Domain of Heroes

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Domain of Heroes is a fantasy-themed MMORPG that is played in a web browser. It doesn't require Flash or any other plug-ins to run.

Players can play by themselves (PvE) or with/against other players (PvP). Players can create multiple characters, and each character will defend one of the three Factions.

When a player is battling (PvE or PvP) in an area that is controlled by his/her Faction, then loot drops and experience gains will be increased.

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Contents

[edit] Development Status

The game is currently in development by Tandem Games[2]. Bugs, enhancement requests, and all comments are very well received by the publishers through the game forum [3].

Beta Testers can sign up from the website.

[edit] Cost

Free to play. Unlimited access to in-games quests and items. Optional upgrades for customization and convenience features. Example: A Loot Mule upgrade that allows players to hold extra items, and move those items between their characters safely and easily. [4]

[edit] Factions

Legion. The Legion wants one thing: world domination. They are servants of the Dragon Mistress, Shria, a goddess of supreme power who wants to wrest control of the world away from her pantheon of deitic brethren. Shria and her followers believe that the resultant world will be one of paradise, free from the jealous manipulations of other gods. The path to get there will be soaked in blood and war, but those who survive or serve Shria's Purification will be able to enjoy paradise.

Brotherhood. The Brotherhood is a society of shadow operatives who have pledged to make the world a place of good, and to uphold and protect the innocent and the weak. Their agents are in every town, in every land, and may be any race or any class so long as they make the pledge. Brotherhood members are forbidden from doing harm to the innocent, but may steal from, deceive, and assassinate the wicked, corrupt, the warmongering and oppressive.

Knights. The Knights serve the Order of Dohria, the order of sages that help govern the world. Every kingdom has an appointed sage with a seat in the Order to speak their voice and to uphold diplomacy where possible. The Knights are the weapons of the Order, and have all taken solemn vows to serve them as they attempt to quash uprisings, stop invasions, protect kingdoms from the monster scourges, and to uphold peace throughout the land.

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[edit] Races

Human. The most common of all races, humans are infinitely adaptable and well balanced in most respects. Though they are not born with natural magic like other races, they nevertheless have learned how to harness it.

Elf. Agile and intelligent, but weaker than other common races, elves are perhaps the most in-tune with nature, dwelling in ancient forests.

Dwarf. A stout, burly, mead-guzzling adventurer, dwarves tend to be strong and wise, but stubborn and thick-headed.

Gnome. The smallest of the common races, gnomes are tiny, agile, and natural geniuses. There is nothing a gnomish mind, if put to its full use, solve or unravel.

Half Elf. The offspring of an elf and a human, half-elves retain some of the inherent magical abilities of an elf, but not the agility, while being granted the strength and survival instincts of a human.

Halfling. Halflings are small, child-like, and care-free, but stout of heart and possess surprising endurance. Though they might be mistaken for gnomes, they are offput by the hustle-and-bustle of gnomish life, and tend not to bother with all of that nonsense.

Dark Elf. Less noble than their brethren, dark elves are the descendants of an exiled elven tribe. They live in dark woods and deep caverns, practicing dark and forbidden magics.

Orc. Ferocious and barbaric, orcs are a tribal race of thick-skinned creatures. They have a natural hatred for peaceful creatures, and every aspect of their society centers around the purity of warfare.

Dragon. An ancient race of magical reptiles that were nearly hunted to extinction, most modern dragons prefer to wander the World disguised in bipedal form, only reverting to their true shape to do battle.

Troll. Trolls are slimy goblin-like creatures with quick tempers and a seething hatred of men. Though they are not as adept as other races in the ways of might and magic, they have natural regenerative abilities, and can even grow back lost limbs.

Minotaur. A humanoid that appears to be a hulking man with the head and hooves of a bull. Minotaurs are known for their patience and wisdom, but also for their strength and savagery.

Half Orc. A half human, half orc, half-orcs inherit the intelligence of a human and the strength and ferocity of an orc. They are lonely creatures, and tend to be rejected by both human and orc society.

Jackal. Jackals are highly intelligent talking dogs. They have a talent for magic, but their tenacity makes them formidable warriors as well.

Jaguar. Jaguars are very intelligent great cats. They are graceful and muscular, and are naturally very agile and very strong, though they are not highly adept in magic as other intelligent quadrapeds tend to be.

Angel. Noble servants of the gods of light, angels are demons' bitter enemies. Angels are forbidden from practicing dark magics, as doing so will transform them into demons.

Demon. Denizens of the underworld, servants of ancient and evil gods, demons are wickedly cunniog and possess fierce magical powers.

Sprite. Sprites are adorable little fairies. Though they lack strength and endurance, they are very fast and have an incredibly high natural charisma. It is rarely hard for a sprite to get what he or she wants.

Kobold. Small an hideous; a recipe for bitterness

Bullfrog. A race of small amphibious creatures, they are sneaky escape artists and excellent tricksters.

Giant. Also called "First-borns," they are said to be descendents of the elder gods. They appear as humans, but can grow to be well over 15 feet tall. They tend to be dull-witted but fiercely strong brutes.

Half Giant. The result of a human and giant breeding (an act which usually kills the human party), half-giants inherit the strength and stature of their giant-kin, growing upwards of 10 feet tall, but are also blessed with their human parent's adaptability and intelligence.

Goblin. Natural enemies of gnomes, goblins are as tiny and agile as they, but are naturally crude and churlish. Though they lack the mental capacity of the gnomes, their thick hides and heightened resistance to pain gives them great endurance and survability.

Skeleton. Skeletons are the reanimated bones of long-dead men, still possessed by the earthbound soulds of their owner. They are slow but strong, and have unlimited endurance.

Phantasm. Phantasms are undead spectres, angry souls that are forbidden from leaving the world until they have atoned for a great sin or sought revenge for a sin that was made upon them. They are resistant to most physical attacks, but are weak against magic and holy powers.

Basilisk. Small, distant relatives of dragons, they have lost their ability to take human form but their dimunitive size grants them greater speed.

Werewolf. Werewolves are men by day, but transform into giant half-men, half-wolves by the full light of the moon. They are very fast, very strong, and resiliant to most non-magical attacks, though their animal instincts prevent them from casting magic themselves.

Squirrel. Squirrels are very small and cute rodents. Their high charisma (thanks to their fuzziness), intelligence, and their lightning speed make up for their diminutive stature.

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[edit] Classes

Gladiator. A deadly warrior who learned the art of combat by being forced mortal combat for the amusement of others, a gladiator has neither a love of life or a fear of death. He simply exists for battle.

Bard. Neither warrior nor wizard, bards are adventurous minstrels who wander the lands and bring tales back to the common folk. They are musicians and orators of exceptional skill, and can lull an enemy to sleep or inspire warriors to become more mighty. Some bards can even lure spirits back into their fallen comrades, reviving them from death.

Cleric. A cleric is a chosen vessel of a god, channeling magic and healing power through faith. A cleric's power is limited only by his devotion to his god and the endurance in his body.

Jack. A jack is someone you don't want to mess with. That's all you need to know.

Druid. Worshippers of the earth, druids draw forth the magical energies of nature. They believe in the sanctity of life and thus they favor non-lethal spells and means of combat, except when absolutely necessary to invoke other means.

Ranger. Rangers are solitary wanderers that live off the land. They are often expert trackers and skilled archers, and usually also somewhat smelly.

Wizard. Wizards are general practicioners of magic, with the widest variety of spells available to them. They can summon lightning, manipulate fire, entangle enemies... they have a spell for every occasion.

Paladin. Paladins are knights that have pledged an oath to a god of light, from which they derive their power and holy might. Paladins who please their master are usually blessed with special abilities and healing powers as well.

Warrior. Warriors believe that diplomacy is just a convoluted way of saying "we'll fight later." They favor the fist, the axe, the sword, the mace -- anything that will cleave or crush a man will make a warrior smile.

Monk. Monks are protectors of their temple, traveling the lands to make sure the secrets of their order are kept safe. Their bodies themselves are lethal weapons, and they seldom wear armor.

Psion. Psions have the ability to bend reality with only their thoughts, and to invade others' minds, even appearing invisible sometimes. Their mental manipulations only work on intelligent creatures, however.

Rogue. Rogues are experts in sneaking, theft, deception and trickery. They achieve their ends with cunning and stealth instead of brute force or fancy spells. By the time a wizard will have turned to page 42 of The Fireball Guide, by the time a warrior will have fumbled his sword out of his sheath, a rogue will have accomplished his task without anyone even knowing.

Ninja. A special blend of rogue and warrior trained in the ancient arts of the East, a ninja is often called upon for assassination. They tend to wear very little armor, and often have bizarre special abilities that seem magical, but are in actuality the result of years of practice and meditation.

Scout. Scouts are fast and light on their feet, and some can run several hundred miles in a day. They are often employed by generals as couriers, and though they can run from most any threat with ease, they often carry a spare dagger -- in case they run into another scout.

Shaman. A magical healer and expert in the occult, shamans derive their power by calling forth ancestral spirits and invoking natural magics.

Pirate. Seafaring swashbucklers, pirates are adventure-seekers and treasure-hunters who will get what they want by any means necessary. Which means violence.

Amazon. Amazons are fierce and proud warrior women. They favor the sword and spear, and tend to frown very heavily on magic as the route of the cowardly.

Assassin. Experts in the art of death, assassins are highly trained killers. Some favor rogue-like methods, some brute-force, but independent of their means, assassins are the deadliest of all professions to associate with.

Necromancer. A wizard who can call forth the dead, necromancy is the most forbidden of magics. Necromancers are notoriously hard to kill -- permanently, anyway.

Sorcerer. A special breed of wizard, one that only practices older, more "pure" magics. Sorcerers do not have the diversity of spells of a normal wizard, but their individual effects are much more potent.

Beastmaster. A master of nature who can summon forth the birds and beasts to do his bidding. Beastmasters often have familiars, animals who have sworn their lives to serve and protect the master.

Dark Mage. A wizard specializing in dark and forbidding magics, magic meant only to increase one's power and do others harm. Dark mages possess powers over shadows, death, and other dark energies.

Illusionist. An expert bamboozler, an illusionist is a magic user that specializes in confusing, bewildering, or frightening their opponents.

Chemist. Chemists rely on scientific solutions to their problems, rather than might or magic. Unlike a wizard, a chemist is not limited to his spiritual energy, but the number of reagents and ingredients at his disposal.

Hunter. Hunters are a different type of ranger -- they live off the land, but they use it as their weapon as well. They are masters of traps and ambushes, utilizing their knowledge of the land to get the upper hand in any struggle.

Summoner. A magic user that can summon monsters and spirits to protect him or do battle with his enemies. The strongest of summoners can even call forth the gods.

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[edit] Continents

Marinara. Marinara is known as the Bard Continent, a place that celebrates art and its various trades. It can be a very dangerous place, however, and though its cities have been compared to the Nine Heavens, the road to paradise in this place often leads through hell.

Fauztopia. Fauztopia is a city-state-country-continent founded by the great wizard Fauz, who is better known as the Emperor of Fauztopia, at least as of the Fauzian year 0. Unfortunately, no historian has ever been able to accurately convert the Fauzian calendar to the Dohzian calendar -- the Curse of Fauz is that those who unlock his secrets are doomed to forget them immediately.

Elmwood. Elmwood is known as the Elder Continent. It is the birthplace of Elves and Dragons and all of those who gave rise to the common races. It is also believed that all magic flows from springs deep beneath the continent, nurtured by the souls of the virtuous who live and thrive here.

Eastwind. Eastwind is an island continent connected to Magmar by a buildup of sedimentary dust and sand at the southern tip of her desert. It is home to the oldest surviving human civilizations, nomads and travelers who long ago sailed from Elmwood before the tumultuous times of the Cataclysmic Age. It is home to proud warriors, ancient cults, and desert nomads.

Magmar. Magmar, the Continent of Fire, was formed during the Cataclysms of ancient times. It is here that the Gods opened the world at her seams, spewing their rage and terror upon those who defied them with magics that are now forbidden. Magmar attracts pilgrims and those who seek to repent, as well as criminals and outcasts.

Daligita. Daligita is a young continent, only recently settled by the common races within the past 100 years. Called by some the "Land of Rebirth," it is a place where adventurers, treasure-hunters, and explorers come to make their fortune and earn their place in history through heroic deeds.

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  1. ^ What is DOH
  2. ^ Tandem Games Website
  3. ^ Domain of Heroes Forum
  4. ^ What is DOH
  5. ^ Domain of Heroes Factions
  6. ^ Domain of Heroes Races
  7. ^ Domain of Heroes Classes
  8. ^ Domain of Heroes Maps

Tandem Games (2008). Domain of Heroes. Tandem Games Production. http://www.domainofheroes.com