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Drasil Online
I'm not part of the people making this, but it kinda looks like a cool game.
http://img343.imageshack.us/img343/7579/dbanner7ee.jpg
Founder: Sandopan
Website: Drasil Online - Where Life meets Death and you Fight for Control
Forums: Drasil Online :: Index
Stage: Development
Concept Creation: 01/11/2002
Planned Release: Q1 '07
Era: Medieval, Early Industrial
Worldmap
Features:
- Religion
- Politics
- Player Businesses
- Player-Run Nations, Cities, Towns and Villiages
- Player Housing
- Player Spell/Item Creation
- Alchemy
- Weekly Quest Updates
- Player-Involved Storyline
- PK Enabled
- Player Created/Enforced Laws
- Fullscreen
- Paperdoll (Equipped items appear on character), Hairstyles and Skin Colors
- Character Profiles, Backstory's
- Skill Category System for Unique Abilities
- Constant Updates, Patches and Upgrades!
- Evolving World with Weather effects, 3D Sound and Endless Possibilities
Classes
Classes have been removed, and replaced with a skill progress system. When you are born, you are given a level of "1" throughout each skill category; Dark, Holy, Arcane, Swordsman, Combat and Assassination. Casting a Dark spell gives you experience in the Dark category, eventually leveling it and unlocking stronger spells, however, this comes at the cost of Holy spells, which lose experience as you level Dark.
Stat Evolution
Once you pick a God or Goddess to worship, each time you levelup you will gain a certain number extra of one stat depending on which God or Goddess you worship.
Sardyn = DEF
Edira = STR
Oriele = Speed
Tandel = LUCK
Raeth = MAGI
Every God offers Shrines. Throughout Drasil various God Shrines are scattered. They prove effective healing and warping spots for hunting parties. If you locate one of your God's shrines and activate it you are given three options; Heal, Pray and Safe Return. Activating Safe Return instantly warps you to your God's main temple and away from the wilderness. These shrines are well hidden, so search far.
Storyline
In the times before the Great Thunder Wars, it is said the land was one continent. One massive land, of mountains and fields so vast that even the eyes of the Old Gods had trouble watching them all. This continent, pure and unravaged by war, was home to many races of creatures, all living in total ignorance of one another. But after the Great Thunder Wars, when the Old Gods became enraged with their children, who had gained favour amongst mortals, and fought them with earthquakes and tidal waves all across the world, it is said the world split into two continents. Mountains plunged into the seas, plains became deserts, and land became scarce. The New Gods, having defeated their parents in the end, set about to save as many of their mortal wards as they could. Islands were raised up out of the depths the Old Gods had created, and new homes were established. There was room enough for all those who lived upon the surface of the world. The New Gods protected their lessers and helped them expand and propogate. But time wore on, and the New Gods became tired and no longer watched over the mortals. Soon thereafter, the Many Wars began. Elves warred with Humans, Dwarves warred with Orcs, and the known world fell into chaos. After two centuries of warfare, the Humans finally were able to break the Elvish armies in the Dying Fields, and turned them to rout. A decade of slaughter followed. No longer able to resist the Humans, the Elves were nearly exterminated- their only refuge the deepest of their forest sanctums. The Dwarves, defeated by the Orcs, dug deep into the stone and never again came forth. Orc and Human met many time during the years after the wars, and eventually the Humans again used their numerical superiority to break their foes. Forced into the most desolate lands in the West, the Orcs fell from power and were no longer considered enemies. The Humans had established hegemony over all the Western Continent. But what of the Eastern Continent? Did it suffer a similar fate? The Humans of the West could not help but dream greedily of the riches of the East. But no ship had ever sailed deep into the East and returned. Dreams faded, and the West focused on domestic matters, seemingly forgetting all about the unknown continent.
Drasil. The Eastern Continent. Forgotten by the New Gods, Drasil had been left to fend for itself in the chaos following the Great Thunder Wars. Unlike in the West, the races of Drasil did not band together. Instead, great nations were formed by like-minded leaders of all races. Drasil saw its own wars, but its jagged mountain peaks and lush forests kept the new nations at bay. Four major nations were born: Vagharast in the far East, a great Empire rules by the Twin Emperors. Primarily occupied by Elves and Orcs, Vagharast is a massive nation of sparse population, kept together mainly by the force of the Twin Emperors. In the West of Drasil, three nations stand above all others. Olorun sits in the South, it's mighty navy patrolling the seaways of its island empire. A proud people, Olorunii are mostly Orcs and Dwarves. They love money and trade, and they are reknowned for their advanced science. Renolus and Matharia lay to the North, constantly at each other's throats. Although predominantly Human, both kingdoms are home to all four of the major races, though Matharia is known for its thriving Elven population while Renolus is famed for its ties with the Dwarves of the High Mountain. Peace does not grace these two nations for long, and war is no stranger to either of them.
Olorun, Renolus, Matharia. These three nations sit on the brink of something monumental. Something none of them had ever dreamed of. Drasil. The Eastern Continent. Forgotten by the New Gods, but not forgotten by all.
Staff
Admins: Sandopan
Developers: SaderBiscut, Laius
Graphics: Nex666
Webmaster: Sword Master
Programming: Pingu, Falchion
Mapping: Sandopan, Falchion, DarkAngel
Screenshots:
http://www.drasil.net/images2/screen03.png
http://www.drasil.net/images2/screen02.png
http://www.drasil.net/images2/bgdemo.PNG
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