We're entering the third week of playing Warhammer Online: Age of Reckoning, and if you're wondering where the review is, well, let's just say that like many MMOs this is a massive game. We've invested dozens upon dozens of hours playing it days, nights, and weekends and we are yet still scratching the surface of some features. So the review is still being worked on, but there are definitely things to like and some things to dislike, thus far in Warhammer Online. On the whole, we'd have to say that the experience has had more plusses than minuses thus far.
I've been spending a lot of time questing, mainly curious to see whether it's possible to get through the game playing solo most of the time. That's important if you're a bit antisocial or you like to just play through games on your own. Thankfully, it is indeed possible to get through most of the quests on your own, although you do need to be careful. A significant number of quests often require you to assassinate a target NPC surrounded by minions. If you're partied with a group, it's relatively easy for you all to just battle your way through the layers of defenders, but if you're on your own you need to slow down and infiltrate into the enemy camp to do the job. There's usually a route or way that lets you bypass the majority of the defenders.
If you're wondering if you'll have enough to do in the game, rest assured that my quest log is overflowing. In fact, there are so many it might seem overwhelming, but one nifty feature is how the quest log ties into the in-game map. Calling up the map not only shows you your location and your surroundings, but your quests are highlighted on the map as well. If you have to kill, say, 10 dark elves, then it outlines the area where you'll find those dark elves. Often, when you're running around the world you'll realize that there's an easy-to-accomplish quest not too far away, and you can make a quick detour to take care of it.
I've been a position where I was the highest contributor in a public quest, which you would think would guarantee me a great piece of loot, but when the dice rolls were added I ended up falling out of the top four, which meant I got nothing. Sure, you still gain experience by killing all those monsters and for completing stages, but if you really need that wicked piece of armor or weapon, you're going to have to try and try again. There is a consolation prize of sorts, as well. The more enemies you kill in a public quest, the more influence points that you accrue. In each chapter of the game, you can cash in these influence points to get a nice bit of armor or a cool weapon or a potion, so you don't go away completely empty handed.
Then there are realm-versus-realm areas. Each map usually has an area where order and destruction characters can go at each other for control of certain points, usually a keep. If you're looking for a lot of fun, find yourself a large RVR group and go romping through enemy territory. Don't wander off on your own, because you'll likely encounter a large group of the enemy and they'll swarm you; death comes within seconds. But if you're part of the mob, and you come upon a few of the opposing side, it's fun. Plus, you can engage in gigantic battles every now and then.
At first I dumped mastery points into the assault path, figuring that I needed to improve my shadow warrior's ability in sword combat. However, after watching other players, I realized that there's definitely something to be said about some of archery abilities. Rapid shot lets you release a devastating volley of arrows at a target, while fire arrow sets your target afire and creates area-of-effect damage for about seven seconds. It's awesome, especially if you can target a group of baddies. Thankfully, for a fee, you can restructure your mastery points if you decide that you need to improve archery, sword fighting, or short-ranged bow attacks.
I'm also on the cusp of getting a mount, which is cool, because it will definitely help with the travel times. High elves get a pretty noble steed at level 20 and for 15 gold pieces, which is a fair trade. I also discovered the joys of flight travel; at certain camps and outposts there is a flight master who, for a small fee, will put you on a steampunk helicopter of sorts and you can zip to a different region of the world. I ran through the Empire capital of Altdorf, explored the dwarves' starting area, and took part in a public quest in the Empire's lands. I was impressed with the diversity of the geography, from the cold, muddy climes of the dwarves' mountain home to the pretty, autumn forests of the Empire.
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