Age of Agora
Become a Champion.
CHAMPION
Balanced Customization
No classes. No leveling. Individualized character development. Develop around a traditional archetype or create something new!
Build your Champion
Race
Appearance, starting attributes, unique perks.
Attributes
Relative strengths and function. Gained through achievements.
Talents
Tiered progressive bonus system. Six trees, each identifies with an attribute.
Customize Combat Actions
Weapons
Equip any weapon. Dual wield any melee weapon. Able to equip two weapon sets. Each weapon type has a variety of abilities and attack patterns.
Runes
Three magical abilities per rune, identifying within one School of Magic. Activating an ability Taps rune for some duration, based on ability activated.
Utilities
All characters have dash, hide, taunt, and swap weapon. Effectiveness modified by several mechanics.
Enhancements
Armor
Primarily provides physical resistance and magical affinity. Equip any type of armor. Stacking a similar armor type yields set bonuses.
Enchantments
Provides passive benefits to armor and weapons.
Blessings
Provides passive benefits to runes. Benefit only active when rune is untapped.
Affinity
Increases magical potency AND resiliency with a specific School of Magic.
Counter Measures
Outfitting
Equipment may only be equipped within cities and certain player structures.
Assurance
Economic cost to equip an item. Lost upon death. Serves to level NPCs and generate PVP rewards.
Weight
Restricts types of weapons and armor that may be simultaneously equipped.
Death
Costly. Results in loss of assurance and all raw materials.
GAMEPLAY
Responsively Thoughtful
Combat is extension of your mind. Fluid. Tactful. Deeply immersive. Supported by ergonomic controls and a visually intuitive interface.
Visually Intuitive
Camera
Mouse controls camera and adjusts forward direction. Camera is static and realistic.
Dual Targeting
Always maintain an ally quick-target . Offensive abilities require proper crosshair targeting. All abilities soft-lock upon activation.
Health
Health blocks gauge current, maximum, and status of health. Barriers prevent damage.
Timing
Activation
Weapon and runic abilities require activation time. Able to move, but at reduced speed. No instants. Several counters.
Cooldowns
Activating weapon ability places that ability on cooldown. Activating runic ability places the rune on cooldown. Activating utility ability places all utility abilities on cooldown. Utility cooldown required for some weapon and rune abilities.
Global Cooldown
Activating any ability triggers a global cooldown.
Mechanics
Area Damage
Scales based on number of targets. Not wasted on a single target, just less resource efficient.
Defense
Block, parry, and dodge are chance based. Shields have block value. Weapons have parry value.
Buffs
Self-driven by equipment, Blessings, food and drink. No spells or abilities "buff" players.
Debuffs
Known as conditions. Short-term nuisances. Cannot be dispelled by magic. Deal with it.
ECONOMY
Form and Function
Purely player-driven. Markets respond to supply and demand. Loot is resources, not equipment. Master recipes, not professions.
The Agora
Shops
No auction houses. Shopkeepers are market’s backbone, buying and selling wares affiliated with their store. Player-crafted and vendor-purchased items are shop's inventory.
Supply and Demand
Prices adjust to local economy. Shopkeepers buy low and sell high.
Reputation
Increased (and decreased!) based on achievements and actions. Influences merchant pricing, quest availability, land availability, titles, and cosmetics.
Gathering
Loot
Crafting resources, not equipment.
Harvesting
Harvesting nodes present brief mini-games and reward raw materials.
Refining
Refine raw materials into crafting materials. Variable outcomes.
Deconstructing
Deconstruct equipment into crafting materials. Variable outcomes.
Crafting
Recipe
Experience determines quality. Recipes begin as a basic recipe . Once mastered, one ingredient may be modified to generate a new recipe. Process repeats.
Materials
Determine potential attributes of crafted item.
Tools
Required. May yield bonuses. Player-crafted or looted. Limited use.
Workplace
May yield bonuses. Player-constructed workplaces can level.
Housing
Acquire
Purchase plots from local real estate offices. Larger plots require greater upkeep .
Design
In-game tools provides design guidelines. Construction requires appropriate design and building resources. Furnish and establish entry permissions.
Artisans
Artisans may be hired at player-created shops, which mimic recipes and craft items when customer provides payment and materials.
PLAYER VS LORE
Tailored Role Playing
Challenging player vs. lore scenarios adapt to evolving community-influenced story. Content continuously updated to reflect lore advancement. Champions make history.
Lore
Conflict centered around power struggle between the three planes.
The Known
Reality and texture. Plane of Physics and Nature.
The Parallel
Divinity and spirits. Plane of Arcane and Holy.
Underhell
Torture and death. Plane of Chaos and Dark.
Open World
Consequential Questing
Quest lines are extensive and contain non-revocable decisions.
Mobs Level
Mobs increase in difficulty and expand loot tables based on combative victory.
Expeditions
Treasure maps must be solved to yield location of treasure.
Events
Game Master orchestrated, sporadic events reign chaos on cities and territories.
Instances
Attunement
Achievements required to unlock instances. Queuing is global.
Solo or Party
Variety of difficulties and party size options.
Themed
Magical and lore-driven themes. Ideal equipment is always situational.
Mercenaries
Create your own party. Mercenaries require discovery and level with experience. Feels like traditional RPG.
PLAYER VS PLAYER
Risk vs Reward
Diverse, leaderboard-driven player vs. player scenarios offer unparalleled and dynamic gameplay. Top the Bounty Boards in voluntary World Bounty PVP. Participate in either ranked or skirmished team-based battle arenas.
World Bounty
Voluntary
Flag to participate only in cities. Flagging yields increased harvesting and loot tables while exploring Gaea. Oh yea, and bragging rights.
Bounty
Increases per player kill, as a function of victim's assurance. Decreases upon PVP death. Resets weekly, rewarding players their personal bounty + bonus.
Reward
Players drop gold and raw materials as loot. Gold amount is function of assurance and bounty.
Friend or Foe
War Bands
Party system used in Gaea. Members temporarily gain ally status. Players may only heal other players within their War Band.
Declare Enemy
Players must first declare another an enemy in order to engage in combat. Enemy status is temporary.
Safeguard
Prevents you from being declared an enemy. Gained while fighting competitive NPCs and after attacked by another player. Duration based.
Queue-ables
Battlegrounds
Teamwork-focused and objective-based scenarios, such as resource races, capture the flag, and domination.
Arenas
Deathmatch. Last team standing wins.
Tavern
Social and strategic. Does not utilize your champion. Concepts inspired by Tower Defense, Lane Wars, Risk, Settlers of Catan.