Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
Diversity is important for this kind of thing and pretty much every game goes for a buddhist base for these systems.
U.S. East
Nature/Life (Mother Earth, metaphorically): Source of all forms of life on the planet. Followers are better able to foster and utilize plants and wildlife.
Order (Themis, metaphorically): Conserve traditions, acts as a counterbalance to agitation. Followers have a firm grasp of traditional technologies (maybe more effective at traditional weaponry, more industrious and efficient when crafting traditional items, more effective when defending a node).
Collective (Queen Bee, metaphorically): Acts as a singular entity, with all followers thought of as “a people”. Uncommon ability to draw strength by coordinating as a group (bonus tax contribution, greater buffing and healing abilities of other followers).
Individualism (idk...) Cherishes individual achievement of its members. This group owes its strength to being the summation of individually strong members (has an edge in becoming proficient at their chose craft, maybe can have a broader or deeper proficiency cap, boost to dmg dealing abilities as possible examples)
Adventure/Explorer (Dragon-slayer, metaphorically?): A yearning to go into the unknown and an uncanny ability to explore, and react to surprises (stealth detection, slight edge in seeing boss mechanics, takes less damage in the first second of being attacked).
Oh, you mean the one my children tunneled into and blew UP.......that Black Pyramid?
Maybe if you had given your full attention to the battle you might have won. Luckily for you however I was not directly involved in your war with the Under Empire else it would have not been a draw.
it took all 13 of the lords of decay and the fellblade just to WOUND me
Yeah, those are the best.
For example, WoW characters are almost always extremely boring, but Bowmsandi, their version of a trickster god is by far the most entertaining one.
Even if there are no questlines or that stuff, this "grey zone" could be represented by a buff: a very strong one but with a crippling downside.That and a few tales about that god would do the trick.
so much more RP to be had this way.
But then we would need to be able to burn people or cast them away for a period of time... complicated...
but fuuuunnnn
We follow the truth of the True gods, wherever she leads us
Just out of curiosity did you ever get that crown back from sigmar?
Azhag the Slaughterer has it I believe
Like from the game Hades, or truer to the OG greek mythology?
Party hard for buffs
I heard he was only 6th best, but don't say anything......
I thinks that's just summoner archetype over all
I'd personally love to see gods worshipped for crafting / beauty / battle / absolute evil / absolute good and everything in between (much like Forgotten Realms) to choose from.
But what is evil and good to a god?
This is one element of the game that Steven Shariff has specifically stated that he wants players to experience for the very first time in the live game; there's a possibility that it may not even be in the Betas.
Yours truly highly suspects that religion will be the primary driver of the "story" of the server. We already know that there will be whole-server missions and quests, and the rate at which they are completed will be different server-to-server - and whether or not the quests were completed or failed overall, yielding potentially different consequences, such as whether or not certain dungeons are open, server-to-server.
This is one of the aesthetics that I can't wait to explore, in-game. The Nodes in-and-of themselves are an interesting and unique game-mechanic; How Religion is done in AoC is a chance to introduce another such mechanic. Special game mechanics are where MMO's should have been heading, all-along.
The Seven (Orders of the Seven) - The primary gods of the world and the four races
The Other - The Betrayers or the deities of The Ancients
Tulnar Religion - A mash-up of all existing religions. It was created by the mixing of generations of survivors after The Fall. It would include elements of both the Seven and the Others as they both existed prior to the calamity, but it would also encompass other religions of minor races. In addition to the 10 above there would be "pagan" gods and rituals related to the cultures of races like goblins, trolls, giants, and lizard-folk.
Okay... but now hear me out on a suggestion for a better religion: All deities can make mistakes so I suggest we abolish the practice of worshiping them and worship The Essence (True Neutral) instead!
Disciple: Oh great and mighty essence! I pledge my allegiance to thee!
Essence: *flowing through space and time* Weeeeeeeeeeeeeee~
Late response, apologies. But I don't know the game Hades.
So yes, OG mythos.