Anarchy Online (AO) is a science fiction MMORPG released in June 2001 by Funcom. It stands out as being one of the few popular MMORPGs that makes use of a science fiction setting as opposed to the more common fantasy setting. The game is set in the years following June 29475, predominantly on the harsh desert world of Rubi-Ka (planet set in a fictional binary star system) and its extra-dimensional twin, the Shadowlands.
The story of Anarchy Online revolves primarily around two factions, the hypercorporation Omni-Tek and the rebel worker caste, the Clans. These two factions are fighting for control of the distant desert planet Rubi-Ka. In addition to these two factions there is a third faction of Neutrals, people who have decided to take no side in the conflict. This conflict has been waged on and off for centuries. In addition, there have been larger conflicts between Omni-Tek and other corporations over the control of Rubi-Ka.
Rubi-Ka, the seemingly useless desert planet, is of such tremendous importance because it is the only known source of notum in the universe. Omni-Tek, having been granted exclusive ownership rights to the planet, controlled notum for many years and benefitted tremendously when it was discovered that the mineral would revolutionize, and eventually become the key component of, nanotechnology. Eventually, notum led the way to the development of technologies that seem very like magic, including programs that create things such as fire and ice, heal injury, shield people from harm, affect their physical bodies, and even achieve resurrection. Notum even makes its way into the very genetic makeup of some sub-breeds of humans.
Because Omni-Tek had managed to get unfettered control of Rubi-Ka, they were mostly free to do as they wished with their colonists and the planet. For most of the early years, Omni-Tek did its best to treat its people well, even to the point of receiving commendations for its treatment of workers. However, over the centuries, Omni-Tek's policies began to degrade, until, finally, approximately 500 years after the planet was first settled, a significant number of poorly-treated colonists rebelled against Omni-Tek and began to secretly trade stolen notum to a rival corporation. This led to a series of wars between Omni-Tek and the colonists, and between Omni-Tek and its rival corporations.
Typical play activities include:
Faction influences a player's costs and profits when using vendor terminals. It also determines a character's starting city and which territories he may enter without being attacked by guards or local players. Breed primarily determines how expensive it is to raise the character's basic stats, how high each of those can ultimately become, and how efficient the character's skills are at increasing his health and program-running "nano energy" reserves. Profession determines the improvement cost and ultimate maximum of the character's other skills. More importantly, profession also determines which nanoprograms the character can use. Although nanoprograms are analogous to spells in fantasy MMORPGs, all professions — not just a subset — make heavy use of them. They define a profession's play style more sharply than any other single game element.
Character development is skill-based. As in many MMORPGs, characters in Anarchy Online gain experience points, and thus levels, through defeating enemies and completing missions. However, a character's level has no direct impact on his capabilities other than some incidental health and nano energy. Instead, each level awards the player with more Improvement Points to spend on raising the skills of his choice, and doing so is how the character actually improves. Breed and profession will combine to make some skills more efficient to raise than others, and a large part of character creation involves finding beneficial matches, but no skill is denied outright. All skills are available to some extent to all characters, so a player can improve his character's performance in whichever areas he is willing and able to afford. This, combined with the facts that there are 85 improveable skills and that the use of most equipment is restricted via minimum skill requirements and not by breed, profession, or faction, makes character development in Anarchy Online flexible and complex.
The Adventurer is the stereotypical 'lovechild' profession, getting seemingly good choices of weapons, armor and nanotechnology. Being able to do well in pvp, and act as a doc/tank in high end pvm the advy is a great choice for those who have the resources and desire to be good soloer, though without being able to excel in any area.
The agent is typically a pvp profession as the special attack for sniper rifles is 'aimed shot' which caps at an incredible 13k damage, some believe this to be highly overpowered as little skill is required to hide and almost instakill. Agents are good damage dealers, but tend to steal aggro and die a lot, meaning many will find it hard to get teams until they perfect their profession mimic abilities, which are usually highly desired by teams.
Bureacrats are a highly desirable profession for team and solo play, as they can calm, charm, give experience % buffs, give experience reclaim % buffs and summon their own pets for great damage.
Doctors will almost never be short of teams to choose from, but they require a lot of work to keep up to date and alive. Endgame doctors are typically the best soloers (though slow), taking on monsters with their self healing and damage over time abilities. Much to the chagrin of many combat-class players, doctors will take aggro from tanks just by healing, leading doctors to die easily if not appropriately defended by their teammates.
Enforcers are the first choice as 'tanks', they can use their nanotechnology to keep aggro from all monsters nearby, can give out huge hp buffs and damage/absorption shields. Enfos can be good in pvp too, as their toolset allows them to hit hard and easily counter movement speed restraints. Enforcers are the stereotypical meatshield.
Engineers require a lot of work to keep up to date, but can see the benefits of the work easily. Their robots make them great for solo levelling, team levelling. The engineer profession has a few 'pet pathing' issues, making their pets sometimes unpredictable. PVP wise, the engineer is difficult to play with, as the pet is usually just ignored and the engineer killed.
Engineers can be extremely weak endgame, unless one has the expansion packs, in which case they can be "OK".
Fixers used to be a fine all round profession before a series of patches and the release of ShadowLands reduced their capabilities. Fixers are still good for PVP and can deal good damage in teams, their runspeed and ncu buffs cannot be beat. The Heal over Time programs they use are badly scaled and are regarded as almost useless at high levels, the heals are more oftenly used to overpower low level PVP twinks. Fixers utilize a special armor and transport system for their own (and in the case of the transport system) and others benefit.
Keepers are pretty decent damage dealers and can occasionally tank, though they have little in their toolset to keep aggro. Keepers can heal hp or nano with auras, but it scales badly, much like fixer HoTs. Keepers get a variety of auras to enhance damage and other in-battle stats.
Martial artists are a great team and solo profession, as they have excellent damage and moderate healing capabilities, the martial artist excels in evade tanking at higher levels and can solo high end bosses with relative ease.
Metaphysicists are an excellent solo, team and PVP profession. They can buff up nanoskills a great amount and summon attack pets, calm pets and heal pets. They are sometimes good damage dealers and good for backup healing and debuffing. MPs tend to be less powerful near endgame, but are still desirable.
The nanotechnician is possibly the hardest profession to play in AO, using a flawed toolset and carrying a history of bad patching/balancing issues, the NT is usually low damage at certain points throughout the game, their damage and reputation have suffered greatly over the course of AO's 5 year run.
However, with the current patch of Anarchy-Online, it seems as though the NT has the absolute best potential to kill hoardes of opponents in very short periods of time with it's area "nukes". It is well known that an NT + Doctor combo is nigh unbeatable against any opponent.
Shades have a rough time keeping 'twinked' up until high levels. Their damage is always a desirable trait and the ability to drain and evade tank allows them to stay alive if they steal aggro, or if they're soloing. Shades at endgame are excellent damage dealers and evade tanks.
Soldiers are the usual second choice for a tank in teams, using powerful reflect shields and high damage they can tear a monster down quickly before they take too much damage. Their main weapon uses the 'fullauto' special attack, releasing an entire clip of ammo at their target. This is a powerful attack for both pvm and pvp
(the best class for a froob/noob on their first adventurre to rubi-ka)
Traders are almost unbeatable at low level pvp, draining their enemies into oblivion before finishing them off with their enhanced damage. Traders have wrangles as a part of their toolset, making them a desirable profession for damage and nano enhancements both in and out of battle. Traders also get calms and Armor debuffs, but these are viewed as unusable until specific points in the game. Traders can AoE root, making them formidable in pvp even later on.
Released in September of 2003, the Shadowlands expansion was very well received critically, though there were concerns that it had too strong a fantasy bent to mesh completely with the AO universe. In addition to the tremendous world the expansion added, it also introduced significant changes, improvements, and additions, to virtually every aspect of the game, from music, to character development, to interface, enough that some players considered it a wholly different game than the earlier versions of AO.
The original game, without any of the expansions, is part of a special promotion in which new players can register an account and download the core game free of charge, with all monthly fees waived until January 15, 2007. Players wishing to use the content available in any of the three expansions would need to purchase those expansion packs, after which monthly subscription fees would begin to be charged. It is possible to upgrade a free account to a paid one and at the same time purchase the first three expansions at a reduced package price.
A "Leet" is the name of a furry, cuddly creature resembling a Rodent in Anarchy Online. Leets are cuddly, speak in leet speak, and have a strong following of players. The names of the various kinds of leets found in the game world play on leet, with progressively stronger leets named Leet, Eleet, Leetas, Soleet, Phear Leet and Supa Leet, in addition to special unique leets named Joo, Ownz and brb. Their cuteness has in many ways made them a mascot for the game, with calls for plush leet dolls being common, stories such as the Leetville series being made, and a special set of leet pets being the pre-order gift for Alien Invasion, Anarchy Online's third expansion.
Froob stands for "free paying noob". Someone is a 'Froob' when they sign up for a free account. In game, there are several 'orgs' for Froobs, such as "FBI - Froobs But Intelligent", which was one of the first orgs to win the banner competition. Players using free accounts are subjected to a number of billboards featuring real-world advertisements. Paying players don't have billboards, but can turn them on if they wish, they may opt to view the same material as Froobs or switch to more immersive fake advertisements that deal with in-game related subjects.
The free account offer has been extended to January 2007.
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