4Story - 4Story
|Developer (s)||Take Interactive|
|Distributor (s)|| Gameforge |
|Designer (s)||Take Interactive|
|Platform (s)||Microsoft Windows|
|Release date (s)||2007|
|Game modes||MMORPG, Multiplayer, RPG, Online|
|Format (s)||Client game|
|Official Web||4Story Spain|
The video game shares similarities with the well-known World Of Warcraft , within it different varieties and game modes are distinguished although keeping a certain similarity to MMORPG video games. Among these similarities we can highlight: Solo missions or in company, wars, events in special areas with rewards, dungeons, formation of communities within it called "Guilds" (Guilds, in English) or even explore its immense landscapes and areas in a world of 3 kingdoms and 36 different regions, still remaining closed regions that will be announced in future updates. Although the game does not have a specific purpose, it already establishes that they are to reach the maximum level that increases with each update, achieve achievements and popularity.
The beginning of the game
As in other MMORPGs, players control a character (avatar) within a world in a third person view (with the option to play in first person) by exploring the environment, fighting various monsters and players, completing missions, and interacting with characters. non-playable (NPCs) or other players. In common with many other MMORPGs, 4Story offers the possibility for the player to pay for extra content, offering certain advantages over non-paying players such as tools to improve equipment or increase attributes. To enter the game, players must select a server. In the Spanish version we currently find three servers; Lapiris, Xhadra and Kalinor, which are designed so that the game does not become overloaded making the players distributable. Each player can create multiple characters on a server with just one account, but only play one at a time. With the same function on the servers, each one has five channels, with the difference that each time you can play on a different channel without any problem, although normally the players tend to concentrate on channel one. Besides there are certain zones (Eight in total) in which the channels have no effect and therefore the players of the five channels are together in those places. although normally the players tend to concentrate on channel one. Besides there are certain zones (Eight in total) in which the channels have no effect and therefore the players of the five channels are together in those places. although normally the players tend to concentrate on channel one. Besides there are certain zones (Eight in total) in which the channels have no effect and therefore the players of the five channels are together in those places.
To create a new character in harmony with the 4story argument, players start in the neutral kingdom of Gor, upon reaching level 9 they must choose between two enemy kingdoms, Derion or Valorian, characters from opposing kingdoms cannot perform any type of trade except if they are both on Gor, but members of the same kingdom can speak, send messages, form groups and share guilds, although it is possible that it is possible to trade and talk between kingdoms in certain areas of the capital of Gor , Tebekut. The player selects the race (Species) of their character such as: Humans, Fairies or Felines and the players must also select the class for the character, with various options available such as wizards, warriors, priests, conjurers, shadow runners and archers. The different races stand out in some classes more than in others, so you can choose between: Feline (More life and resistance), Fairy (More magic power) or Human (It is a standard race, it combines strength and power but to a lesser extent ). Even so, any race is perfectly valid for any class.
As the characters evolve, they gain abilities, allowing the player to further define the character (NPC). Every character has an experience bar, which accumulates points as the player completes missions or fights against other characters or monsters. When the experience bar reaches the limit, the character gains a level in 4story "Rise of Dragons" Each character can rise from level 1 to 140. In addition, the characters can form (From level 20) or join (any level) a guild, allowing them to communicate in an easier way, sharing forces, a warehouse and the possibility of conquering a castle for a week to be able to craft special items.
Much of 4story consists of completing missions that are received from NPCs. Missions typically reward the player with experience points, items, and / or in-game money. In addition, through the missions, a large part of the game's history is told. As levels are increased and missions are completed, new locations are reached. Players can use portals to move from one location to another. Although the game remains reasonably similar from day to day. There are different events in the real world that are reflected in the game such as Halloween or Christmas (which make it vary).
There are a number of services available to characters while they are in towns or cities. In every major city there is a banker to deposit items. Each character has access to their personal area in the bank with the option to purchase additional spaces using in-game money. Additionally, there are guild warehouses to be used by members of the guild with the restrictions imposed by the guild leader. There is also an auction house so that the characters can buy and sell objects in the simple way. They are also the only place where letters can be opened or sent. When a character dies, they turn into a ghost on an altar near where they died. Characters can be resurrected by others who have the necessary skills, or they can resurrect themselves by moving from the altar to the place where they died. When a character dies, the equipment degrades, requiring in-game money to be used to repair it. If it is not possible to reach the body a special NPC called "Monk of Kaos" can be used to resurrect on the altar. When the "Monk of Kaos" resurrects a character, the equipped items are degraded and the character remains weakened for a time. This "resurrection ailment" occurs and degradation on items as well but is less if resurrected near the body or if resurrected by another player. being necessary to use game money to repair it. If it is not possible to reach the body a special NPC called "Monk of Kaos" can be used to resurrect on the altar. When the "Monk of Kaos" resurrects a character, the equipped items are degraded and the character remains weakened for a time. This "resurrection ailment" occurs and degradation on items as well but is less if resurrected near the body or if resurrected by another player. being necessary to use game money to repair it. If it is not possible to reach the body a special NPC called "Monk of Kaos" can be used to resurrect on the altar. When the "Monk of Kaos" resurrects a character, the equipped items are degraded and the character remains weakened for a time. This "resurrection ailment" occurs and degradation on items as well but is less if resurrected near the body or if resurrected by another player.
From the capital, players from each kingdom will be able to access the colosseum on the first Saturday of each month. Players will be able to be spectators of the fights in one of the three tiers levels, the furthest one costs 100 bronze s, the middle one 100 silver and the closest one more expensive, 800 silver. Any spectator has the right to bet on the winners of each category, depending on what they have paid for their stand, they will receive more or less if they win. The categories are by class (The title is received for a month of avatar of the god of the class in which it competes) and one of group The winners receive a weapon +27. Registration must be done in advance by purchasing a special document from the king of each kingdom himself, which will be given to you for a certain amount of bonus points.
War of the Realms
Guilds are communities of 1 to 100 players (members), led by a guild master who can have up to 2 representatives, and give ranks to its members. The guild counts to have more experience of the game and go to the daily conquest that occurs on Server 1 at 20:30 (Spanish Time) and on Server 2 at 21:30 (Spanish Time). Guilds can also storm castles and get the benefits of being in control of one (possibility of making stones, special necklaces ...) A guild needs to level up to be able to give the mercenary qualification to people who are not of the guild.
A conquest is carried out daily (the time varies according to the server) in which the fortresses there can be taken in the four conquest provinces. Channels are not affected in this area. Strongholds are protected by aggressive NPCs from the kingdom currently holding the stronghold. Besides there are also patrols of aggressive NPCs that, like those of the fortresses, belong to the kingdom that has the closest fortress. Any player can access the conquest. Conquering a fortress is hard work, at the time of conquering the two doors that each fortress has close, and in the very center of the fortress appears a powerful NPC in the shape of a dragon that must be killed to gain control of strength. The role of the defenders is to protect the Mixterone until the conquest is finished, and the attackers finish him off. To do this, they must kill the aggressive NPCs that are in front of each of the two doors so that they open and be able to penetrate the fortress, then kill the defenders who stand in their way and kill the pattern of the area, then the fortress will be yours.
The advantages of conquering a fortress are the rewards that all guild members who conquer the fortress receive, the power to use all the NPCs that are in the fortress, whether they are merchants or `` mission distributors '' and the points received for to be able to participate in the sieges of the castles on Sunday.
Siege of the castles
The guild that conquers a fortress receives 10 points, and the one that defends it (successfully) 11. At the end of the week the guilds with the most points will face each other on Sunday for the dominance of one of the five castles. This type of special war can only be accessed by the guilds that obtain the most points during the week and each guild will opt for the castle in the area in which they have obtained the points. Guilds can own castles for a week (a new siege will take place after the week). The advantages of owning a castle to a guild is that only its members can create unique special items within the castle.
The guilds defending the castles can hire a maximum of 20 mercenary players, and various NPCs (soldiers and catapults) for the best defense of the castle. The functions of the players are different depending on their classes:
Mysterious and dark, the conjurers dominate the creatures of darkness.
- Long-distance fighter, damage dealer
- Summon creatures and attack with them
- Weapons: Wands, magic wands and ganthas
- Armors: Leather and hard leather armors
As apprentices to Endendros, the god of the Earth, they possess the unique ability to open portals to other dimensions in order to summon powerful creatures to stay by their side during battle or even heal them. It is because of these beings that conjurers represent a dangerous enemy. For the rest, they support their party with the help of crystals and debilitating spells and stop enemies.
Equipment: They use wands, magic wands and ganthas and wear leather and hard leather armor.
The smile of their goddess Lapiris gives archers strength and precision.
- Long distance fighter, damage dealer, agile and flexible
- Weapons: Bows, crossbows, daggers, one-handed swords, and two-handed swords
- Armors: Leather and hard leather armors
They are agile long-distance fighters who masterfully handle the bow and arrow and, thanks to their steady hand, keep a cool head even in the most critical situations. However, they cannot be underestimated in hand-to-hand combat either, as they can very skillfully elude enemy attacks.
Equipment: to move with agility they only wear hard leather or chain armor. In addition to the bow and arrow, they use crossbows, daggers, one-handed swords, and two-handed swords.
Strengthened by Rumapark, god of fire, the mighty warriors resist in each of the battles.
- A melee fighter, a tough blocker and a damage dealer, he is able to knock out his enemies
- Weapons: One-handed swords, two-handed swords, axes, crossbows, and bows
- Armors: Mail Armors, Plate Armors, and Shields
They are extremely skilled and agile fighters. During their dreaded attacks, they take down their enemies using powerful melee attacks. They can take heavy blows without any problem and are able to defeat the dangerous attacks of their enemies thanks to a perfect defense technique.
Defensive warriors can attract opponents and resist physical attacks with the help of their plate armor and shields. Offensive warriors, on the other hand, deal heavy damage with their two-handed weapons.
Equipment: Warriors have a huge arsenal consisting of one-handed swords, two-handed swords, axes, crossbows, and bows. They can wear plate or chain armor and use all kinds of shields.
Wizards are the masters of magic and master the elements.
- Long-distance fighter, vulnerable damage dealer
- Fire, ice and lightning magic, can knock out his opponents
- Weapons: Wands, magic wands and ganthas
- Armor: Cloth Armor and Light Armor
In the past, Pauldron, god of thunder, taught them to soar above the boundaries of the conceivable and transform mysterious mana into powerful magic. Mages cast explosive attack spells, dealing disastrous damage to the area and producing magic capable of inflicting injuries over a period of time.
Their weak armor and low stamina make them very vulnerable to attack, so they must exercise caution. They develop their skills to the maximum in the group or against other players, especially if other magicians are at their side.
Equipment: Mages fight at a distance and wear cloth armor or light armor. They draw extra energy from wands, wands, and ganthas.
Noble and charming like Bacchus, goddess of water, the priests protect their companions from danger.
- Long distance fighter, healer and protector
- Good at group play
- Weapons: Wands, magic wands and ganthas
- Armor: Cloth Armor and Light Armor
Long ago, Rekamies gifted priests with the gift of protecting and healing their allies. In times of adversity they often represent the last hope for combatants. The priests also master destructive magic, with which they defend themselves from their adversaries and cause great damage. Due to their abilities, they could be considered guardian angels and messengers of death alike.
As priests of darkness, they blind their enemies or turn into harmless squirrels to reduce the number of attackers. Through sacrifice and prediction they strengthen and heal their allies, or resurrect them if they have died.
Equipment: Wands, Magic Wands, and Ganthas give them additional strength. For protection they wear cloth armor or light armor.
Agile, sagacious, dangerous. Shadow Runners use darkness to stalk their adversaries.
- Melee fighter, dealing heavy damage
- Can hide and knock out opponents
- Weapons: Bows, crossbows, chakrams, daggers and one-handed swords
- Armors: Leather and hard leather armors
They are fast, cold and calculating. They are in no way inferior to their patron Pendatron, god of darkness. They can go deep into an enemy region, attack their victims without being seen, and retreat back into the shadows.
However, when they are discovered, their abilities are ineffective. They behave the same way when they are at a greater distance from the enemy.
Equipment: They wear leather or hard leather armor and are therefore not as well protected as warriors. Chakrams and daggers, along with one-handed swords, crossbows, and bows make up his weapons of choice.
History of the Origin of Iberian
The Creation (Around 3000 BC Blonead)
Before the origin of time there was no division between heaven and earth or light and dark. There was only an unfathomable void without beginning or end. Here the first two gods appeared: Leya and Bergelius.
Leya embodied Creation and guaranteed life and harmony. Bergelius, on the other hand, ruled Nothing. Proud and distrustful, he strove not to share his power with anyone. The enmity between Leya and Bergelius grew and grew until they were involved in an intense battle. Bergelius defeated the goddess and took her prisoner.
It created an impenetrable darkness, cold and shadowed. However, Leya still hadn't given up hope. With his remaining forces, he created the alternation between light and dark, what would later be known as day and night. At the same time, it gave rise to the classical elements of all life: earth, water, air and fire.
He endowed the world with continents filled with lush vegetation and populated the idyllic land and waters with many different beings. He named one of those continents Andaron, present-day Iberian, and named its first intelligent inhabitants Mu. Since Leya was held captive and could not defend herself what she had created, she entrusted this task to eight protective gods to whom she gave life.
Bergelius learned too late of Leya's creative work. Filled with grudge due to his carelessness, he tasked his loyal servant, Parakelius, with destroying Andaron as soon as possible. Parakelius met his minions on that peaceful world. A gloomy mist covered the Earth and fear spread. Treacherous, Parakelius drew the people of the Mu into the power of the shadows. The peace of Andaron was over.
The eight protector gods sent a great flood in order to end evil and save Andaron. That made almost all signs of life disappear from the earth. Some of the survivors fled to Britron Island, on the west coast of Iberian.
However, the influence that evil had exerted on them remained unwavering: in the isolation of the island, many ended up becoming hideous beasts. Parakelius used his power and transformed the inhabitants of Britron into monsters, from which the Rahu warriors would later emerge.
Colonization (around 3000 BC Blonead - 0)
Various peoples lived in the world created by Leya, scattered across all continents. Bergelius had risen in Andaron as lord of the Rahu and ruled that land with tyranny.
Legend has it that he created the dragon Kameria, a beast that spits fire and spreads fear. Along with winged black demons, he roamed the lands killing anyone who could not escape in time. Entire villages were devastated in this way. Behind they left only ruins, the only memories of their ancient inhabitants.
Driven from their homes and threatened by hordes of looters, many had to flee for their lives. In simple boats and sometimes even swimming, the destitute crossed the oceans and finally reached Andaron after a long and exhausting journey. Those who reached the shore lifeless were buried on Dragonrod. The Reliquary of the Dead still remains there today, a monument that, for a long time, recalls those forgotten times.
With the passage of time four great clans settled in Andaron: elves, fairies, felines and humans. The survivors of the aboriginal people, who had not been attracted by Parakelius, were called the Mu clan.
In time, the elves of Andaron became disembodied beings. Known as the Bon Tuna clan, they remain, until today, linked to their traditions and detest any kind of change.
The fairies founded the Mirhur clan. They are small, friendly and very intelligent. No one should underestimate them, as they master the art of magic to perfection.
Two centuries later, the people of the Neved people joined the Mirhur clan. Today they are known as felines and they and the fairies still have a deep friendship.
The Parholn clan was made up of the surviving humans. They did not take long to get used to their new homeland and little by little they were colonizing Andaron. They are ambitious and versatile, but their life expectancy is shorter than that of other settlers.
The different traditions and ways of life gave rise to an atmosphere of tension that led to war. This was short-lived, since the clans considered that they would only be able to survive in Andaron if they lived together and in peace.
The Rahu secretly concocted plans for an invasion, formed a fearsome army, and pounced on Andaron. By joining forces, the clans were in a position to defeat the Rahu and force their retreat.
In the heat of battle, the mighty sword Krawendyn fell into the hands of Andaron's soldiers. This weapon had long been forged by the dark forces and fearing the shadows that seemed to emanate from it, the soldiers handed it over to the commander of the armed forces. He hid it in a safe place; However, the baleful aura of the sword had already poisoned the hearts of humans and sowed discord among the peoples. Once again, peace turned to war.
The eight protector gods immediately went to Leya and related what had happened. The goddess then discovered with horror what her then peaceful creation had become. He decided to send the protective gods to Andaron in order to drive Parakelius out of the world forever. First they destroyed the sword, and once Krawendyn's power was gone, they were able to end the peoples' war.
However, the Rahu did not admit defeat. In a totally unexpected way they ravaged entire regions. After hard battles of enormous cruelty, the protector gods intervened again and sent, for the second time, a devastating flood that almost destroyed all life. The few who managed to survive were for a long time wandering across the continent.
Earth took centuries to recover. However, the evil had not been expelled from the world completely and it extended its claws again.
The new chronology (0 - 85 AD Blonead)
Queen Blid Blonead founded Iberian, a united kingdom made up of all clans, and thereby heralded the beginning of a new era.
The first period was marked by tough battles for survival from day to day. Some nomads established themselves as farmers, but cultivating the fields was not an easy task, since the seeds rarely sprouted in the ravaged land. Attacks by wild creatures, roaming the continent in search of food, were the order of the day.
However, despite all the misfortunes, the young kingdom enjoyed more and more power. The Iberians learned ancient fighting techniques to better defend themselves. Eventually, they banished most of the creatures to isolated regions, thus restoring peace to the kingdom.
From small towns, flourishing cities arose and new territories were explored and colonized. However, the prosperity of Iberian brought unexpected difficulties: continuous struggles for the territory that ended up turning into armed conflicts. The queen had to take control.
After long deliberations with his closest confidants, he divided the territory and established the borders of Iberian. Ardir, Tibered and Tarat were the first regions to be constituted. They were strategic enclaves located in the center of the continent that had to defend themselves from continuous sieges.
The cruel Rahu invaded Iberian once more and ravaged almost the entire continent at the Battle of Ardir. The struggle between good and evil was unleashed again: on one side was the force of creation, which for thousands of years had been in charge of maintaining peace in the world. On the other hand, the armies of Bergelius were rising, who were determined to seize power and establish a reign of terror.
In the ranks of Ardir fought Arian Horus, a brave knight. After numerous battles, of which he emerged victorious, he was defeated in a long and grueling battle and could barely get the wounded to safety.
Despite everything, he did not give up and gathered new troops under his command. Finally, at Tarat, he led the Iberians to a triumphant victory in which many of the enemy chiefs lost their lives. The Rahu who survived were also expelled. However, both the queen and the war hero Arian Horus then suddenly disappeared without a trace.
The time of war (AD 85 Blonead - today)
Queen Blid Blonead and Arian Horus were still missing, it was as if the earth had swallowed them. Since there was no heir to the throne, power was shared among the queen's four closest confidants: Ruard Lopesa, Neban Maha, Edgar Seher, and Uma Plutak.
Men were soon embroiled in new disputes for power and soon began to plot intrigues against each other. The population suffered harshly from the eternal conflicts and the growing tyranny. Edgar Seher was not able to continue supporting these confrontations and left for the south of Iberian. There he founded together with his most loyal men a sacred city.
The environment in which they lived also changed abruptly and as a result of the general discontent a real rebellion broke out. Under the reign of Armin de Remperd the rebels organized and occupied the city of Lezina. However, the king's army managed to encircle them in the center of the city.
The rebels held out for a long time, even despite a supply cut. The siege had a bloody end: protected by the cloak of darkness, the king's army reached the center of the city and attacked the rebels. They killed 20,000 rebels. The massacre went down in history under the name "Night of the Black Moon". It is said that the late war hero Arian Horus also took part in the bloodbath. Armin de Remperd was able to flee.
A few years later, Ruard Lopesa managed to divide Iberian using clever tricks. He claimed Derion for himself in the west. Valorian, to the east, was assigned to Neban Maha. From the sacred city to the south arose the kingdom of Gor, to be ruled by Tristan.
Ruard Lopesa became a powerful sovereign. His power meant more to him than the welfare of the people. Neban Maha, on the other hand, cared about the needs of his subjects, valued discipline at the same time, and built a rigorously organized army.
However, the distribution of Iberian did not end the struggle for the power of men. Both rulers proclaimed themselves emperors and the armed conflict between Derion and Valorian always broke out. Gor, for his part, was always neutral. King Tristan was especially interested in trade, supplying enemy kingdoms with equal amounts of food and weapons.
One day, Ruard sent some of his men to Valorian in order to collect taxes from the population. The tension escalated when Neban Maha seized the entire delegation and allowed them to be beheaded. This event led to war in both kingdoms. To finance his army, Neban Maha raised taxes on Valorian.
Ruard's troops launched the attack against the capital of the enemy kingdom. At first, the onslaught seemed successful, but the attackers were in no condition to take the castle behind which Valorian's soldiers were barricading themselves. They then suspend the siege and both rulers sign an armistice.
Convinced that Gor had secretly supported Derion, Neban Maha attacked the southern kingdom. Many peasants were able to escape in time and sought refuge in the cities.
King Tristan once again confirmed his neutrality, so the Valorian troops again withdrew from Gor. Scandalized by the attack on his land, Tristan also began to form his own fighting army.
Between Derion and Valorian the armistice still reigned, but the enmity between the two kingdoms endured. For this reason, the rulers decided to separate their territories through a fortified border and put an end to trade between the two. Gor would be the only kingdom they would negotiate with.
Not two years had passed when border disputes led to the second great war between Derion and Valorian. Again, neither of the two kingdoms could claim victory.
It was not until after numerous battles that the two rulers reached a truce and trade flourished again: Valorian specialized in food, natural raw materials, and tools; whereas in Derion they produced, above all, weapons reinforced by magic and magic potions.
The peace has been in place for some years, but it is fragile. Both rulers take advantage of the time to recruit new troops and everything indicates that the next war is imminent ...
Neban Maha rules the ancient western province, heavily militarized. The Walls and the watchtowers are part of the landscape. Even today it is perceived that the region was a bulwark against the Rahu.
Bina, the southern province, is guarded with suspicion, as it once revolted against Valorian and started a war. Furthermore, it is feared at all times that the enemy, Derion, will invade this region.
Valorian tries to organize a strong army that is not characterized by its magic but by its discipline and toughness.
Derion, where the Emperor Ruad Lopesa reigns, relies on magic and alchemy to ensure its power. The territory, ravaged by war on multiple occasions, is slowly recovering. Knights of magic lead the army of the distrustful sovereign.
However, even if Ruad invests in and encourages magic and alchemy research, the war against Valorian may break out again at any moment.
Edgar Seher founded in the Pandeon region, in the south, a holy city that would become the center of the empire of Gor. It is the realm of commerce and agriculture.
Here, King Tristan rules, who, through neutrality, tries to keep the peace, but who during the first war supported the kingdom of Valorian against Derion. In reaction to Derion's vengeful attack, Gor built Arian Street to separate himself from his two enemies.
In the second war Gor attacked again and forced the other parties to end the fighting.
Humans, formerly known as the Parholn clan, were the last refugees to arrive in Iberian during the great colonization.
Compared to the other breeds, they have a short life expectancy; however, they developed enormous ambition and extraordinary skill in handling tools of all kinds. Thanks to their creativity and numerous technical developments they became a solid force in Iberian and were able to shed their reputation as a weak people.
In addition to having an incredible capacity for adaptation, humans are characterized by high intelligence, great strength and considerable resistance against any form of magic.
The felines belong to the ancient people of the Neved. When they arrived in Iberian they immediately became friends with the fairies. Since then, both peoples share their wisdom and they all live in peace together.
The cats are very close to nature and are, for this reason, the protectors of the earth and the winds. They work continuously in order to improve their combat technique and mental power and to be able to complete their missions properly. The members of this race are magnificent hand-to-hand fighters, possessing great strength and incredible stamina.
The fairies, also known as Mirhur, were the second people to reach Iberian with the flood of refugees and they settled here.
They soon became friends with the felines. Since then, both peoples have protected each other. The Mirhur are a social race with unsurpassed mental powers. They brought magic and spirits to Iberian and preserve the knowledge related to ancient magic formulas.
Due to their extraordinary intelligence and wisdom, fairies possess incredible magical powers. Of all the peoples, it is they who have the greatest contact with the spirit world.