Age of Agora
Become a Champion.
No classes. No leveling. Individualized character development. Develop around a traditional archetype or create something new!
Build your Champion
Appearance, starting attributes, unique perks.
Relative strengths and function. Gained through achievements.
Tiered progressive bonus system. Six trees, each identifies with an attribute.
Customize Combat Actions
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.
All characters have dash, hide, taunt, and swap weapon. Effectiveness modified by several mechanics.
Primarily provides physical resistance and magical affinity. Equip any type of armor. Stacking a similar armor type yields set bonuses.
Provides passive benefits to armor and weapons.
Provides passive benefits to runes. Benefit only active when rune is untapped.
Increases magical potency AND resiliency with a specific School of Magic.
Equipment may only be equipped within cities and certain player structures.
Economic cost to equip an item. Lost upon death. Serves to level NPCs and generate PVP rewards.
Restricts types of weapons and armor that may be simultaneously equipped.
Costly. Results in loss of assurance and all raw materials.
Combat is extension of your mind. Fluid. Tactful. Deeply immersive. Supported by ergonomic controls and a visually intuitive interface.
Mouse controls camera and adjusts forward direction. Camera is static and realistic.
Weapon and runic abilities require activation time. Able to move, but at reduced speed. No instants. Several counters.
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.
Activating any ability triggers a global cooldown.
Scales based on number of targets. Not wasted on a single target, just less resource efficient.
Block, parry, and dodge are chance based. Shields have block value. Weapons have parry value.
Self-driven by equipment, Blessings, food and drink. No spells or abilities "buff" players.
Known as conditions. Short-term nuisances. Cannot be dispelled by magic. Deal with it.
Form and Function
Purely player-driven. Markets respond to supply and demand. Loot is resources, not equipment. Master recipes, not professions.
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.
Increased (and decreased!) based on achievements and actions. Influences merchant pricing, quest availability, land availability, titles, and cosmetics.
Crafting resources, not equipment.
Harvesting nodes present brief mini-games and reward raw materials.
Refine raw materials into crafting materials. Variable outcomes.
Deconstruct equipment into crafting materials. Variable outcomes.
Experience determines quality. Recipes begin as a basic recipe . Once mastered, one ingredient may be modified to generate a new recipe. Process repeats.
Determine potential attributes of crafted item.
Required. May yield bonuses. Player-crafted or looted. Limited use.
May yield bonuses. Player-constructed workplaces can level.
Purchase plots from local real estate offices. Larger plots require greater upkeep .
In-game tools provides design guidelines. Construction requires appropriate design and building resources. Furnish and establish entry permissions.
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.
Conflict centered around power struggle between the three planes.
Reality and texture. Plane of Physics and Nature.
Divinity and spirits. Plane of Arcane and Holy.
Torture and death. Plane of Chaos and Dark.
Quest lines are extensive and contain non-revocable decisions.
Mobs increase in difficulty and expand loot tables based on combative victory.
Treasure maps must be solved to yield location of treasure.
Game Master orchestrated, sporadic events reign chaos on cities and territories.
Achievements required to unlock instances. Queuing is global.
Solo or Party
Variety of difficulties and party size options.
Magical and lore-driven themes. Ideal equipment is always situational.
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.
Flag to participate only in cities. Flagging yields increased harvesting and loot tables while exploring Gaea. Oh yea, and bragging rights.
Increases per player kill, as a function of victim's assurance. Decreases upon PVP death. Resets weekly, rewarding players their personal bounty + bonus.
Players drop gold and raw materials as loot. Gold amount is function of assurance and bounty.
Friend or Foe
Party system used in Gaea. Members temporarily gain ally status. Players may only heal other players within their War Band.
Players must first declare another an enemy in order to engage in combat. Enemy status is temporary.
Prevents you from being declared an enemy. Gained while fighting competitive NPCs and after attacked by another player. Duration based.
Teamwork-focused and objective-based scenarios, such as resource races, capture the flag, and domination.
Deathmatch. Last team standing wins.
Social and strategic. Does not utilize your champion. Concepts inspired by Tower Defense, Lane Wars, Risk, Settlers of Catan.