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In affiliation with LMG Belgrade the first server of Age of Heroes Online was launched in Serbian.

Age of Heroes Online is a developing mobile MMORPG, at the moment it totals more than 400 000 users. Serbian server is the third one launched this year and the first one among the servers localized into European languages.

From this day on all mobile users in Serbia will be able to enjoy the game in their native language. Age of Heroes Online unites users in real time giving them the ability not only to enjoy the adventures in carefully designed fantasy world but also communicate with other players from their mobile devices.

Age of Heroes Online is one of the most rapidly developing mobile projects of its class – more than 3000 registrations a day form one of the largest audiences among mobile games. Serbian localization of the game is the first but not the only one – in the upcoming year it is planned to launch a number of servers that will function on the main European languages.

Russian and English game servers at the moment are available from mobile operators of Russia, Ukraine, Belarus, Germany, France, England, Austria, Belgium, Bulgaria, Czech Republic, Denmark, Spain, Finland, Hungary, Netherlands, Norway, Poland, Portugal, Sweden, Switzerland, Serbia, Romania, Peru, Nigeria, Malaysia, Mexico, Montenegro, Macedonia, Luxembourg, Ireland, Greece, Tajikistan, Kazakhstan, Kyrgyzstan, Georgia, Armenia, Estonia, Lithuania, Latvia, Bosnia-Herzegovina, Abkhasia, Azerbaijan, Moldova, Israel and South Africa.

Apart from mobile version of the game for Serbian players is available also localized browser version of Age of Heroes Online.

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We've been covering the expansion of publisher Nomoc and developer Qplaze's PC and mobile online game Age of Heroes since its launch at the start of 2009.

With a claimed user base of over 250,000 and daily registration rate of 3,000, the game - which is subscription based - is rolling out fast from its launchpad in Russia and the former Soviet states.

The English language version went live in September, and it's just been announced that billing systems have been sorted out for China, Hong Kong and Indonesia; an additional 1.5 billion potential players.

All users get three weeks of free gaming, and the subscription fee is $1 per month. And there are plenty of virtual items that can be purchased, most of which cost less than $1.

You can read more about its business model in our interview - Qplaze explains micro-transactions for mobile MMOG Age of Heroes Online.

An iPhone version of the game is also expected to be released soon.

Age of Heroes Online is a mobile multiuser Java game following the traditions of such iconic projects as Heroes of Might and Magic and Kings Bounty. Player controls a hero who commands the whole army consisting of different creatures. All creatures have their own characteristics and skills, they can be bought and sold. Battles in game run in turn-based mode on the separate battle maps, army against army. Players can fight both with different monsters and other players gaining in such a way glory and sometimes – gather objects that drop from enemies.

Download game client:

http://ar.qplaze.com/qnatalia/aoho_en.jad
http://ar.qplaze.com/qnatalia/aoho_en.jar

 To install it is enough to have .jar file, however, if necessary you can download .jad too.

Official game site: http://aoho.qplaze.com/home.php/en/

To enter browser game version you just need to go to official site and select menu item “Play from Computer”.

Official game forum: http://aoho.qplaze.com/forum_en/index.php

Livejournal: http://aoho.livejournal.com/

Facebook (group): http://www.facebook.com/home.php?ref=logo#/group.php?gid=138274450378

Facebook (app): http://apps.facebook.com/aoho-game/?_fb_fromhash=f87a9aa40df46976fa9748aca436e313

Demonids

  • Aug. 26th, 2009 at 3:02 PM

When Chaos entered Unvail after the Khar, the world had changed. It was not only revived volcanoes and Gates, who's power have been changing ground around it, turning forests and valleys of Glennytir into waste grounds powdered by ashes... the air had changed, water had changed, opening of the Gates echoed in minds and bodies of all living creatures of Aivail, leaving its trace in their blood.

Strange and alien trace.

They were called Children of Invasion... they have been bearing during all 49 years of Invasion Wars, and sometimes after it, they have been bearing in ordinary orcish, human and gnomish families. They were different, with the stamp of Chaos, so obvious, as if their parents were broods of Underworlds.

They have been bearing and dying. By hands of their parents, from white fire of Inquisitors, from hunger and cold... those who survived were doomed to always be alone. They were traveling alone, those who suffered from persecution, who killed hunters - with small groups, later with bands on the territory of Empire and in foothills at the edge of Great Steppe... they learnt how to fight, how to hide, and use power given by their curse.

Or may be their Gift?

Their unification was just a question of time. 37 years after the beginning of Invasion, two armies of demonids met at the River of Tears, in the forest, powdered with ashes. One army cut it's way from the west, through barriers of Inquisition and imperial troops; the second one, going through Great Steppe and forest left by elves. Their leaders - Holorann from Dartholm and Ragtor the Fire Axe, were looking one at another for very long before shook their hands.

They looked like brothers, as if one of them was not a human and another one was not a child of orcish family.

They were of the same blood.


Gnomes

  • Aug. 26th, 2009 at 3:00 PM

Downhill Throne had seen many different things. It remembers falls and civil wars, battles in caves and in narrow tunnels, where gnome fought the gnome and runic magic smelted the stone and poisoned the mind; it remembers underground empire built by masters of dragons, who's will bended cruel fire-spitting creatures, living ones and dead ones; it remembers centuries of decline and separation of small gnomish clans, slowly dying in isolation.

Gnomish Downhill Throne is also called Second Throne. You better don't ask about the First one - gnomes don't like to talk about their past, about their old capital buried under the Moundhammer - huge mountain peak in the north of mountain ridge Karraig.

They don't like to talk - but still remember.

History of the Second Throne - is the story of Phoenix, story of how remains of once great race rise again from ashes and oblivion.

This also the story of one man... well, one gnome.

King of gnomes, Alvin the Stone-hearted, Alvin the Merciless, Alvin-With-Human-name. The king who during less than a century succeeded to unite eighteen downhill clans and give start to a new great country of gnomes.

Humans

  • Aug. 26th, 2009 at 2:59 PM

Some facts about humans

However surprising it may seem, humans combine tolerance and intolerance - when majority of them treat other races kindly, some individuals even hate representatives of their own species, if they differ from them by color of skin or shape of eyes.

Human church hates and persecutes children of Invasion - demonids, but educated humans and representatives of other religions treat them normally.

When average human if smaller than average orc, orcs are much more susceptible to alcohol. Human can easily drink more than orc, it is harder for them to drink more than elves, and impossible to drink more than gnomes.

Majority of humans, whoever they are - townsman, students or grandees - don't like Thorns - secret service of Empire. Humans are afraid of them and hate them in the same time; their enmity with church order of All-seeing Eye became a legend.

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Humans

  • Aug. 26th, 2009 at 2:57 PM

Human culture

Human culture is very diverse. It is it's key property, so it is reflected in everything - number of languages in which humans write poems and sing songs; different styles used in architecture of different human nations; thousands of various articles of trade and works of art brought from all ends of the world to Empire's markets. Human life is short, so they hurry to live and, sometimes, they during two years can do much more than representative of other race during a dozen of years. They hurry to have fun and amuse themselves, they don't know temperance in their desires, they often make mistakes, and never learn by their own mistakes - but majority of them live full and rich life.

Humans learn easily and easily get accustomed to representatives of other races... one can meet orcs, gnomes and elves on the streets of human cities. Human culture has many adoptions from other cultures - elven language and orcish martial art, technologies of gnomes and goblins, elven poetry and magic - this is not full list of what humans studied during last one and a half thousand years.

Human cities - are boiling up kettles, great works of art and horrible crimes are born there; life adjoin death there, beauty adjoin ugliness - they are as changeable and inconstant as humans are. Arcspire - is the biggest city, capital of Empire, city of hundred gates and thousand castles - center of human world.

Humans

  • Aug. 26th, 2009 at 2:53 PM

Human gods

Humans bow to different gods, but only one of them has real power and worthy to be considered intently - God of Light, whose church is official church of Empire, and - its heaviest weapon.

Unlike, for example, elven church, who rules over the state, human church serves to Emperor and his interests, supporting armies with its powerful magic.

God of Light is the most mysterious god, he's remote from everything concerned with humans, and only selected ones are able to understand his motives. To communicate with their god, human priests use special science of signs and numbers, allowing to direct his power as necessary. This science, giving great power to church members, known in other nations as Magic of Light - because it has formal similarity with other human magic schools. It's easy to explain this similarity as many hundreds of years imperial mages are under control of the Church and make their experiments and investigations only according to its instructions. The last free magic enclave of Empire - Rainbow valley - fell under pressure of undead more than two hundred years ago, in the very beginning of Great Invasion.

Human magic is one of the most flexible and powerful magic arts of Aivail. Human mages as a rule are not specialized on one magic school; they have knowledge of several school, but not so deep. For several hundreds of years Silverhill - city at the Gates of Thunder - is the magic capital the Empire. All mages in Empire must be registered by Inquisition, so they are under its private supervision. Majority of magic practices are allowed, but some types of magic art - as necromancy - are strictly prohibited by Church. Some places where human mages can study prohibited practices are called Enclaves of free mages... majority of them situated far from territories controlled by Inquisition. Of course, there are exclusions in all rules - for example court necromancer of emperor Julius 3, Holy Ortega, who lived and worked at court.

The most active wing of the Church, persecuting heretics and participating in all military conflicts, is Holy Inquisition. There are different orders in it, each of them has its own specialization. For example, Order of Moon Blade searches for necromancers and fights with undead; Order of Flaming Fist - controls teaching of mages and controls them; Order of All-seeing Eye deals with internal investigations in the Church, searching for heretics among priests.

Human politics

Modern Empire of humans has three hundreds years. Eight ruling dynasties were changed during this time, and also there were lots of revolts and internal conflicts, peculiar to human race. Capital of the Empire had changed its location for three times, every time rising in new place and stating its glory as the biggest city of the Empire and the whole world.

Emperor and Emperor's Council - combined from high aristocracy, rule the biggest state of humans, and Church helps them. During all the years roles of the Council and the Emperor have been changing several times: there were Emperors-marionettes controlled by magnates and favorites; there were tyrants who always get what they want; there were wise and kind monarchs, trying to correct mistakes of their predecessors... persons have been replaced one another, but Empire stayed.

Today's policy of Empire is permanent - active trade, pipe laying, joining of new lands and word of God of Light, brought to other races on blades of imperial guard - nothing's new. But today many forces of Empire are directed to keep existing territories, and to get back territories lost after the Invasion.

Empire is composed from nine prefectures; heads are appointed and removed by the Emperor. Prefect has full authority in the region, except military authority - Imperial Generals command troops of imperial guard, there are nine of them, and they also report to the Emperor directly.

Secret service of Empire is the most numerous; it has good agents system all over the world. Sloe is the symbol of the service, so majority of empirers just call them - Thorns. In prefectures secret service is represented by Imperial Observers, overseeing Prefects and Generals, and, if necessary, removing them.

There are other human states except the Empire, slipped from its influence - Sultarim, Shin-Thao, Hai-Samira, and independent principalities of the north. Fragile balance between them and the Empire is insubstantial, ... prospering trade - today, bloody war - tomorrow.

Humans

  • Aug. 26th, 2009 at 2:46 PM

The most widespread and simultaneously, most mysterious race... no one really knows where they come from, in the same time they look like elves, orcs and even gnomes. Humans don't stop to surprise all other races by their main feature - adaptability. Human race is very various - it has tall white-skinned northerners withstanding cold easily; swarthy dark-haired empirers - unsurpassed traders and seafarer; stumpy yellow-skinned inhabitants of east reared many great mages; and, finally, dark-skinned southerners hiding their faces with linen masks and covering their bodies with tattoos. There are suppositions that humans are different humanoid races with the same name, and these suppositions are worthy to be examined, especially, in the view of their dissociation - after all, they even surpass orcs in quantity of internal conflicts.\

Human race is divided into many states and conflicts between them are the biggest part of human history. Sometimes, one of these states succeed to get advantage over the other, expand its territory and find stability - so as to fall, break apart into many pieces and fight in inevitable fratricidal war. Human life is not long, so human empires are not long-lived too - dozen of them can replace one another during one elven era. The last of them, created by one of the southern nations, for now consolidates great human territories for three hundred years.

Some facts about elven life

  • Aug. 18th, 2009 at 2:02 PM

Some facts about elven life

Favorite elven story - about loving couple from Houses which were at enmity with each other. There are at least thirty variants of this story told by different famous bards.

Famous elven bows could be very popular, but they have several «buts»: first, such bow is a living creature grown by elves as a single whole and unable to live without its owner more than one month; second, it is restricted to sell these bows on penalty of death, and any stranger with such weapon can get arrow in his eye from the first elf he met.

Human attitude to nature is disgusting for eleves enough to provoke a lot of conflicts. It is very unpleasant for elves to look on human wooden buildings, they even can't enter those buildings... so, those who travel through human lands prefer to stay in the open air at night.


 

Elves don't like fire. They almost don't use it - well, may be for cooking, but as lights they prefer magic fires. Even in the time of war they prefer not to use it as weapon... to destroy buildings and fortifications they use magic and seeds of plants able to grow through the hardest stone and take to pieces any human fort in a few hours.

Elves don't cultivate the land. Until the humans came, they didn't know what is wheat or corn, and even knowing they don't want to grow it. Human cereals are very popular among elves and it is one of the main products exported by Empire to Glennytir.

Elves

  • Aug. 18th, 2009 at 1:51 PM

 

Elves


The oldest nation of the world, elves don't like strangers to know their history. They say that there are records written on eternal silk more than fifteen thousand years ago, and kept in royal archives deep under the Holy Forest... written in times when there were no orcs, gnomes and humans in this world, when ancient elven kingdom have been occupied the most part of the continent and elven cities where now we can see orcish marquees and human cities.

Elven history tells us about Great War with Ancients - precursors race, defeated by elves and disappeared. Also history tells about the Split - war of elves against elves, for the reasons they don't like to talk about. We still don't know who was the winner, but we know results of this war - great elven kingdom ceased to exist, modern state is just a shadow of the past one.

Gods of elves

Elves have only one god... well, at least we can't see other gods in their known history. Great Tree they bow to, formally is not eternal - approximately every two thousand years it dies leaving small sprout. Death and birth of the new Tree is the symbol of new elven era - at the moment, holy history describes nine eras.



 

Elven politics

It looks like elven life is very measured and composed, but only for inexperienced observer - they fall in love, they hate, made mistakes and suffer as all other intelligent creatures.

Elves are ruled by High Priestess Queen. It looks like the title of queen is a reminder of those times when church has served to elven kings; the last royal dynasty stopped suddenly more than six thousand years ago, since those times, the title of queen goes to one High priestess from another by approbation of Council of Houses.

It is possible that this way of government was accepted by elves to prevent war between Houses - ancient elven clans - basis of elven society. There are seven great Houses in country of wood elves, their heads are members of the Council, also, there are more than twenty Minor Houses, and struggle between them is the basis of elven internal policy. Humans would have bloody civil war in this situation, but enlightened elves resolve conflicts in other way - their wars are hidden from stranger's eye. History knows twelve Great Houses ceased to exist by different reasons - most of all as a result of their heads death. This way of conflicts resolving is the best for nature of ancient nation, as this nation prefers maximum outcome at minimum cost. The art of intrigue and deceive is very developed among elves, as developed the art of assassins - members of ancient order serving to Houses, and receiving the most difficult missions - murders of politicians, kidnapping and blackmail. Assassins are not numerous but ancient martial traditions and long-term training makes them really dangerous enemies.

Elves always reject war between Houses, and rare deaths of Houses heads and great warriors are explained as natural deaths.

Elven Queen is above the conflicts of Houses and sometimes serve as arbiter in their disputes. Her status of High Priestess guarantees her inviolability and immunity from jurisdiction - as elven High Priestess are selected by Great Tree itself.

Elven church contains three mutually dependent orders, each of them is charged with different aspects of elven society.

Unicorn Order combines priestesses of the Great Tree. It is Unicorn Order from where Great and High Priestess are originating, as the most powerful elven mages. Young girls from all Houses and classes are selected to this order, it's convents and holy groves are very widespread on the territories of elven kingdom. Except healers and foretellers, the Order trains Holy Virgins, which excellence in battle is well worth human paladins. Priestesses of the Order are judges and councilors in all elven Houses.

Order of Griffin is man's order, combining all priests of Holy Tree. Their communities, as a rule, are at the distance from big elven villages, their interests lie in the area of deep studying of magic, nature and history. Some druids of the Order are able to control magic of elements, as a rule unavailable for priestesses; they also can change their physical form at their will, transforming into beasts and other powerful beings. Arch Druid represents the Order in Council of Houses, also majority of elven annalists and teachers belong to the Order of Griffin.

Third order in elven church, being formally separate from Unicorn Order, nevertheless is completely submitted to the High Priestess. Order of Keepers is her personal army, band of elite assassins defending interests of Great priestesses and queen herself. Majority of it's warriors are veterans of many battles deserved the honor to join the Order and to rule sway the destinies of all kingdom.

Elves' culture

Elven culture is the most developed culture of the world, somehow or other, influencing any other developing culture. Elven bards, musicians and artists are known as the best in the world, and only a few humans can compare to them.

Elves never deal with agriculture; their relations with nature allow them to speak with plants directly, «persuading» them to grow in necessary direction and bear fruits. All elven cities and villages are combined from living trees, shaped in necessary form; those trees are a single whole with surrounding forest. Being born hunters and pathfinders, elves never hunt to have a good time - in environs of their cities there's always enough wild fowl to feed population of the city.

Elves trade actively, exchanging silk, works of arts and magic ingredients for weapon and precious jewels of gnomes; wine and cereals of humans; and spicery of demonids.


 

Aug. 17th, 2009

  • 2:52 PM

Some facts about orcs


 

Orcs have no priests; warriors-berserks are the closest to gods, their holy rage is well known. Berserks live separately from other orcs, sometimes in small community, and often become shamans - well, if they live long enough.

Slave-trade brings big profit to clans of orcs, especially slave-trade with demonids race, but most of them prefer ransom for slaves.

Orcs breed horses, but never ride them as they think this is humiliating. Mainly they sell horses to humans and elves. And also eat...

Orcs believe one can take the power of killed warrior by eating his heart. Often they do this on the battlefield, but except of this, they never eat representatives of other races or similar to them. Well, almost never...

Orcs are not monogamous, so theoretically orc is able to have several wives. But practically one can't find such family - orcs explain that it's hard to cope even with one woman of orcs. Other races think that orcs use battle axes in quarrels.

Most of orcs are armed with cheap weapon produced by humans. It is quality is bad enough but it is widespread - that's why you can see in hands of young orcs axes - new-made halberds, and human two-handed swords and bows.

Canine crowns are very popular among orcs - as adornment. Depending on orc's status they can be leaden, steel or gold. Some of them are new-made rings of humans and elves, but most of them are much bigger and serve to hide defects and chips of canines, as they are actively used in battles.

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races, orcs, age of heroes online

  • Aug. 17th, 2009 at 2:38 PM

Orcs

May be their culture is not as refined as elven culture, but only those who never saw them can think they are savage. Orcs are the third nation came in this world, and they have thousands years of history as gnomes and elves have.

 

Orcish gods


Orcs are not too religious. War and hunt are more interesting for them, than deference to unknown essences with questionable results. They are used to achieve everything by themselves and to get their prey in battle, so they serve to resolute gods.

Beast Khar - god of chaos and destruction, which well educated elves think is the demon from lower world. For a long time orcs had blood treaty with Khar, concluded by great orcish leader - Zurdag, for the help of dreadful god. This treaty was severed when final Khar's embodiment - Rakgul the Destroyer - rose against and banished him. Rakgul's death put an end to demonic invasion, so Khar's power on souls of orcs ended, but, many orcs still call the Beast in the battle, and sacrifice blood of their enemies to him.

It is considered that it is him, who taught shamans of orcs fundamentals of destroying magic.

Kar-hor, Father of ravens - the most ancient god respected by all orcs. It is Great steppe of Father of ravens where souls of fallen heroes go, it is he who will gather army of dead ones for the final battle, when the sun will go out and stars will fall from the sky. There are no sacrifices and altars to the Father of ravens - because he can call everyone in any moment when he wants, and he will, when the time will come. Battlefields are altars to the Father of ravens.

Raven is the servant of Father, and his messenger, kill the raven - and you'll incur anger.

Father of ravens considered as the author of orcish runic language and counting, creator of mechanical arts and first hunter tamed the wolf.

Orcish culture


Written orcish language is quite simple, and, strangely enough, majority of orcs are literate. Of course, overwhelming majority of them will never read something longer than the name of warrior at the entrance of his marquee, and the name of the clan on standard, but we can say the same thing about the majority of humans or gnomes.

Orcish women, as elven women, are equal and have the same rights as men, this is very strange for gnomes so it's the subject for many jokes of gnomes... well, this equality is not absolute.

It's truth that girls of orcs in battle are differ from boys only in figure and quantity of furnishings - but they fight violently, and sometimes even more cruel than boys. It's truth that matured women of orcs have right to build their own marquee and to acquire household effects, and even (horrible for gnomes) pay their addresses to men, make presents to warriors they like and fight with competitors for them.

But it is also the truth that women have no right to participate in clan's councils even after baptism of fire - in contrast to men, woman becomes competent member of council only after the birth of the first child.

Courting and marriage ceremonies also differ from jokes of humans and elves. Paying addresses to a girl it's not just hit of blunt tool to a back of the head, ... admirer has more chances to get heavy wounds after unsuccessful courting. Orcs, as other nations, admire their beloved; they walk under the Moon and make presents - no matter how gnomes doubt in it, sending caravans with tones of furnishings and trappings every year.

Useful arts are not very developed among orcs... just several clans are specialized in blacksmith's work, they are able to create worthy examples of weaponry and armor, but majority of orcish warriors are content with crude articles and weapon captured in battles. Bespoke gnomish axes and heavy swords are distinctive marks of kharhars - elite of orcish troops.

Orcs highly estimate slaves having special skills - blacksmiths, jewellers, weavers. Orcish slavery is differs from, for example, slavery of demonids - it is not lifelong, their attitude to slaves is not as bad as it could be. Majority of orcish slaves, have good chances to survive and even to be released - but orcs almost never need big quantity of slaves, slaves are like burden for orcs. Captive orcs, captured during interclan war will serve as slaves only during one year, and then have right to go home or to join the clan.

There's popular story about elven bard captured by orcs... touched by his song, the orcish leader released captive singer, gave him many presents and even sent one hundred warriors guiding him to the border.

Weapon and adornments - main articles of trade interesting for orcs in external world. They're not the best traders in the world, but fur and skins they sell are valued everywhere - from snowy mountains of gnomes to the capital of human Empire. Also orcs sell their military skills - orcish mercenaries fight in majority of wars in the world, they are known for their fearlessness and peculiar code of honor, also some orcish clans defend human villages and caravans for good reward.
 


 

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World Age of Heroes Online

  • Aug. 16th, 2009 at 3:24 PM

Aivail

Orcs call it Hri-Hoar, Steppe, surrounded by seas and mountains, floating in great emptiness under weariless eye of Father of Ravens.

Gnomes call it the Rock - Rham, opposite to heaven with shining stones - stars, and hot fireplace of the Sun in it.

Aivail o'Emielle - "place of forests and plains" - that's how elves call it, they were the first who set foot on this land.

Aivail - that's how first humans knowing Elder Language called it.

So many names for one world that became home for everyone.

It's sands absorbed blood of thousands of warriors. It's winds fanned fires, and rains extinguished them, races have been dying under it's skies.

Aivail - world of heroes

It is 169th year Ninth epoch, 1258th year since the Day of Advent by human calendar, and 3432th year according to holy books of gnomes.

Time of peace

Unexpected and long-awaited for many creatures.

Human empire lost more than one third of its territory in the east after the Wars of Invasion, now it is thrown back to its old borders - Gates of Thunder and the Great Wall. Many human settlements now are beyond it's bounds, on unlawful territories, in lands of elves and orcs. Raids of imperial armies called to protect the settlements often turn into large-scale armed conflicts with orcs, demonids and even elves - but these conflicts never develop into permanent warfare.

After the defeat inflicted on orcs in famous Battle on the Plain, at Ludien Emielle, elves grow roots in Glennitir again. Their country is now twice smaller that it was before - all their territories in the south, behind the River of Tears, went to demonids and became the part of Black Glennitir. However, elves, after their recent come back to Aivail, are still not numerous to carry out conquests; their forests, being empty for such a long time, require special attention.

Orcish clans live their usual way of life… today, when almost one hundred years are gone after the death of Rakgul the Destroyer, only memory remains from orcish united country. Each clan, as in ancient times, performs its own policy and looks for its own enemies. Some of them selected human settlements on the borders of Empire as their target, they trade with demonids. Some of them still make plundering raids on elves; and some of them - sell their skills to those who pays better… to gnomes and humans as a rule.

For the first time after many centuries gnomes have united kingdom. Alvin the Stonehearted united eighteen biggest gnomish clans under the power of Downhill throne, and annihilated all other clans. For the first time in many long years gnomes performed territorial expansion, they returned to their deserted settlements in Karraig mountain range. They also make armed raids to orcish steppes, to oilfields and ore deposits.


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Useful links

  • Aug. 14th, 2009 at 1:53 PM
mobile games, heroes, online games

Download game client:

http://ar.qplaze.com/aoho_en.jar

http://ar.qplaze.com/aoho_en.jad

 To install it is enough to have .jar file, however, if necessary you can download .jad too.

 Official game site: http://aoho.qplaze.com/home.php/en/

To enter browser game version you just need to go to official site and select menu item “Play from Computer”.

Official game forum: http://aoho.qplaze.com/forum_en/index.php

Yeah! I`m here!

  • Aug. 14th, 2009 at 11:30 AM
mobile games, heroes, online games
The first English-speaking server of Age of Heroes Online - the most popular mobile MMORPG within CIS, is launched.

Now you can not only play your favorite games, but also read last news and interesting details from the developers. So welcome to the exiting world of your favorite heroes!

Here is some information for new members:
Age of Heroes Online is a mobile multiuser Java game following the traditions of such iconic projects as Heroes of Might and Magic and Kings Bounty. Player controls a hero who commands the whole army consisting of different creatures. All creatures have their own characteristics and skills, they can be bought and sold. Battles in game run in turn-based mode on the separate battle maps, army against army. Players can fight both with different monsters and other players gaining in such a way glory and sometimes – gather objects that drop from enemies.

There are plenty of objects in game that influence differently on player, magic spells and skills parameters available on the battle field. Also a huge number of tasks is available for heroes carrying out which they can gain money and experience.