Friday, March 2, 2012

Crowns of Power

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Crowns of Power - A 3D
Graphical Online Role-Playing Game.
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Welcome to the official website for the completely unique, online 3D Role-Playing Game of magical spells, magical gear, strategy, alliances, politics and more! This site will keep you in touch with the updates and developments of the game.


You wake up on a forest floor, naked and cold with very few possessions, if any. You are uncertain how long you were asleep. In fact, you aren’t certain who you are, where you came from or of anything for that matter.

Time passes. You’re cold and think that your safety might be jeopardized if you remain where you are. So you start to walk. It doesn’t take long before you find a group of humans, like yourself. You are relieved. You beg them to tell you what has occurred. Where are you? Who are you? Why are you without possessions?
They urge you not to worry. You are in a state that everyone experienced at what they call… Restoration. The memory loss, the uncertainty, everything is normal. You start to calm, thankful for companionship during this strange state of mind.

A particularly rugged individual steps forward. Something about him is familiar. You’re not sure what. Your head hurts when you try to remember, so you stop trying.
He suggests that you sit down and he will tell you everything that has happened. You sit before him and anxiously wait for him to begin:

“To answer your question, you are on a planet called Arder, a planet fortunate enough to be located in the absolute center of the universe,” he begins. “Because of this centrality, Arder is a place of infinite power, where magic is commonplace and extremely potent. You see, the entirety of the universe is divided into five regions. Each region is the creation of one of five Gods, and ruled by this specific God. The names of the Gods and their particular powers, I will come to in time. Because Arder is located in the exact center of everything, all five of the God’s have an affinity for our planet. The Gods rarely share anything, but their love for Arder is mutual, and they agreed to care for our planet together.
Not long ago, our planet was a peaceful place; food was plentiful, water ran crystal clear and we were more or less protected from evil. We were content giving gifts and saying praise to the five Gods regularly to keep them satiated. The Gods in turn, gave the people of Arder quality of life and the ability to seek and absorb mana. Mana is truly a gift from the Gods, and provides the ability to cast magic spells. These spells are so powerful that the Gods themselves have been known to utilize them for their own undertakings.
For a very long time, this exchange of faith for a protected existence was plenty and Arder maintained a pleasant equilibrium. Unfortunately, the planet today is hardly recognizable from this previous era…
Today, deadly monsters roam the surface of the planet in vast numbers, seeking the blood of all humans who dare cross their paths. The surface of the planet has become treacherous and this intensifies the challenge posed when fighting the monsters that lurk everywhere. There are several different regions on the planet, all wicked and harboring monsters: Helmstead, Tulorn, Sanctum Mire, Styzzy Wastes, Boulder Grove, Frigid Frontier, Scorching Sands, and Zul's Scar. You are in peril no matter where you go.”


Although you know nothing of these zones, you involuntarily shiver upon the mere mention of their names.

“Because of this, many choose to form guilds to protect one another from the danger that seeks us, day and night. You were lucky enough to happen upon our guild. But, unfortunately our resources are scarce enough as it is…”

He pauses to make sure you understand. Your safety here will be short-lived. You shiver and wonder what hardships you will surely encounter on your own. Your storyteller continues:

“To speak of what happened on Arder, is to give a warning for all us who survive in these times. Whether you heed the warning, is up to you. You see, not long ago, the Gods became very angry and with good reason. The humans on Arder became very greedy. The more protection the Gods bestowed upon us, the more power we obtained, the more power we desired. And soon, we became so powerful that we felt invulnerable and forgot about the Gods who provided the protection in the first place.
Infuriated by our apathy, each God in turn, stripped the people of their mana and turned away from Arder. Years went by and the rift between the Gods and Arder became ever vast. During this time of darkness, the monsters on Arder proliferated. The Gods had kept the monsters at bay; without their help, we were greatly outnumbered and preyed upon by these horrible creatures of dark spirit. Things became unbearable and hardly a human was left unaffected by the Gods’ absence.
Until finally one day, the Gods decided to face Arder again, to see what it had become without their presence. What they saw horrified them so much that they were overwhelmed with sorrow, like a parent might feel for a wayward child. For the first time since the inception of life, the Gods combined their powers, and as one mighty force they cast a spell upon Arder. This powerful spell erased the memories of our people, memories of power and the greed that drove them to seek it. The spell would separate individuals from their clans and families, and would force them to wake up alone, without memory or possession.”


The storyteller places his hand on your shoulder.

“Now do you understand why you woke up in the forest alone? The Gods have given us a chance to start over. What you experienced today has been going on for some time now. Individuals are returning to Arder one by one to start a new life. The Gods have cleansed you and made you pure once again. What’s more, the Gods have made you vulnerable to remind you of how much you need them. They have stripped you of their power, so you must once again seek it, hone it like a skill and master your ability to use it. This story was passed down by the very first human to awaken after the spell was cast, who was spoken directly to by the Gods. It is important you remember it, always.”

You ensure him that you will. Suddenly, to your amazement a strange creature, steps up behind your storyteller and stares at you. You are taken aback. The storyteller cannot help but laugh at your reaction.

“Do not be afraid. This is my minion. To start off on your journey, you must ally with a God of your choosing. This God will bestow upon you some immediate protective powers and you will soon be assigned your own minion - should you be able to defeat it in battle. The nature of the minion will depend on the God. All minions you summon pledge their allegiance to you and will help you on your journey. You see, the Gods want you to survive and will provide you with ample tools to do so. As long as you continue to crown them with your blessings, they will offer you protection.”

You nod, still mesmerized by the storyteller’s sidekick and eager to get your own as soon as possible. You ask if you will be stuck with whichever God you ally with now… what if you change your mind?

“Over time you will be able to ally with all of the Gods and master all mana, if you choose. But remember, the Gods do not tolerate greed…”

You are starting to feel overwhelmed. You’re not sure if you can trust this stranger. What if he’s intentionally trying to keep you weaker than himself and his guild? But you shake these feelings off for now. You have to find out about the Gods. Which God will you choose to receive power to start your journey?

“There are five Gods,” your storyteller replies. “Each God provides different powers that you can acquire and master:

There is the Goddess of Nature (green), Mage Morgandy. To those who revere her, she is a nurturing God, protective and giving. Her powers include the ability to make man’s skin turn to oak, the use of a poison thicket and the summoning of the jungle hulk.
There is the God of Fire (red), Firecinder the Hellish. He is quick-tempered, deceptive and possesses insatiable anger. His devout followers tend to be thrill-seekers and those who thrive on fear. His powers include the ability to shoot fireballs, invoke the touch of flame, summon Goblins and other amazing feats.
There is the God of Mind (blue), Bluvicar Norvanir. This God is ethereal, extremely intelligent and tends to appeal to the most cerebral humans. He provides powers that will mesmerize opponents, stun them by use of mind blast and he can summon an illusion to betray and confuse.
There is the Goddess of Protection and Healing (white), Coralin the Enchanter. This Goddess is comforting, guiding and forgiving. Those who seek her powers are generally of a kind disposition, friendly and carefree. She provides a healing light, enables use of the Holy Shield, and summons a knight to your aid.
Finally, there is the God of Death (black), who goes by the name Shadevast. Shadevast is a genderless God who can invoke a death wish, cripple and infest opponents, and summon skeletons to your aid. Shadevast’s most devoted followers are generally of questionable character and illusory, though you will find respectable humans among them.
Again, these are just some of the powers you can have available to you.”


Your eyes are wide. You feel intense excitement at the prospect of having these types of powers at your disposal. Your storyteller seems to pick up on your excitement and continues with a foreboding tone,

“There are humans among us, who chose not to learn from the events that have occurred. They seek power for the sake of power and use it in wicked ways. Though, I certainly hope not, you may determine that this is the way you want to use your powers too. I however, suggest you join a guild and do what good you can. But this remains your choice and I cannot force your hand either way.”

The storyteller tells you that it is time for you to go. You thank him and walk slowly away from his guild, unsure where to go or what you may come up against.
Time passes and you walk deeper and deeper into the forest. Suddenly, you hear footsteps running behind you. You spin on your heels and face the storyteller. He is out of breath and takes a moment to gather himself. Why did he follow you out here? You are alone and without a weapon. You are cautious and keep a distance from him.

“Don’t be alarmed.” He seems to read your mind. “I am not going to hurt you. The truth is, I haven’t told you all I know about the Gods. You seem of kind spirit and therefore, I have to be forthcoming. There is rumor circulating that some of the Gods are conspiring among each other. There is talk that Mage Morgandy, Bluvicar Norvanir and Coralin the Enchanter are plotting to overthrow Firecinder and Shadevast’s stake in our world. If this is true, there is no telling what might be in store. When you choose which Gods to ally with, you may want to consider this rumor.”

You ask him which Gods he honors. He smirks.

“Firecinder and Mage Morgandy. So as you can see, a war between these Gods would tear my alliances apart.”

Somehow you’re even more unsure about which God to ally with then you were before. Is it safer to choose sides with one God or ally with all of them? Furthermore, you are still not sure you can trust this strange man’s motives. But you don’t have time to dwell on this because out of the forest, a horrible, goblin-like creature with slimy skin and rank smell (even at a distance), charges you. Just before the goblin leaps for your throat, the man turns and to your amazement, fireballs shoot from his palms and encroach the writhing beast, until all that remains is ash.

The storyteller looks at you with apparent concern.

“You must remain alert and choose your alliances wisely. Good luck and be well.”

He runs back in the direction he came.

You can’t risk your life out here without any protection for a moment longer. You must decide now, which God should you ask to aid you in the beginning of your journey and how will you choose to use your power?

Taskmaster Zro'gul
Master Maharaj
Grobb'gore
Lightscythe
Reyboar



Spell Schools
There are 5 colors of mana/magic - green (nature), red (fire), blue (mind), white (healing, protection), black (death).

�mana� is the energy source that allows a player to cast spells � some spells cost more mana, some cost less � the most powerful spells actually require �reagents� to cast, which is like a substance that gets used up when attempting to cast the spell.
RED
Instant Cast (Attack)

Touch of Flame � Directly damages target with fire. Limited range.
Immolate � A ranged attack that Instantly fires a ball of flames at your target, dealing fire damage on impact.
Flame Wave � A disruptive wave of fire erupts around you, dealing fire damage to all enemies within the radius.
Immolation Trap � Places a trap on the ground that deals fire damage to the first enemy that steps on it. Lasts 3 minutes. Only one trap can be laid per player.

Instant Cast (Utility/Buff)

Inner Fire � An armor of flame protects you, causing fire damage to any attacker who strike you. Also Increases red spell damage.
Catalyst � Increase all fire damage target takes.
Evocation � Amplifies the damage of your next fire spell.
Enrage � Increase one of your pet's attack damage, while increasing the damage that pet takes back in return.

Casting Time (Attack)

Scorching Missile � Launches a devastating fire missile at your opponent, dealing fire damage on impact and additional burning damage damage over time.
Fireball � Ranged attack that hurls a powerful ball of fire at your enemy target, dealing fire damage on impact.

Casting Time (Utility/Buff)

Summon Goblin Sapper � Summons a Goblin to aid you in battle.
Beastial Flames � Provides all nearby ally pets with a fire shield. The Beastial Flames shield deals fire damage when that pet suffers a melee attack.
Flaming Rage � Provides a friendly pet with a flame attack, adding additional fire damage to its melee strikes.



BLUE
Instant Cast (Attack)

Mesmerize � Mesmerizes the target making them unable to move or cast spells. Any damage to the target will break this Mesmerize effect.
Mana Burst � Detonates all available blue mana, dealing mental damage for every blue mana consumed to all enemies around you.
Mind Blast � Blasts the target, dealing mental damage.
Psionic Blast � Stuns your target and all enemies surrounding your target for a short duration.
Overload � Instantly blasts target with mental damage. Only usable after your target resists one of your spells.
Instant Cast (Utility/Buff)

Fade � Increases the chance of a friendly target to dodge for a set duration. This buff can only be applied to one player at a time.
Flash Step � Instantly teleports caster to a location infront of them. Causes players to lose their target of you.

Casting Time (Attack)

Purge � Removes a positive effect from target enemy.
Stunning Colors � Dazzling arrays of colors blast your target, dealing mental damage and stunning for a short duration.
Slow � Slows the targets melee attack speed.

Casting Time (Utility/Buff)

Mind Expansion � Increase target's Intelligence.
Haste � Increases melee attack speed of target.
Dissimulation � Makes caster become completely invisible for a set time. Effect is canceled with movement.
Summon Wisp � Summons a Wisp to aid you in battle.



GREEN
Instant Cast (Attack)

Envenom � Poisons the target, dealing nature damage over time.
Poison Thicket � Target's feet become entangled, slowing their movement speed. Target is also dealt nature damage over time. Damage done to a target under this effect increases the chance of the thicket to wear off.

Instant Cast (Utility/Buff)

Oak Skin � Increase target's defense and stamina.
Giant Growth � Target pet grows in size, gaining attack power and defense.
Thorn Shield � Target grows thorns that deal nature damage to anything or anyone that does melee damage to that target.
Regrowth � Increase base health regeneration of target.

Casting Time (Attack)

Root � Root target enemy to the ground, stopping all movement for a short time. Damage done to a target under this effect increases the chance of the roots to wear off.
Lightning Bolt � Launches a destructive lightning bolt at target, dealing nature damage on impact. Causes a high amount of threat.

Casting Time (Utility/Buff)

Healing Nature � Heal that works on caster pets only.
Convalesce � Applies a blessing on yourself that restores health over time. Also reduces all damage taken while under its effects.
Spirit of the Fox � Increases targets run speed.
Summon Jungle Hulk � Summons a loyal Jungle Hulk to aid you in battle and stays with you when you leave combat.

BLACK
Instant Cast (Attack)

Infest � Infests your target with dark energy dealing shadow damage over time.
Burden Soul � Target of Burden Soul takes shadow damage any time they melee attack.
Cripple � Reduces targets attack power and defense.
Exude Life � Slowly exudes the life force from your enemy dealing shadow damage over time. In addition, you gain life back equal to the damage done.
Death Touch � Death Touches target enemy pet, causing significant shadow damage.
Weaken Shadow � Increases all shadow damage target takes.
Final Embrace � Deals shadow damage to target. If target is killed by the embrace, you gain + shadow damage for a set duration. Enemy must be near death.
Blind � Blinds targets vision. Unable to attack or cast spells for set duration. Also causes players to drop their target.
Instant Cast (Utility/Buff)

Death Wish � Increases the attack power of one of your pets but also reduces your total life.
Convert Soul � Converts a portion of your health into your mana pool.

Casting Time (Attack)

Lifespike � Deals shadow damage to target and heals caster for total damage done.
Acid Blast � Blast target enemy with shadow damage causing damage to them and damage to yourself.
Shadow Missile � Hurls a powerful shadow missile at your enemy target dealing shadow damage on impact. Deals additional damage for each negative black effect on the target.

Casting Time (Utility/Buff)

Bind Soul � Binds target soul to this world, allowing them to resurrect themselves if killed.
Summon Skeleton � Summons a wicked Skeleton to aid you in battle.



WHITE
Instant Cast (Attack)

Mute � Prevents the enemy target from casting any spells while under Mute's effect.
Inquisition � You have judged your enemy and found them wanting. Deals holy damage over time to target.

Instant Cast (Utility/Buff)

Healing Light � Applies a healing light on a friendly target that restores health over time.
Aegis � Increase targets hit-points for a set duration.
Healing Shield � Heals the target under Healing Shield's effects whenever they're struck by a melee attack.
Spirit Link � Binds your spirit with one of your pets. Your pet absorbs some damage you take while under this effect.
Holy Shield � Surrounds target in a holy shield that absorbs damage.

Casting Time (Attack)

Smite � Smites your enemy target, dealing holy damage.
Pacify � Target enemy becomes overwhelmed by a sense of peacefulness and will not aid allies unless directly provoked.

Casting Time (Utility/Buff)

Minor Heal � Quick, friendly target heal.
Rejuvenate � Long, friendly target heal.
Purify � Removes a negative effect from target.
Resurrect � Resurrects a fallen ally.
Summon Knight � Summons a loyal Knight to aid you in battle. Your squire cannot attack, but will heal wounded party members. It stays with you when you leave combat.

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