Take a detailed look into the character creation possible for Shaiya, everything available fully in Spanish.
Yearly Archives: 2010
Eudemons: Valentine Love
Eudemons: Valentine Love
To gather vine goes she.
When her I do not see,
One day seems longer than months three.
To gather reed goes she.
When her I do not see,
One day seems long as seasons three.
To gather herbs goes she.
When her I do not see,
One day seems longer than years three.

It has become proverbial that a short absence from the lover seems too long, and even longer the more she is dwelt upon. So don’t leave your lover for a long time, you don’t want him/her feeling upset or worrying about you. Besides, you need to do something for the one you adore, either stand trial and confess your love, or do something to show it.
Hereby, Eudemons Online has prepared several events for the upcoming Valentine’s Day. At 8:30 – 11:00 and 20:30 – 23:00, between Feb. 10 and Feb. 14th , enjoy your romantic time with the one you adore most! You can find 7 fairies in Cronus for their Valentine Packs, set off Fireworks on the shores of the Moon River with your lover, spend a few minutes to make and hang a Heart Locket to gain a Lover Locket and Match Key, team up with your beloved and take the tests from the 5 Star Officers: Luck Star, Wisdom Star, Valor Star, Love Star and Vigor Star! Have fun.

Dark Legacy Review: The Game Misses By A Mile
Dark Legacy Review: The Game Misses By A Mile
By Vincent Haoson (Vincenthaoson), OnRPG Journalist
Dark Legacy is a game that messes with you from the start. According to the story you wake up your village which has been ransacked by a marauding band of thieves, you get up from bed only to see that your son was beheaded. You take up the sword that saved your life and start off in your adventures as a person who is being eaten up by revenge.
Storyline? What Storyline
This gruesome welcome is the only thing that resembles a decent storyline in the whole game. Furthermore, the story does not really tie-in to the game’s races. Humans may experience what happened in the introduction but if you look at the description of the other races this is very unlikely to happen to them.
Balance Is Thrown Out The Window
Dark Legacy also has balance issues. It appears that the race bonuses have not been thought as there are no disadvantages per race. Furthermore, some races have similar bonuses. The lack of balance in the racial bonuses really warps the overall gameplay. There is also a “super” race which receives more than the standard race bonus. The presence of this “super” race in the game makes the other races seem weak and therefore makes the game redundant because most players would use the same race for their character.
Gameplay
Dark Legacy’s gameplay is action point based. Almost all actions in the game are hooked to the amount of AP you have. The gameplay for Dark Legacy is nothing special; it uses the same engine as a lot of browser based games.

Chatting System
Though there is one thing that makes the game stand out. Dark Legacy has a chat box system where you can communicate with fellow players who are online as well. Though this system is not new to browser games, only a few use this technology. The chat box does balance out some of the games balance however this is not enough to encourage players to keep playing
Farmlands and Fishing
The game does try to entice people to play more by including other systems such as the farmland and fishing systems. Farming serves as an alternative source of income in the game. You buy a piece of land, work it and eventually if you have done well in cultivating the piece of land it provides you the resources you need to build you up for the battles ahead Fishing is similar to farming though it needs more effort. The rewards are the same, but the means of getting them are different. Initially you would think that these two income earning mechanics are two different things, but if you look at it closely they are the same. They are just an attempt for Dark Legacy to make it look like you can do something aside from making your character stronger.
Vanishing Accounts
I’ve stumbled upon a problem in Dark Legacy. Your account seems to disappear after you have verified and logged into the game. The game also registers and shows how many players have created an account on that day, even if you have used the same email account to register. This problem is no laughing matter as it can be a nuisance and you may be mislead by it. Of course I do not need to elaborate on how irritating this problem would be, just imagine, you are already logged into the game and then suddenly when you click a link you are requested to re-login to find as you re-log that your account is erased. I say this as misleading because you may be lured to believe that the large number of players who registered are unique players and that the community is alive and kicking, when in fact it can also mean that the number of registrations you see is the re-registration attempts of just one person.
Conclusion
One of the biggest things any developer should concentrate on is the stability of the game. It would seem that Dark Legacy has a lot of problems in that regard especially in the game balance as well as the game database. For a game that has proudly said that it was released in 2006 and that the game is still growing I find it disappointing that they would still have problems like this. The disappearing accounts problem is a problem in the game server, and that says a lot as about the people behind this browser game. To be honest the game does not really have that much going for it, the storyline is incoherent to continuity and there is no race balance. It does not bode well that Dark Legacy has these kinds of problems. Having the chat box system and the fishing/farming feature does not mean that it can cover for the lack of anything noteworthy in the game. You do not play a game that is half baked and hope that it gets better in the future.
It also seems that the game has a very low player turnout. It doesn’t tally with the amount of new registrations per day that the game proudly posts on its home page. With this said and done I would say that the game never really had a chance, it would’ve been a nice enough game to play if they were just able to stabilize everything in Dark Legacy.
Pros:
– The game has a chat box where you can talk with players who are online
– There is a wide variety of race choices that can suit your strategy
– Everything is already provided for you in the game’s interface.
Cons:
– The storyline does not make sense with the race choices that you have
– The game balance is faulty because some races seem to have no drawbacks
– The interface is cluttered.
Retime RPG
N.E.O. Online Game Play Trailer
Get a marvelous first glimpse at the various environments and classes you’ll be able to enjoy in N.E.O. online!
Combat Grounds Review: Highly Addictive
Combat Grounds Review: Highly Addictive
By Kei Beneza (dividelife), OnRPG Journalist
Browser games have become quite a fad lately, leading to numerous themed games all being played in the comfort of your web browser. Combat Grounds is a free to play massively multiplayer online (MMO) web browser game that deals with military tactics and skirmishes. This game is basically a modernized version of medieval war browser games like Mediwar and Legacy of the Holy Castle. They’re pretty fun to play and quite easy to get used to. The best part is that you can play these addictive games without worrying about computer specs or system requirements (which is the bane of playing games on your PC or Mac). Don’t dismiss it just yet though, browser games like this can be broad and can contain tons of choices to satisfy your non-linear play style.
Locked and Loaded- Let’s get this party started!
Combat Grounds run on a turn based system that is separated via turn points. You’ll be allotted 4000 turns when you start the game. Each round is capped every 10 days, and the victors are rewarded with merits, turns or even in game cash. The game is very lenient when it comes to new players. Unlike other browser games where you must heavily compete with veteran players, you’ll be supplied with everything you need to cope upon starting the game (Finally! No need to grind!). As for cash, you’ll be given $50,000,000 once you log in for the first time. What you do after that is up to you.
I don’t know about you, but I don’t think you’re given the permission to SUCK after receiving that much support from the game itself. Aside from turns and money, you’ll be granted 200 recruits at your disposal. You’ll be training them and upgrading artillery to further enhance their efficiency in battle. You’ll be prompted to choose between Navy, Soldier, or Terrorist upon creating your character. After everything is set, you’re ready to go and kick your enemies’ butts.
Attitude adjustment- Why didn’t I just kill you earlier?
Aside from death, you can also lose your soldiers by overworking them. This may come off as a total drag at times, especially when you lack manpower. Luckily you’re free to recruit so go ahead and spend your money wisely. You must also remove your troops from the battlefield upon winning OR losing a war since most players are free to kill your troops if you don’t handle them correctly. Always make sure to prioritize your troops’ well being in order to progress faster while avoiding unnecessary delays.

Have No Fear
Know your worth-err I mean Networth
Aside from winning battles and conquering bases, merits and other rewards can be acquired by boosting your net worth. Net worth serves as your overall rank in the game. This is boosted by recruiting soldiers and by maintaining the continuous evolution of your troops, finance and overall strength. This may demand a lot of your time since there are various players to compete with. Since you’re going to start at the bottom of the foodchain, it’d be best to work your way up in order to fully cope with the resident players.
Yep! Definitely an MMO
Much like any other MMO out there, your characters level up in order to gain access to different features. The only difference is that instead of leveling through experience alone, you level up through the number of troops you have at your disposal. Aside from having the power to nuke other countries, a high-ranking official should have a hefty arsenal (of troops mainly) at their command. If you think about it, it does make sense at some point. You can increase your level by: Conquering enemy bases, attacking players (and winning in the process), and of course through missions (quests in the game). There is also another form of leveling called “grade” which you must satisfy to promote your character and gain access to more weapons and features.
You can also join guilds that are known in this game as “crews”. Much like joining guilds, you’ll have to receive a valid invitation from the head in order to join. After joining the said crew , you will gain access crew banks (best part) as well as a bunch of players who will aid you in your journey.
Interface – Any problems?
Some parts of the game are rather irrelevant, and I’m talking about the interface. Some features like the news page scrolls down on its own, making it hard for players to multitask while reading. Browser games are intended to be hassle-free, which is why it would’ve been better to just add a scroll bar instead of making the text scroll automatically. I know the developers are probably trying to make the experience a bit different from other browser games, but adding irrelevant features make it more troublesome than satisfying. Despite this annoying feature, everything looks dazzling and really fits the “all out war”mood.
You have got to be kidding
This game has a subscription option that lets players enter VIP status. People who pay $20 a month (ouch ripoff) will receive 10 extra turns every 10 mins… the bad part about this is that support tickets from VIP members will be prioritized regardless of how dumb their questions might be compared to your super crash problem. The game IS pretty good, but I don’t think I’m that desperate to subscribe.
The Verdict
All in all, I’d like to say that Combat Grounds is a very nice game. It has action, role-play, a bit of mind games and most of all, a healthy community. At least it makes use of the words MASSIVELY MULTIPLAYER. Some of the interfaces may give you some problems but are not that important in the long run. The game is highly addictive and is good for countless hours of game play (mostly while working). There are tons of options, as well as a hefty load of custom artillery ready to beat the living crap out of your enemies. The game is very simple, but definitely not something you’d want to trash upon playing. If you’re into browser games, Combat Grounds is definitely for you!
Pros:
– Tons of options
– Guilds
– Hefty artillery
– Good community
– Lenient towards newbies
Cons:
– Some irrelevant interface addons
– Subscription whoring?! (WTH)
Golemizer Interview: What’s Up Doc?
Golemizer Interview: What’s Up Doc?
Questions by Vincent Haoson
Answered by Dave Toulouse
OnRPG: Thank you for taking the time to answer our questions! Could you introduce yourself?
My name is Dave Toulouse and I’m an independent game developer from Canada. I’m the creator of the browser based MMORPG Golemizer. At day I’m an analyst programmer working for a small company and at night I transform into Dr. Altus, this crazy but friendly scientist behind the sandbox world of Golemizer.
I started to work on Golemizer in 2007 in need of a challenge and I’ve been served with Golemizer. I had no background in game development so it was a risky bet to work on an MMO for a first game. Many thought I was just passing by but I prove a lot of people wrong when I released Golemizer in 2008. While it may look like a modest game at first people are surprised how deep it is and how vast are the possibilities in this world.
OnRPG: Golemizer has been around for a while now and the game seems to be growing on a steady pace, so how is the game faring now?
The game has now reached what I would call a mature status. Of course things weren’t always easy at first as I had to learn everything on how to run an MMO. It too lot of work but now the game is firmly established and provides an incredible platform to work with.
So the game is really solid right now which is now allowing me to put more efforts on promotion to reach more people. Marketing is never easy for independent developers as we don’t have huge marketing budgets like the big companies. Still, each day new players are joining Golemizer and there is now a very solid community core shaping the soul of the game.
OnRPG: With the amount of player content being created in an almost daily basis how do you keep them all?
When I wrote the first line of code of Golemizer I knew that player content could easily increase at a very high speed so I considered this issue right from the start. So far players have created more than 3,000 quests, 26,000 zones (dungeons, houses, cities), 27,000 golems (pets that are the main weapons in Golemizer) and crafted over 2 million items.
All this content is not loaded all at once though. The content of a zone is only loaded when a player enters it for the first time since the last server reboot. Even though Golemizer’s players are great explorers there is no way they could visit all 26,000 zones in a single day so the server is able to remain stable. The game requires very few resources actually and you could easily run it on your home computer.
OnRPG: Is there a time limit for the items to stay within the game database? Why or Why not?
We (me and the GMs) rarely delete anything. With all the quests created by players it would be too risky to delete something required for one of them. We do clean deserted houses every 3 months around the dock to free space for new players that are looking for a spot to build their house. But again we do not delete these houses. We simply send them back to their owner’s inventory. When the player comes back to the game he can simply deploy his house to another spot.
OnRPG: Can you give us a little history on how the game was like when it started its operations?
Empty! Being the only developer on the project there was no way I could build enough content to keep players busy. That’s why I built Golemizer to be a sandbox game. You’re not only playing the game but you’re building it for the next players as well.
So was the lack of content boring? Well the first players didn’t thought so. They had a huge playground to add their personal touch to the world. New players are still able to do the same but the first people that got to play in Golemizer definitely helped to build the core of the world.
A lot of the popular features were not included right from the start. For example quests created by players came a bit later (but still before major MMOs like City of Heroes). So the first players were really hardcore builders and I made sure to offer some of them the opportunity to become GMs. With their helped the framework I worked on slowly started to look like an actual virtual world. It might sound trivial but things like adding rocks, flowers, roads were things I could not spare a lot of time to add to the world (too busy fixing bugs and improving the code) so the first players played a huge role to make what Golemizer is now today.
OnRPG: What was your inspiration for making a game like this? Where did you get your ideas on the game systems you included in Golemizer?
I discovered MMOs quite late and back then I played only a few of them. By biggest inspiration is definitely Star Wars Galaxies. Not for the Star Wars part but for everything surrounding it like player housing, player cities, player merchants and so on. I thought that the freedom given to players was amazing so I wanted to expand the theme a bit.
OnRPG: Out of the many golems created by players what was the most interesting for you? Why?
The most interesting one is probably one that was recently added to the game and was entirely designed (graphics included) by a player. I ran a competition to design a golem and this one was so weird and so different that it won the first prize. It is called Bedside-Manner and it’s made of furniture. Its purpose is only to carry stuff around which really sets it apart from other golems mostly designed to attack enemies.
This player wanted to expand golems in other ways than combat. Some players completely avoid it in fact as they just like to craft or decorate their house so that kind of golem can become useful for them.
OnRPG: Can you give us an idea on how Golemizer gives players the capability to make quests of their own? How complicated can their quests be?
Building a quest is as simple as buying a “quest NPC” for some gold coins, dropping it in your house, city or dungeon and setting a few parameters. These NPCs can be used to only say something to players or they can send players to hunt a particular target, gather some items or answer a question. Each quest can reward players with gold coins, items or prestige points (used to buy some specific items).
Players can link quests together by setting prerequisites. Each quest has a unique identification number so if you want players to first complete a given quest before speaking to your NPC you just need to put the identification number of the prerequisite quest and type some text so the player receives proper instruction on what to do first. You can link an infinite number of quests together and you can even set quests built by other players as prerequisites for your own!
Before being available to other players all quests must be approved by me or a GM. This prevents any abuse of the quest system. If a quest gives a ridiculous reward for little effort than the GM will simply leave a note to the creator of the quest and the quest won’t be approved until changes are made.
OnRPG: What’s the most complicated quest that a player has done right now in the game?
Well quests remain fairly simple but some players are using this system to build huge storylines. I’m sure a novel could be written out of these quests. Some players like MiFeng and Jumpin Funkydelic have created more than 300 quests with some of them with hilarious dialogs. The dedication of quest creators can be really surprising. They put a lot of energy to tell stories and not just make “ten kill rats” type of quests. I’d have a hard time to pick one but you should definitely check the quests built by these two players (you can easily find them through the GPS system available in the game interface).
OnRPG: What can you say is the most appealing system Golemizer has and that you’re most confident with?
Well obviously the crafting system is the most important as everything you see has been crafted by someone. But the most appealing would probably all systems related to transportation. For me there’s nothing more annoying in a game than having to run for 15 minutes just to reach a particular place. Sure the first time you get there you get a sense of exploration but after that it’s just boring.
In Golemizer players have 3 different ways to travel. First they can build a blimp and fly from one zone. It’s faster than walking and also much safer.
Players can also craft teleporters and drop them in any zone they control (house, city or dungeon). Players can register any teleporters in a special remote and teleport back to it instantly. Players involved in mining are using a lot this system as they sometimes dig very deep and walking their way back to the surface would take a lot of time.
Finally they can also create underground trains which are all linked together. Most major cities have a train (or two) so you can easily jump from one place to another without caring much about getting lost (remember, there is over 26,000 zones so you can easily get lost). It is also a nice way to get people to visit your cities.
OnRPG: Aside from creating items and golems, players can also create their own cities-can you explain to us how does this game system work?
To build a city a player must first buy a blueprint. This blueprint isn’t cheap so if you want a city you’ll have to be dedicated. This is to prevent players from building ghosts cities that are uninteresting. Then the player must use this blueprint on a free spot to actually create the city. At first a city has only 1 zone. Players can add new zones to their city by spending some gold coins.
To finance the expansion of his city the mayor can create lots where other players will be able to put their houses on or their merchants. The mayor is free to set the price he wants for each lot but a lot of veterans and selling very cheap lots to attract new players that don’t have a lot of gold coins to spend.
OnRPG: How customizable are the cities in Golemizer? Are there any limitations on what players can do in their own cities? (follow up: Why or why not? (in regards to the limitations))
A mayor in his city has the same power any player has in his house or dungeon. He can set anything in it like trees, roads or any other item. So there’s no limit to the ways you can customize your city. You can even set permanent golems in it so you can turn your city into a dungeon with quests and dangers.
The only limit is players’ imagination!
OnRPG: Will you be including game system additions to the game anytime soon? Can you give us an idea on what you are planning?
An idea that’s been in my mind for some time is to build a way for players to easily share the amazing work they have done in a given zone. There are wonderful places in Golemizer built by players but the world is so huge (and keeps expanding) that it’s easy to miss them. Even I cannot pretend to have seen everything and each day I discover something new.
So basically players will be able to “bookmark” their zones and other players will be able to view and rate them. That should also be an amazing marketing tools as potential players will see the huge possibilities Golemizer offers by browsing the best rated zones.
OnRPG: Did Golemizer turn into the game you expected it would be? How so?
I think it became much more than what I expected. While I really wanted to create a sandbox world mostly targeted toward crafters I thought the majority of players would still be mostly interested in things like combat. To my surprise that’s not the case. Players are way much more creative than what I expected and it really became a paradise for crafters and explorers at the same time. Crafters are providing content to explorers and explorers are rewarding crafters by visiting their content.
OnRPG: Are you satisfied with what the game has achieved thus far?
Yes but I feel the game has still not reach its full potential in terms of number of players. Of course marketing is never easy for an independent developer and for the first year after release I was mostly busy improving everything, fixing bugs and adding new systems.
Now that the game really looks like the original idea I had I think it is ready to welcome many more thousands of players. It could be intimidating at first for players to step into a world where there wasn’t much but now the world is so rich and the community is solid so there’s never been a better time to start playing Golemizer!
OnRPG: What’s in store for players of Golemizer for the months ahead?
More golems with other purpose than combat are surely to be expected. Like I said I also want to allow players to share more easily the work they do through what you could call an interactive gallery system. New regions with different settings (jungle, Wild West) are also ideas I’m currently fleshing out.
I’m always keeping an eye in the suggestions forums to see what players have in mind so there could be some unexpected surprises coming up.
OnRPG: Thank you for answering our questions!
It’s been a pleasure!
MapleStory goes event crazy in February
MapleStory goes event crazy in February

Zodiac Online Open Beta Launches just in time for Valentines day
Zodiac Online Open Beta Launches just in time for Valentines day
As a turn-based MMORPG (something that’s not frequently found nowadays) Zodiac Online’s Final Closed-beta phase is coming to a successful end, and its Open-beta test will be launched very soon on Feb. 10th.
Zodiac Online is a F2P game suitable for all people at any age. The game is full of Chinese cultural elements, especially the 12 Zodiac Signs. Players play as zodiac envoys sent by the Jade Emperor, the Lord of the Heaven to the human world to help humans fight against invading demons. The game has colorful and cute graphics, which have attracted a lot of girl players.
Unlike the battles in other real-time games, players in Zodiac don’t need to decide what to do in battles in a hurry, so even those who don’t have any experience on playing games can handle this game easily. It’s truly a game to relax and enjoy rather than rush to complete!

4Story: Valentine Event!
4Story: Valentine Event!
