves. Since the only form of authority is brute force, the race has developed slowly. Their technologies include rough woodworking, stone weapons and the rudiments of bronze casting. They only have primitive block mechanisms and lack any complex technological devices.
The Orcs live by hunting and raids on neighboring settlements. Therefore an Orc camp is enclosed by crude fencing and barricades. Their dwellings are little more than sheds covered with skins and their massive barracks are built from roughly hewn tree trunks. Orcs are the least humanoid of the races. This is a gigantic, intelligent, beastlike being in war paint, a powerful ape-man that never quite evolved into a human. It is a fearful and powerful warrior.

DWARVES The mighty mountain ranges whose snow-covered peaks stretch up to the cold sun are the homeland for this small, proud and hardy race. Their history dates back as deeply into the oceans of time as that of the Elves. The harsh conditions under which this race grew up made them as hard as stone, a united, powerful combat hammer that destroys both rock and the skulls of enemies with ease. Not being able to adapt to life in cities or in the fields, they flourished in their ancestral DOMAINS among the cliffs. This secluded, self-contained form of living created a special way of life and order in these DOMAINS. STRANGERS, as the Dwarves called the descendants of any other race, were not welcome there. On the other hand, they were warm and friendly to their own tribesmen. The LAW OF UNITED KNOWLEDGE meant the Dwarves were not permitted to conceal their technological achievements from each other. Their skilled armorers created new alloys and methods of metal working and the archives in the DOMAINS included plans for complex machines, which were years ahead of their time. The typical warrior is a hardy and powerful defender. His armor made from METRILLIC is hard to crack, and is stronger than that of any other race.

ELVES The first of the ancient races on TERRA were the Elves. They managed to achieve a certain harmony between the strength of the sleeping AYA (the soul of the earth) and the magic trapped inside every aspect of the land. Their understanding of nature and the affinity of their race for beauty and harmony led them to create great works of art and elegant crafts. The unique regenerative abilities of the race allowed the elves to preserve their youthful appearance for many centuries, even into old age. Experience, accumulated over the centuries, helped them to make incredible advances in their understanding and manipulation of the world's energy. For the Elves, magic came to replace many technologies, whilst other races had to rely on machines and physical effort. Beautiful airy cities and castles rose up above the Elven lands, and the spires of high towers reached high into the skies.
Their lengthy lifespan compensated for their low ability to reproduce. They considered themselves the elite beings of TERRA, despising and ignoring all other forms of life.
Despite their small numbers, the Elven race fiercely guards its lands and interests, using their powers of combat magic and their individual skill in battle. An Elven soldier is akin to a graceful predator with perfect accuracy of movement. Many centuries of war have allowed them to hone their skill with weapons, becoming masters of the art. The Elves are unsurpassed in their prowess with a bow; they are masters of the spear and the best magicians. The typical Elven soldier is the female of the species, since she makes a nimble, agile combatant, and is highly accurate at hitting targets from a distance. Their refined armor made of lightweight but durable alloys protects the warriors but without hindering their rapid movement.

HUMANS Humans - the youngest and fastest growing race on TERRA. They came from the north, from harsh lands where the ice floes from the edge of the world are lapped by cold, boundless waters, where the brief summer quickly turns into severe, snowy winter. First they appeared in small groups of warriors, but woman and children soon followed them to their new camps. They appeared to be able to feed off the earth and live in the open field, and the only thing that mattered was their weapons. Amongst this race, life was valued far less than death on the battlefield. From a very young age, boys learned how to hit a target from afar and to wield heavy combat axes and swords with ease. The race rapidly multiplied, and soon there were many men in TERRA. After having ousted the proud but few elves from their native lands and banished the tribes of Orcs to the hot deserts of the south, many tribes populated the steppes of Middle Earth.
Clearing large areas of land where they could live, the conquerors continued their expansion to the east and south. Everything that stood in their way disappeared under mounds of earth. Flocks of crows, never before seen in Middle Earth, accompanied the hordes of conquerors, and the barbarians came to be known as the BLACK CROWD. But the foreign cultures gradually began to penetrate more deeply into the consciousness of these barbarians, and their makeshift villages and settlements gave way to cities, in which were formed the first elements of a society.
The typical human soldier is a warrior from the ancestral clans, a cruel, powerful barbarian. His body is protected by armor - designed in varying forms from the primitive style of the nomads to the skilfully forged Elven armor, and the swords and shields crafted by the Dwarven weapon masters.

Game Classes

Which Game Class your character belongs to will depend on his allegiance to a particular God. There are four classes in total.

A Mage (a player who worships ARGUS) has in his arsenal a powerful range of magical abilities. He has extra MANA resources.

A Tank (a player who worships ZAR) has special protection to neutralize hostile magic and poisons. He has extra ENERGY resources.

A Healer (a player who worships HIMERA) possesses strong poisons and antidotes and can heal players in his team.

A Specialist (a player who worships KROM) has a magical influence over armor and weapons, and he can build and repair combat vehicles.

Each class has its own range of abilities that reflect the nature of the class and give it the possibility to develop and create game strategies.

The Gods of Chaos

ARGUS - The Keeper of Time and the Master of Space. He embodies the very essence of the ever-changing CHAOS. A powerful God, his followers are able to intertwine events and change the course of time. They can create dimensional paradoxes and traps in time, and they possess the gift of prophecy as well. The magical powers of those who serve him encompass elements such as illusion, mirage and d?j? vu. ARGUS rules the elements (fire, water, earth and air) and all the elemental powers associated with them. The Champions of this God are some of the most powerful magicians in the land, who have as their weapons a vast array of magical knowledge, elements and artifacts. Those who follow the path of CHAOS must skillfully master the teachings of ARGUS, which they must gather seed by seed from the archives or else pry from the clutches of their teachers. War-mages are blessed with unusual mutations and abilities allowing them to simultaneously exist at several points throughout space and time. To the disciples of ARGUS, great secrets and the power of the indivisible CHAOS will be revealed. ARGUS rules MOROK - the cult of illusions and dreams.

ZAR - The God of War and Fury. He bestows upon his vassals an extraordinary force and might. On the field of battle, the Champions of ZAR are irrepressible soldiers of war. Skilful techniques and cunning strategies for mastering battle are alien to them, since the cornerstones of their philosophy lie in unmerciful force, bestial courage and fury. Everything that they encounter along their way - be it skilful magic, illusions, temptation or intricate intrigue - is destroyed under the onslaught of their direct and effective actions, the aims of which are destruction to the glory of their Master and the perpetuation of his might. ZAR himself is the personification of the power and will of CHAOS. His goals are simple and his plans involve no intrigue or plots. For He considers Himself to be the direct perpetrator of the will of the indivisible CHAOS, and a powerful ally. ZAR's soldiers are highly resistant to the forces of magic, thanks to the gifts they receive from their Overlord - amulets, talismans and artifacts. The mutations that CHAOS gives to disciples of ZAR are intended to increase their deadliness in battle, by endowing them with enormous muscles, the ability to recover quickly from injury, heavy armor (ZAR protection), claws and fangs as strong as flint and two of each vital organ. Blessed with these gifts, soldiers become veritable machines of destruction. In return, ZAR demands complete obedience to his will. ZAR rules the Cult of ZOARG - the cult of the beasts of CHAOS. This cult reflects the animal side of CHAOS: its instincts are guided by the great beast, and it is gnawed by an insatiable hunger. The Keepers of the Cult are the BeastMasters, capable of invoking the monsters from IMMATERRIAL, beings that are inviolately subordinate to them.

KROM - The Keeper of the Treasures and Knowledge of CHAOS. He masters the most powerful artifacts of IMMATERRIAL: the secret books and incantations, the magical armor and weapons, the treasures and precious relics of CHAOS. Any magical artifact will become more powerful in the hands of a disciple of KROM. Their battle skill lies in the creation of war artifacts and traps that have been drenched in battle magic. Their strength in battle depends on the number of magical objects that they use. Any object that a soldier wields for a long period of time will become imbued with the force of CHAOS, thus acquiring magical powers. Soldiers of KROM thus serve as conductors for bringing the energy of CHAOS into the world. They can increase the power of any object belonging to a group that they join. With the aid of special magic runes, soldiers are able to repair any weapons or armor worn by their group during battle. The more powerful and experienced the soldier, the more he is able to channel energy from CHAOS through his body. Any weapons, armor, manuscripts or crystals used by a powerful champion of KROM will be transformed into valuable relics and magical artifacts, comparable in power to any original objects of CHAOS. KROM is the Overlord of the Cult of KAYA - the Cult of the Creator. Ordinariness and simplicity are alien to this cult. Being immersed in the darkest depths of any process, striving for perfection, distorting their essence and outcome, casting doubt on the very nature of harmony, the cult introduces the worlds to its intricate and sophisticated morals. Protector of skills and an unsurpassed creator, KROM beckons the followers of his cult into the depths of elegant creation. Soldiers who follow this path can expect to find luxury, priceless gifts and elegant magic, capable of transforming a dry twig into an exquisite poisonous flower, or a lump of dead stone into a refined statue. But as great as the temptation may be, the price they pay is even higher, for not everyone is worthy to be compared to the master creator. Yet for the chosen ones of KAYA, he will mark them as his equal and bestow upon them infinite gifts.

HIMERA - The Goddess of Countless Mutations and the Force of Life, who personifies infinite change and evolution. Viruses, disease, poisons and antidotes are the battle weapons of soldiers who choose to worship HIMERA. War-alchemists spend their time hovering over vials of chemical compounds containing lethal poisons and medicines, and over new life forms and mutations. They are no less deadly in combat than the raging disciples of ZAR. HIMERA rules the Cult of ORGANIK. Any alchemic compounds created under the watchful eye of ORGANIK will be instilled with the magic of CHAOS and will make powerful weapons, capable of bringing entire armies to their knees. ORGANIK grants its war-alchemists secret knowledge about organic and inorganic compounds and alchemic magic, and grants them mutations making them resistant to even the most deadly poisons and diseases. The thirst of HIMERA to convert everything into the ever-changing CHAOS, to saturate worlds with different sources of evolving life or to destroy it on a whim, makes her one of the greatest creators and overlords of IMMATERRIAL. Metabolic artifacts, magical components, chemical ingredients from different worlds, secret recipes and the fruit of alchemic experiments will all be accessible to those who seek the knowledge of this powerful Creator.

Developing your character

The first stage of the game is choosing your character. This can be done from the special menu for selecting and arming characters.

Choosing your race

There are four classical fantasy races: Humans, Elves, Dwarves and Orcs. What are the benefits of choosing a specific race? Each specific race has its own character and a different selection of armor. The AVATAR can put on different items of armor that are unique to each race. Different pieces of armor can be combined. The races also have their own weapons. There are four basic types - hand-to-hand combat weapons, short-range weapons, two-handed weapons, and distant combat weapons. They are rated in terms of their fighting attributes, such as strength, ease of handling, maximum speed of motion, and energy. Each race has a friendly PLAIN. In effect, a PLAIN is a world with its own range of elements and NPC.

Selecting a God

The features of each race determine the physical ability of the character, which specific God and cult it belongs to, and also determines the magical skills of the character and his Game Class. Whichever race you choose, you may select one of the four Gods of CHAOS for your character to worship. Your allegiance to this God will determine what color armor your character wears. ARGUS - dark blue and white. ZAR - orange and green; HIMERA - green and purple; KROM - gold and bronze with gray and black. Different talismans and protective devices hang from the armor depending on which God you choose (their personal amulets).
Each God grants his followers a specific range of combat skills. These are what place the combatant in one of the four classes: ARGUS - Mage, ZAR - Tank, HIMERA - Healer, KROM - Specialist.

It is possible to change your allegiance to another God, but by doing so your character will lose his whole accumulated God rating (FAITH level) and will be penalized by the soldiers of the rejected deity (ANGER OF THE GODS).

The basic goal is to increase your level up to an Elite of the army of CHAOS. In order to do so, you must use your game strategy.

WARLOCK

Fighters, who have attained a certain level and have entered into the CULT, entitled as WARLOCKS.

ARGUS - MOROK cult (the cult of illusions and dreams). ZAR - cult of ZOARG (the cult of the beasts of CHAOS). HIMERA - cult of ORGANIK (grants its war-alchemists secret knowledge about organic and inorganic compounds and alchemic magic, and grants them mutations making them resistant to even the most deadly poisons and diseases). KROM - cult of KAYA (the Cult of the Creator).

WARLOCK appearance is different from a regular character - the aura of God is floating around him. There is a blue vortex of demonic souls from ARGUS, from ZAR - a bloody whirlwind with skulls, HIMERA gives phosphorescent and curling green mist to his worshiper, formed by molecular bubbles, and the KROM - aura of the silvering crystals in the air.

WARLOCK is the highest rank for a fighter, which is achieved through diligent service to his divinity. To achieve this rank, player must master a certain level (collect large number of points, a high level of developing parameters and a high POWER OF FAITH).

As soon as the player becomes the WARLOCK, he may fall into the demonic rage, i.e., he temporally (while he has enough Demons' Mana) incarnating into the demon of his divinity. It gives fighters an opportunity to repeatedly increase their physical abilities.

Visually, player turns into a demon and becomes a powerful battlefield weapon for the time been. Other players from the team can feed Demons' Mana from their own supplies and thus keep the Demon in the fight. Demon incarnation is controlled by player itself as soon as he got at least one POTION OF FAITH.

In that way, the player passes from the ordinary soldier of its own race to the WARLOCK, with the ability to mutate into Demonic creature. Along that way, he collects his equipment, obtains elite armor and powerful weapon, develops his class abilities, becomes the owner of rare artifacts, enters team associations (clans and Orders) and finally becomes an effective combatant in the multi- and a single-player game, entering the elite forces of the CHAOS army.

THE KING OF DARKNESS

This is the highest level for player's avatar, the player becomes united with CHAOS power. New model of his race is available for player - THE KING OF DARKNESS, which is really horrifying with its power. Great artifacts, gifts and treasures of CHAOS will find their place in the inventory of such kind of warrior. Only the demon's power is compared with the abilities of THE KING OF DARKNESS.

WEAPONS

ARMOR

The Races (Orcs, Dwarves, Elves, Humans)
Game classes (Mage, Tank, Healer, Specialist)
The Gods of Chaos (Argus, Zar, Krom, Himera)
Developing your character
Weapons (Orc, Dwarf)
Armor (Orc, Dwarf)