Ever since World of Warcraft was released in 2004, it has proven difficult for new MMORPGs to gain any traction, with a few exceptions. Now the IP that inspired Warcraft is getting a MMORPG of its own - Warhammer Online: Age of Reckoning (WAR). The game is being developed by Mythic Entertainment, makers of Dark Age of Camelot, and it's due to launch on September 18th. Is Warhammer Online poised to become a contender?
I don't like to draw too many comparisons to other games, but Warhammer Online and WoW have so much in common that a comparison is inevitable. While Warhammer has a less cartoonish appearance, everything from the factions and races to the GUI and talent trees bear an unmistakable resemblance to WoW. That's not necessarily a bad thing. Given how successful WoW has been, other developers would be daft not to follow their lead to some extent. Rather than look at the multitude of similarities, I'll focus on some of the ways the two games differ.
Subtle Improvements Secondary targetting, which allows you to target an enemy and a friendly character at the same time, has found its way into WAR. When casting an offensive spell, it hits the enemy, but your heals and buffs automatically go to the friendly target. Some spells even make use of both targets: transfering health from the enemy to the friendly, for example.
The grouping system in WAR is a cut above what most games offer. As well as being able to search for groups, players can create "open" groups which anyone can join. When you enter an area, a small window lets you know if there are any open groups around. This system streamlines the whole process, optionally eliminating the "tells" and "invites" normally associated with grouping. It may sound simple, but it's remarkable how primitive features for finding a group are in many MMORPGs, including WoW.
Mythic also intends to make guilds a little more interesting in WAR by introducing a reward system for them. Guilds have an experience pool much like individual players, and as the membership accomplishes things in the world, they help to level the guild itself. This is a nifty idea that will give guilds a little more cohesion and will likely be borrowed by other games.
Public Quests One of the most talked about features of WAR are the Public Quests, which you can't miss because you become part of them just by being in the area. These large quests play out in stages, usually culminating in some sort of boss fight. Loot is automatically distributed based on a combination of the player's contribution to the battle and a roll. You seem to come across one every few levels as you progress through the world.
Public Quests are a good idea and they're a lot of fun, but it's not hard to imagine that there will be some problems with them, especially given that they're not instanced. They don't seem to scale particularly well, so you often end up with too many players to keep it challenging, or too few players to complete it in a reasonable time frame. When the game launches the lower level Public Quests will get zerged, but as the player base matures there likely won't be enough low-level characters around to get through them. Mythic could have some way to address this, so it will be interesting to watch it unfold.
PvP Scenarios Like WoW's Battlegrounds, WAR has instanced player vs. player matches which they call Scenarios. Players can queue up for a Scenario right from level one, and they can do it from any location in the world simply by clicking an icon near their mini-map. Scenarios are tiered according to level, but everyone who enters a Scenario is bumped to the average level of the tier. I think this was done to make Scenarios more attractive to players who are not at the top of their tier. So a level 22 player in a level 21-30 Scenario will be a lot more competitive than they would be if the levels weren't adjusted. They will have a variety of objectives, and there will be as many as a dozen Scenarios in the game at launch.
Realm vs. Realm Almost everything in WAR, from the PvE to the Scenarios, is tied back into the larger realm vs. realm conflict, with the ultimate goal of attacking the enemy's capital city. Players encounter an increasingly complex series of RvR objectives as they level up, and these can involve sieging keeps and fortresses.
Although I haven't spent a lot of time playing RvR in the game yet, it's evident that this is the most well thought-out PvP system a MMORPG has had prior to launch since, well, Dark Age of Camelot. Some of the little things, like showing PvP hotspots on the map, impress me the most. It seems like an obvious way to stimulate the conflict, and yet hardly any games have it. I'm sure plenty of adjustments will have to be made, but the foundation for a good RvR system is there. It's always encouraging to see a MMORPG with PvP features that are central to the game, rather than being tacked on months after launch.
Naturally, there are potential pitfalls in any RvR system. It remains to be seen how you keep the factions reasonably balanced in numbers, or how many players can participate in a siege before the server crashes.
The Bottom Line Mythic knows how to do realm vs. realm combat, and it shows in almost every aspect of Warhammer Online. Public Quests are a cool idea, but this game is really about battling it out with other players. It's aimed squarely at PvP fans and it benefits from Mythic's years of experience running Dark Age of Camelot. We're all aware that MMORPGs today walk a fine line between "not different enough" and "too different." WAR has a very familiar feel to it, and yet it's just evolutionary enough that, if it holds together at the higher levels, there is bound to be a market for it. Rest assured, a WAR unlike anything we've seen yet is about to begin.
Warhammer Online: Age of Reckoning (officially abbreviated as WAR) is a massively multiplayer online role-playing game based on Games Workshop's Warhammer Fantasy setting. It was developed by Mythic Entertainment and simultaneously released in North America, Europe, Asia, Australia and New Zealand on September 18, 2008.  The game revolves around the continual worldwide conflict that the Warhammer Fantasy setting is known for, and the game is geared toward ongoing, constant war.
Development history Warhammer Online game development began under the company Climax Online. The project was officially canceled in June 2004 when Games Workshop determined that the roll-out costs would be too high. However, work on the game never actually stopped as Climax Online continued the project using their own funds until the company reported in late 2004 that the Warhammer Online project was shut down due to difficulty in securing a publishing agreement.
With the license available again, Games Workshop was approached by Mythic Entertainment, who were interested in acquiring the license and starting a new project from scratch. A long-standing relationship between several Games Workshop managers and the CEO of Mythic Mark Jacobs ensured that a deal was quickly reached. The Warhammer Online license was acquired by Mythic on May 18, 2005.
Though Warhammer Online: Age of Reckoning is being developed by Mythic Entertainment, Games Workshop is also involved with the ongoing development of the project. Their role seems to be not only to ensure that the project remains true to the Warhammer Fantasy IP, but also to work with Mythic to allow for the appropriate development and extension of the IP as necessitated for the MMO. Mythic has previously created successful MMOs, including Dark Age of Camelot. It is hoped that Mythic having developed some MMO game play elements and 25 years of Games Workshop's game industry background will lead to a successful game.
Warhammer Online: Age of Reckoning is not purely derived from either Warhammer Fantasy Battles or Warhammer Fantasy Roleplay or any other source alone, but rather from the Warhammer Fantasy universe as a whole.
This article may contain an excessive amount of intricate details which may only interest a specific audience.
The article could be improved by integrating relevant items and removing inappropriate ones. (August 2008)
Warhammer Online: Age of Reckoning is a Realm versus Realm (RvR) game comprised of two separate factions: Order and Destruction. Each faction contains three separate armies, each of which is further broken down into three or four career choices. A number of careers will be gender specific i.e. only playable as a male or female character.
Armies of Order Army Lore Denomination Dwarfs Though the Dwarfs once had a great empire when humans were still primitive and uncivilized, their heyday has long since passed. They are beset on all sides by the forces of destruction: primarily the insidious Skaven rat-men and the vast populations of Orcs and Goblins. The Dwarfs are a hardy, stubborn and industrious folk - considered to be amongst the greatest craftsmen of the Old World, the Dwarfs create war machines and artifacts of unsurpassed complexity, power and majesty. Dwarfs live longer than humans (several hundred years on average) and make their homes, for the most part, in great mountain fortresses called holds, many of which are constantly being assaulted by the forces of destruction. The Dwarfs hold strongly to traditions, notably their respect for long-held grudges, they along with the Empire have embraced black powder weaponry such as cannons and explosives. The current dwarf High King is Thorgrim Grudgebearer, who rules from the dwarven capital of Karaz-a-Karak, known as Everpeak to men. In WAR, the Dwarfs are paired against their long-time racial enemies the Orcs and Goblins, known collectively as the Greenskins. The army of the Dwarfs in WAR is known as the Oathbearers, named because of their oath of allegiance to the High King. Their duty was to find necessary materials in the most dangerous places in the world, requiring exceptional Dwarfs to undertake such a task. warhammer online gold site:warhammer online gold , warhammer gold , buy warhammer gold , warhammer power leveling , Aion gold , Aion power leveling Empire The Empire is the largest human civilization in the Old World. Founded by the first emperor, Sigmar, who is now the Empire's patron deity (though other deities are worshipped), the Empire has stood for over two thousand years. Though it has gone through periods of dismemberment, it was recently unified by the Emperor Magnus the Pious. The current Emperor is Karl Franz who resides in the Empire's capital, Altdorf. Although not as skilled in craftsmanship as the Dwarfs or in magic as the Elves, the Empire is not held back by tradition to the extent of the Dwarfs or Elves and has yet to fully succumb to any threat, external or internal. The Empire's civilization is somewhat modelled on Germany as it was during the age of reason with heavy medieval and theocratic or religious conservative influences. At the start of WAR, the Empire faces off against the destructive forces of Chaos which have already overrun the Russian-like Kislev and are encroaching from the north. The Order of the Griffon is the Empire army involved in WAR, formed by Emperor Karl Franz with the blessing of the Church of Sigmar, the Colleges of Magic and the Reiksguard. The Order is primarily made up of warriors, priests of Sigmar and wizards charged with defending the realm, and are answerable only to the Emperor himself.  High Elves Skilled in the arts of magic and one of the oldest civilized cultures in the Warhammer world, the ancient and dying Elven race has taken up arms against the forces of disorder by coming to the Empire's aid. The High Elves live on a large island continent called Ulthuan and are makers of fine art, music, and weapons of war unsurpassed by the other races, with the exception of the Dwarfs. Elves live for thousands of years and are usually extremely proficient at their given role. They are grudgingly fighting alongside the Dwarfs, as the two races put aside their long-standing animosity to combat the greater threat. Many thousands of years ago, Malekith, the son of the High Elves' first Phoenix King Aenarion, was denied the throne. This led to a cataclysmic civil war the elves call the Sundering which destroyed the landmass of much of Ulthuan. Following the Sundering, Malekith and his supporters exiled themselves from Ulthuan and became the Dark Elves. The current Phoenix King is Finubar the Seafarer who resides in the High Elf Capital, Lothern. In WAR, The High Elves are pitted against their dark kin, the Dark Elves. In WAR, high elf characters are part of an army known as the Shining Guard, under the command of the legendary warrior Prince Tyrion. They were tasked with defending Ulthuan while the Phoenix King and his army fights alongside the Empire. warhammer gold Armies of Destruction Army Lore Denomination Greenskins (Orcs and Goblins) The Greenskins are a collection of Orcs and Goblins, making them unique within WAR as they consist of two races. However, with only three career options available to the Greenskins factions they are the same as other races in terms of career options. Orcs are a large warlike humanoid species, born for battle, fighting, and the occasional brawl. They live in tribal systems with the strongest Orc leading the tribe. Goblins are considerably smaller than Orcs, and are often bullied by their larger, more intimidating cousins. This has caused the Goblins to evolve into sneaky, insidious, and more intelligent creatures in order to defend themselves from their larger kin. Occasionally, a particularly powerful Greenskin leader will gather many tribes together and form what is known as a "WAAAGH!!!": a nearly unstoppable band of marauding greenskins. With the outset of WAR a new "WAAAGH!!!" is forming and once again the Orcs seek to eradicate their ancestral enemies, the Dwarfs. All Greenskins appear to be male, although they are considered to be a genderless race. Therefore, there are no gender options available to players who create a Greenskin character in WAR. The Greenskins are part of the Bloody Sun Boyz, led by the Black Orc Grumlok and his Goblin Shaman Gazbag. Their war with their old enemies, the Dwarfs, was manipulated by the Witch King Malekith. His intention was to start a war between the Greenskins and Dwarfs so that the Dwarfs could not come to the aid of the Empire, who would be forced to call upon the armies of the Phoenix King for aid - thus leaving Ulthuan ripe for the taking.warhammer gold Chaos The forces of Chaos are bent on corrupting and destroying everything in their path. In the Warhammer Universe, the followers of Chaos may worship one of the four major gods: Tzeentch (change, manipulation and hope), Khorne (conflict and fury), Nurgle (decay, disease and despair), and Slaanesh (excess, pleasure and general hedonism). These gods are often at odds with one another and rarely work together, although some follow Chaos as a whole and are commonly referred to as Chaos Undivided. The Human followers of Chaos generally live in the Chaos Wastes in the far northern part of the world where the energies of raw magic and chaos are strong and cause both its inhabitants and terrain to warp and mutate. These humans live in a warlike semi-tribal society, and when the time comes for war they are sometimes followed by hideous daemons from the realm of chaos. In WAR, the forces of Chaos are pitted against the Empire. All Chaos players will be affiliated to Tzeentch, as that is the patron deity of the Chaos force in WAR - the Raven Host. These are Tzeentch's most devoted servants, and its leader Tchar'zanek is one of the Lord of Magic's Chosen. Mainly these humans come from Norsca.  Dark Elves Once High Elves, the spiteful Dark Elves have a bitter feud with their ancient counterparts. Their king, the "Witch King" Malekith, has his sights set on the throne of the Phoenix King, which he believes is rightly his. Instead of worshipping all the Elven Gods, the Dark Elves worship only Khaine, the Elven God of war, even going so far as human (and other) sacrifice while their fleets travel the world enslaving "lesser" races. The Dark Elves dwell in Naggaroth, a cold and desolate land to the north west of Ulthuan which they were exiled to after the Sundering, though WAR players will not be able to visit this area. While the armies of the High Elves are away to fight the forces of Chaos, the Dark Elves have taken this opportunity to attack Ulthuan, the home of the High Elves. Malekith also has empowered the leaders of the Greenskins, the Goblin Shaman Gahzbag and the Black Orc Warboss Grumlok, bestowing them with magical amulets of great dark power that helped the Greenskins to raise a WAAAGH! and conquer the original Dwarf capital of Karak Eight-Peaks. In WAR, the Dark Elves are racially paired against the High Elves. All Dark Elves in WAR are members of House Uthorin, one of the noble families of Naggaroth. Its leader, Lord Uthorin, is a master of intrigue, and has his sights set on Malekith's throne. But the Witch King has plans of his own...
warhammer online gold Careers It has been said that each career (similar to the concept of a "class" in other RPG games) will conform to one archetype role, though each career will still make changes upon the basic outline of that role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS elements, meaning players of this career will have to enter combat and fight to be able to heal their allies effectively. In this way, the careers are given variety and are not simply mirrors of each other.
There will be specialization within careers, based on career mastery lines in which points gained at every level over ten can be spent. This will allow for more variation for characters of the same career.
Most careers have the option to play as either a male or female character. However, some careers such as the Witch Elf are only able to be played as one gender (female in this case). By contrast, the Greenskins,(Orcs and Goblins) are genderless.
On July 11, 2008, Mythic cut four careers from WAR: the Dwarf Hammerer, the Greenskin Choppa, the Empire's Knight of the Blazing Sun, and the Dark Elf Black Guard
The Careers in WAR are broken down into the following archetypes:Aion power leveling
 Tank A heavily armored character able to absorb a lot of damage, protecting their allies and handling multiple opponents at once. Tanks in WAR have an option to either wield a 1 handed weapon and a shield or a 2 handed great weapon.
 Melee DPS An archetype with less protection or staying power than a tank, but able to deal out greater damage in a shorter amount of time.
buy warhammer gold Ranged DPS An archetype that deals high levels of damage from a distance, and often have area of effect spells to damage multiple enemies at once. This includes both spell casters as well as classes that use weapons such as bows or guns.
 Healer The healer archetype can buff and heal allies as well as debuff and deal damage to enemies. Healers are most effective when combining all of their abilities, rather than focusing on just one specific role.
 Career Chart WAR Career Chart Careers by Archetype Armies Tank Melee DPS Ranged DPS Healer Dwarfs Ironbreaker None Engineer Runepriest The Empire None Witch Hunter Bright Wizard Warrior Priest High Elves Swordmaster White Lion Shadow Warrior Archmage Greenskins Black Orc None Goblin Squig Herder Goblin Shaman Chaos Chosen (Male Only) Marauder (Male Only) Magus Zealot Dark Elves None Witch Elf (Female Only) Sorceress/Sorcerer Disciple of Khaine
 Specific game features
 Characters It was originally stated that the characters in the game and other players in Warhammer Online would change as they progressed in level and fought more battles. However, in an interview given during the WAR presentation in Paris, WAR Senior Producer Jeff Hickman stated that physical changes such as Dwarf beards growing or Orcs changing in size would most likely not be in the game at the time of launch. warhammer power leveling
Players will be able to decorate themselves in trophies, such as the heads of their fallen enemies. Other forms of customization include Tactics: bonuses players can select before a battle, as well as Morales: abilities that become available as the player participates in battle. Customizable armor and a visual guild system allow a player to make their character as visually unique as possible.
 Collision detection Warhammer Online features collision detection, a feature that is meant to stop players from moving through other player characters. It was shown in the open preview weekend, August 22nd through August 25th 2008, that the collision detection feature works on both enemy units and friendly ones, but only when flagged for RvR combat. This feature enhances the role played by heavily armored characters known as "tanks", as it helps them become far more efficient at holding choke points and protecting weaker players in their group such as healers and casters.
 Realm vs. Realm Warhammer Online: Age of Reckoning features Mythic's unique Realm vs. Realm (RvR) combat system, originally developed in Dark Age of Camelot. This takes place within three different racial pairings: Dwarfs vs. Greenskins, Empire vs. Chaos, and High Elves vs. Dark Elves. Although there are only two races per pairing, players may travel to either of the other two pairings to help fight with their friends and allies. There are four types of RvR combat: Skirmishes (random world encounters), Battlefields (objective-driven battles in RvR-specific areas), Scenarios (instanced, point-based battles against the opposing faction), and Campaigns (invading enemy lands and capital cities). RvR contribution includes both Player vs. Player (PvP) combat and (to a lesser extent) Player vs. Environment (PvE) quests so that you can assist your realm in their victory, regardless of preferred play-style.
All activities in WAR contribute to the campaign, as it is the primary focus of the game. Each of the aforementioned activities generate Realm Points (RP) which measure a realm's progress in capturing a zone. When one realm reaches a designated amount of Realm Points in a particular zone, that zone falls under their control and the war pushes deeper into enemy territory. This back and forth struggle for zone control continues until the war eventually reaches one of the capital cities where the attacking side may sack, loot, and pillage that capital city. The capture of a capital city is the pinnacle objective of the campaign. To prevent the invaders from maintaining control of an enemy's capital city, the defeated players will receive increasing support from NPC guards until they are able to force the attackers out of their city and close the gates. It is at this point where the campaign then begins anew, restarting the cycle.
Due to popular request, Keeps and Keep Sieges were introduced into WAR’s Realm vs Realm combat system during the Closed Beta phase of testing. Keeps can be captured for Realm Points towards your realm and can be claimed by the capturing guild. NPC guards will be stationed at all keeps (claimed or unclaimed) to ensure a certain level of difficulty is maintained and that, at minimum, six to twelve players are required for capture. Should players decide to defend it, the difficulty in capturing the keep will increase greatly. Keeps are decorated according to the aesthetics of the race that currently controls it; however, the basic layout will stay the same. Siege warfare includes four types of siege weapons: rams for destroying keep doors, ballistae for targeting enemy players or destroying enemy siege emplacements, cannons, catapults, and trebuchets for AoE splash damage, and boiling oil to use from keep walls. Emplacements located around the keeps, known as siege pads, are used to determine where seige weapons can be constructed. The pads themselves can be destroyed by players of the defending realm, inhibiting the siege process. 
 Tome of Knowledge WAR features a "Tome of Knowledge" (ToK) that is an extension upon similar mechanisms in many other MMOs. The ToK is a multi-purpose reference tool that is designed to provide the player with a great deal of information about the game world. It is also meant to serve as a reduction in the need for players to feel like they have to rely upon third-party sources of information pertaining to the game.
The Tome of Knowledge keeps track of all information pertaining to an individual character and their progress through the game. This progress unlocks lore-related information about quests, the gameworld itself, NPCs, and defeated mobs. For example, upon first encountering a mob within the game, a basic entry is added for that creature in the Bestiary chapter of the ToK. However, with increasing contact, kills, and associated activities involving any specific creature, the information available about those encounters will be added to the Tome of Knowledge. Likewise, the ToK keeps track of the story and progression of the character through the gameworld as they complete quests, explore the map, and otherwise accomplish activities within the game.