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Dark Age of Camelot : Legendary Weapons

Posted Jul 11, 2006 by Jon Wood

The following note comes from Sanya Thomas over at Mythic's Dark Age of Camelot. The note has to do with Legendary Weapons, made prior to 1.70:


If this note is confusing, check the last Grab Bag for clarification:

Legendary weapons that were created prior to 1.70 were not able to be spell-crafted permanently from the recent changes made in 1.84. If a pre 1.70 Legendary weapon was spell crafted after 1.84, the spell crafting bonuses would wipe after zoning or re-logging. As such, the first three slots in Legendary weapons made prior to 1.70 now have their old bonuses (Con, Resist, Resist) back in those three slots.

For Reference, here is the 1.70 note denoting the change in Legendary Weapon stats:

Fletching & Weaponcraft - In response to player feedback, the constitution stat on Legendary Weapons has been changed to either strength or dexterity, depending on the type of weapon. As a result, the Spellcrafting gems required in the recipes have also changed to reflect the stat used on the final product. This change is not retroactive, so players who wish to utilize an updated version of a Legendary Weapon must seek out a Weaponcrafter or Fletcher to create a new product.

For more on DAoC, click here.

D&D Online : Module Two Notes!

Posted Jul 11, 2006 by Jon Wood

Turbine has released the notes for the upcoming Module 2, Twilight Forge, for their franchise-based MMORPG, Dungeons and Dragons Online: Stormreach. As usual, the notes are too big and too many to print here, so follow the link below for the whole scoop:


Here is a sneak peek at the release notes for the second module, The Twilight Forge set to be released on Wednesday July 12, 2006

New Content!

Long ago, the Restless Isles were a chain of peaks linked by a labyrinth of tunnels and caverns. This natural fortress was transformed into a war foundry by the ancient lords of Dal Quor in their battle against the giants of Xen'drik. Known as the 'Twilight Forge,' this armory created warforged and other weapons for the cataclysmic war that ultimately ended in defeat for the quori and ruin for the giants.

Thousands of years have passed since then, and the land has been inundated with water from the Thunder Sea. Only the tops of the peaks remain above sea level, but quori-reinforced tunnels continue to link the islands in this mysterious chain. Although the quori have been gone for 40,000 years, their strange architecture survives. So do the wildmen – a race of warped humanoids known nowhere else in Eberron, and presumed to have evolved from servants that the quori left behind.

Visit Baudry Cartamon’s Shipping Warehouse, Ghola Fan’s Compound, The Shrieking Mines, and The Twilight Forge. Only a powerful party will survive the challenges of the Restless Isles!

To read more about the Restless Isles click here.

Read it all, here.

World of Warcraft : Rogue: Interactive Talent Preview

Posted Jul 11, 2006 by Jon Wood

Blizzard has updated the World of WarCraft website with a new interactive talent preview for your reading and learning pleasure. This one deals with rogues:


Next in the talent review are the rogues, masters of stealth and assassination. Our interactive talent preview has all the information you need to know about the rogue talent update, which will be included in the next major content patch.

For more WoW, click here.

Guild Wars Factions : Championship Tips

Posted Jul 11, 2006 by Jon Wood

For players who might be planning on taking part in the Open Event for the Guild Wars Factions Championships, you can grab a few helpful hints below:


Are you planning to take part in next weekend's Guild Wars Factions Championship Open Event? We have some tips, hints, and suggestions for you as you prepare for the big weekend! Head over to this week's State of the Game article to take a look, and best of luck to all the participants!

For more on Guild Wars, click here.

EverQuest : Serpent's Spine Expansion

Posted Jul 11, 2006 by Jon Wood

Sony Online Entertainment has released info on their newest expansion for the original EverQuest. This one is called The Serpent's Spine, and will include a new player race, the Drakkin.



Players Will be Introduced to the Drakkin, the First New Player Race in More Than Three Years

SAN DIEGO, CA – July 10, 2006 – Sony Online Entertainment LLC (SOE), a global leader in the online games industry, today announced EverQuest® The Serpent’s Spine™, a new expansion for the Massively Multiplayer Online Role-Playing Game (MMOPRG), EverQuest. EverQuest The Serpent’s Spine will only be available via digital download beginning in September for the suggested price of U.S. $29.99.

“In an ongoing commitment to introducing new features into EverQuest, The Serpent’s Spine introduces the Drakkin, the first new player race since the Frogloks were added to the game seven expansions ago,” said Chris Sturr, Senior Brand Manager, Sony Online Entertainment. “In addition to the new race, players of all levels will benefit from this expansion, as we are including content for levels 1 to 75.”

Players will also be able to explore a new starting city, Crescent Reach, which contains merchants, quests and combat. As in the last expansion, there will be new dynamic features such as auras, traps and destructible terrain. Players will be able to reach level 75 with new spells, raids and abilities.

About EverQuest The Serpent’s Spine

Nestled in a great ravine in the Serpent Spine Mountains is an ancient abandoned ogre city now called Crescent Reach, which is home to a new race born to protect the future of dragon kind, the Drakkin. Six dragons defied the council of the ancient dragons of the Nest and chose to create a new race to protect their future. The Drakkin are borne of humans touched by a dragon's blood and their colors and appearance represent the dragon that created them. Rapidly aging and reaching maturity in only months, the Drakkin forget their human beginnings and make their pilgrimage to Crescent Reach, the home of their dragon creators and the rest of their kind. EverQuest The Serpent’s Spine features the following:

  • New Player Race: The Drakkin have been created from both human and dragon blood to protect the future of all dragon kind. Several colors and customizations will be available to make each Drakkin character unique, such as elegant scale markings and horns.
  • Level Cap Increase: Players can now reach level 75, complete with new spells, abilities, raids and quests for greater power.
  • Content for Levels 1 to 75: Play through every level of the game without ever leaving the Serpent Spine Mountains.
  • New Starting City: Crescent Reach is a fully functioning city with all that is required to learn and thrive in EverQuest, including merchant, quest, combat and tradeskill areas.
  • Dynamic Features: New zones, NPCs, destructible and interactive objects.
  • New AAs, Spells: Experience new spells and Alternative Advancement abilities.

The EverQuest base game is required for this expansion. For more information on EverQuest The Serpent’s Spine, please visit:

for more on EverQuest, click here.

Eudemons : TQ Digital, Single ID and Password

Posted Jul 11, 2006 by Jon Wood

It has been announced that TQ Games, the company responsible for Conquer Online and Eudemons Online, will be using a single account ID and password for both of those games:


We are pleased to announce that we are going to make a new account platform for TQ Digital's two MMORPGs: Conquer Online and Eudemon Online. That means you can log into these two games with the same account ID and password, whether you register with Conquer Online or Eudemons Online. Furthermore, you can log into the future TQ Games with the same account ID and password.

We are creating the new account platform from 11pm, July 10 to 3am July 11, 2006. During that period, Eudemons Online's signup page will be closed, and you will not be able to log into Eudemons Online. However, if you have been in the game, you won't be affected, and Conquer Online won't be affected at all.

For Conquer Online players, you can now log into the above two games with the same account ID and password.

For Eudemons Online players, please try to log into both games with your current account ID and password. If that doesn't work, then you need to set your account ID according to the following rules:

Case A: if your Account login ID is no more than 13 characters (13 included), you will need to prefix two characters: "m9", to your account ID. For example, your account ID is abcdefg. Then you should use m9abcdefg as your new login for Eudemons Online & Conquer Online. The password will remain the same.

Case B: If your Account login ID is 14 characters or more (14 included), you will have to change the first two characters of your Account login ID to "m9". For example, if your Account login ID is abcdefghijklmn (14-character in length), then you should use m9cdefghijklmn to log into Eudemons Online & Conquer Online. Again, the password will remain the same.

If you have any questions, please email We thank you for your understanding and support.

TQ Digital

For more on Eudemons, click here.

Lord of the Rings Online : Euro Beta Numbers Growing

Posted Jul 11, 2006 by Jon Wood

Codemasters, the company that is responsible for Lord of the Rings Online: Shadows of Angmar, in Europe, have announed that their steadily growing number of beta testers has grown to almost 100,000 in Europe:


The number of gamers signed up for The Lord of the Rings Online: Shadows of Angmar Beta Test programme is now approaching 100,000 in Europe, Codemasters Online Gaming announced today.

In celebration of this important milestone, the person who becomes the 100,000th sign up will win a 50th Anniversary Deluxe Edition of J.R.R. Tolkien's The Lord of the Rings collected works and, at launch, a special edition of The Lord of the Rings Online: Shadows of Angmar. In addition, the four sign ups on either side of 100,000 will each receive a Special Edition of the game upon its release.

For a chance to be the 100,000th sign up and claim the prizes, sign up to the beta now at For more details on The Lord of the Rings Online: Shadows of Angmar visit the official European website at

For more about LOTRO (Europe), click here.

The Matrix Online : The Other Side of the Looking Glass

Posted Jul 10, 2006 by Jon Wood

The Matrix Online has released a new edition of The Other Side of the Looking Glass. As always, there is just too much information to share with everyone here, so we have presented a small sample of the info, and you can read it all by following the link below:


It’s been busy for a short week, both on the development and the community side. We’re putting final touches on Update 45 and are still aiming to release it on Thursday, July 20. We’ll have more on that next week, but I want to take some time to address community issues today.

Bursting the Bubbly

In case you missed it, information about a hidden forum called the “Champagne Room” was “leaked” to the community. This forum was opened to a specific group of players to help provide directed feedback about the game.

As with LESIG, players were asked not to talk about the group outside of that forum. When the information got out, an unfortunate series of events led to some misunderstandings and hard feelings.

Once the information got out, there was no real reason to hide or deny it, other than we’d asked players not to talk about it. By trying to hush the leak up as it was investigated, it made it appear there was something that needed to be hidden. And, with a name like “Champagne Room” and no information about how players were selected, the cries of favoritism began.

While feedback groups are important, this was handled poorly, both in design of the group and in handling of the situation. We will be having feedback groups in the future, but information on how those will work must wait until we have time to rethink the program.

Read it all, here.

Last Chaos : Beta Email Lag

Posted Jul 10, 2006 by Jon Wood

The team over at Last Chaos has announced that their Open Beta Account Registration is dealing with an email lag problem due to the number of people who have signed up:


Team Last Chaos would like to inform all players that have registered for the Open Beta Account that due to ovewhelming response, the Last Chaos Open Beta Account Registration is facing an email lag. This is due to a large amount of players registering at the same time thus creating a lot of emails on the mail server and slowing down the mail delivery.

Team Last Chaos would like to advise players to be patient in waiting for the verification mail as it would take some time for the verification mail to be delivered to players.

Team Last Chaos would also like to take this oppurtunity to thank all players for their support and understanding during this situation. Any inconveniences to players are regretted.

See you in Last Chaos!

Team Last Chaos.

For more on Last Chaos, click here.

Endless Online : Mandatory Version Upgrade

Posted Jul 10, 2006 by Jon Wood

Endless Online has released a new mandatory upgrade for their game. The new version includes new features, monsters, and more!


This release is a mandatory upgrade, so everyone has to download and install this version. You can find new features, maps, monsters and items in the new version. Please visit the download page to download your copy today :)

For more Endless Online, click here.

Hero Online : Hands On: First Look

Posted Jul 10, 2006 by Dana Massey

Carolyn Koh has been playing the Hero Online beta. Today, we have this first look report of what she has experience so far. Before its launches, Carolyn plans to file a second, more in-depth preview.

As you level, you gain stat points and skill points. The Martial Arts Kyu/Dan system of ranking is employed. Kyu being a "student" rank and Dan being a "master" rank, in the martial arts world, Kyu ranks count downwards and Dan ranks count upwards. How they are employed in Hero Online is an upward count, using Dan ranks as a main level and Kyu ranks as sub-levels. So you started off at 1st Kyu and at level 10 became 1st Dan 0 Kyu. Got it? Okay. Good.

The problem I faced was that the manual on the website really wasn’t much help and there were no in-game tutorial or NPCs who guided you in what to do. So I was standing there with several thousand other beta testers running around, all asking the same questions that I couldn’t ask because the "Lion’s Roar" (worldwide chat channel) required Chi to use and at level one, I didn’t have enough Chi. All the better to prevent annoying abuse by those simply creating new characters to spam a channel but for someone entering the game, it was completely frustrating.

You can read more here.

Spellborn : 50,000 Website Members

Posted Jul 10, 2006 by Jon Wood

The Chronicles of Spellborn announced on Saturday that they had reached 50,000 members registered on their game's official website.


This week we reached the magical milestone of 50.000 registered website members! Quite a feat considering the fact that we have only been around for a year with a community supporting website. A very big thank you from all of us here at Spellborn HQ.

To keep in touch with you all we opened a forum topic where you can ask us all kinds of questions of which we will answer six every two weeks. Before we let you tear the clothes from our bodies, we wanted some fun of our own. We found community member Wickens kind enough to be our Q&A victim. Why Wickens you ask? Cross referencing of many excel sheets filled with community data has resulted in the conclusion that Wickens is the most active community member ever! (so far)…Grats Wickens!

Click 'read more' to


For more on The Chronicles of Spellborn, click here.

General : Editorial: Integration of Communities

Posted Jul 10, 2006 by Dana Massey

Lawrence Doolen provides us a new editorial. Today's topic is the Integration of Communities. Every week we endeavor to bring you new editorial content.

Today's MMO games are losing depth with simplistic game play of having little to no regard for progressing an active in-game community. The closest experience the majority of MMORPGs offer as communities are force fed grouping options to fight over looting rights. These loot and group based gaming communities have little substance with their ultimate goal of ongoing item rewards.

Giving players a reason to develop a community has immense value and isn't difficult to develop if they're given the right tools. Acquiring group status symbols and destroying them is a sample of situations. Bases or homes that are destroyable depend on organized communities to defend or attack. This sense of value creates pride and morale for those players to want to log-in and have others visibly be envious of. Non-combatants are also involved in community by denying services to opposing players, perhaps it affects their overall faction or guilds ability to progress; or secretly aiding the enemy for selfish financial benefits. Non-combatants need combatants and combatants are dependent on their goods and services. The dependency of combat classes to social and crafter classes should be balanced where character advancement will be deterred without the other. Forcing community relations to be used for both types of player to benefit is key.

You can read more here.

Vanguard : About Vanguard Updated

Posted Jul 09, 2006 by Jon Wood

Vanguard: Saga of Heroes has updated the About Vanguard section of their site. with screenshots and info about Thestra. The many new screenshots can be viewed in the Vanguard Gallery:  


The About Vanguard page has been updated with lots of screenshots and information about the environments of Thestra.

For more on Vanguard, click here.

City of Heroes : Villain Backgrounder: the Malta Group

Posted Jul 09, 2006 by Jon Wood

This week, City of Heroes has released a new Villain Backgrounder. This time, the focus of the profile is "the Malta Group":


Secrets within secrets. Black helicopters and balaclavas. Shadowy agencies with limitless slush funds, and black-hearted agents with licenses to kill.

Hushed conversations on internet chat-rooms that mysteriously vanish. Men in black with blank identities, and deadly women with a dozen passports. A high-tech paramilitary force divided into clandestine cells and dispersed around the globe – this is the Malta Group.

For more CoH, click here.

Dark Age of Camelot : Grab Bag

Posted Jul 09, 2006 by Jon Wood

It's the weekend, and every weekend, we bring you the Dark Age of Camelot Grab Bag. The grab bag is published on the Camelot Herald, every Friday, and answers player questions. We have printed the first two questions, but there are more, and you can read them by following the link below:


Q: In 1.84, you made a change to allow players to spellcraft their legendary weapons. I tried to SC a legendary weapon made before the 1.84 patch, and when I zone or log out the SC bonuses disappear. WTH?

A: Any legendary weapon made after 1.84 has the SC ability built in. We tried to set the old weapons to allow spellcrafting, and almost succeeded - we just made a mistake with the original legendary weapons. There are actually three different "generations" of legendary weapons that exist in the game today. The very oldest generation is making a code check whenever you zone or log out, and erasing the bonuses. There aren't many of these old weapons still in use, but if you've got one that was made around the time that we launched TOA, you are most likely affected by this bug. We will fix it Monday, so just hang on to your old legendary weapon until you see the patch note indicating it's safe to spellcraft it. I'm sorry for the annoyance.

Q: I read somewhere that you can make barrels of potions on the EU servers. Is this something that will be implemented on the US servers?

A: This was the result of a totally innocent misunderstanding between us and GOA a while back. They are our partners, with a lot of discretion to make objects for events and such. Technically, they aren't supposed to add objects with game balance implications. This barrel fell into the gray area, and we've all talked about it. GOA servers won't lose their barrels, since they've already got them, and the matter of barrels for North American servers is under discussion here at HQ.

For more DAoC, click here.

Istaria : Game / On Interview

Posted Jul 09, 2006 by Dana Massey

This week on Game/On, Dana Massey sits down with Kelly "Ophelea" Heckman, the Online Community Manager for Tulga Games' game, Horizons. The pair talk about the direction of the game, and what we can expect with some of the new things that they are doing.

Next week, Garrett Fuller and Jon Wood return to discuss all things

You can hear the podcast at this link. It is available directly on the page, direct download as an mp3, RSS feed, iTunes, iPodder, or

Check back this Friday for our full monthly show.

CABAL Online : Open Beta Numbers High

Posted Jul 08, 2006 by Jon Wood

Cabal Online has announced that numbers for their upcoming Open Beta, which launches on July 21st, have been impressive. Far beyond the company's expectations:


Cabal Online Destroys Early Projections

Open Beta to launch July 21st

CABAL Online, one of Europe’s most successful game launches, has shattered targets laid out by, the European publishers of the Asian smash hit game.

Since the closed Beta launch avid gamers have been signing up at the rate of 1 every 78 seconds, 24 hours a day, 7 days a week with numbers growing by thousands a day and currently sitting at over 40,000. July 7th sees the opening of registrations for the much anticipated Open Beta phase which launches on July 21st, offering free game play for at least 4 weeks. And is gearing up for what is expected to be a stampede with the quadrupling of server capacity brought forward by weeks for the second time. The game will therefore be launched with two world sets called Mercury and Mars.

Chris Nettleton, Chief Technical Officer of commented, “This game will blow you away, it’s as simple as that. The levels of detail are sensational and it is a privilege to publish this title. In addition to all the high action focus of the game the style has a westernised console look and feel - you really have to try this game!” Cabal Online’s clever use of combined weaponry action and slick, smooth game play has propelled it to the top of the play charts in Korea. The action involves combination moves and battle modes unseen in MMORPGs before. Whilst this makes Cabal Online easy to play, it would take a lifetime to master. The game combines the best in console game action moves with online game community features. In addition, unlike many other MMORPGs, it also has an end to the months of battle at which time you can choose where you stand in the world war and mass guild warfare.

The phenomenal action setting is further enhanced by awesome graphics with a westernised feel to the game again unseen in many Korean MMORPGs. Over 300 dungeons offer players a choice of solo and party dungeons and a wide variety of entertaining action including abundant quests and challenges to flex player’s brain power. Outside the high action content there is familiar crafting, in-game markets (with an unusual twist) and in-game lottery! Ian Powell, Chief Executive of said, “The response we have had is just awesome. We knew we had a smash on our hands and it looks like we will break a few records as we go into orbit”. have taken on board a lot of comments from closed Beta testing and have already incorporated most of them, including the confirmation that they will be using world leading anti-hack software, pre setting the camera angle to a better position and the introduction of window based game play. Open beta action starts with 75 levels and a bag full of in-game tournaments and fast action fun to bring an edge to some of the competition. ESTsoft Corp. the developers of CABAL, have spent a small fortune on optimizing the game so that even low level PCs can enjoy all the high end action – all you need as a minimum to play the game is a Pentium 3 800 MHz. Whilst the European market’s patience in producing an English version has paid off, people living outside Europe will still have to wait due to license restrictions that have yet to be finalized and fall outside the license agreement.

To sign up for free downloads and the chance to play for free in open beta, visit Registrations for open beta start from the 7th of July with full open beta launch on July 21st.

For more on Cabal Online, click here.

Martial Heroes : Q&A with Alex Jones

Posted Jul 07, 2006 by Dana Massey

Someday soon, CRSpace hopes to bring Martial Heroes to North America. Today, we talk to Alex Jones, the Head of US Public Relations for CRSpace, about their free to play MMORPG. How do Factions play a part in the game and the events that you have been hosting?

Alex Jones: The Factions play a huge role in the game and is essentially the backdrop of the game’s “Thousand Year War”plot. Each Faction has its own unique attributes and their own ideology. The Lawful Faction thinks that the most important state of mind is that the way you get to victory is more important than victory itself. This is why the lawful side has more offensive power and more defense. However,the Evil Faction thinks that its does not matter what they do or who they betray, victory is the only acceptable result. Due to this, the Evil Faction unique attributes are speed and debuffing skills. In terms of events, an all out faction war is held once a month. This puts Lawful vs Evil on the Martial Heroes PVP map; Deadlands. In Faction War the objective is to destroy the other side’s sacred stones, so you can say that it’s a Conquest-like event. Each side has to try to destroy the others stone while trying to protect their own which usually makes for a fun but strategic battles.

You can comment here.

Pirates of the Burning Sea : Exclusive Screens, Week #17

Posted Jul 07, 2006 by Dana Massey

Today we see a pirate on the ramparts of a city, cannons pointed seaward. In the second image, a pirate takes to high society in a wonderfully decorated room.

Thanks again to FlyingLab for sharing these with our community.

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