Terra Bellica online strategy

 
 
Introduction




Terra Bellica is an online multiplayer strategy game (mmorts). Players live, explore and fight against each other on a global map. There is a strong tactical element, unlike in most online strategies, units and landscapes are not abstract. Each cell can be crucial in both development and combat. Terra Bellica has an extensive clan system, but there is plenty of possibilities for loners as well.

Timeflow

Every unit has Action Points (AP). AP can be spent at any moment to move or perform an action. In-game time flows continuously. AP, HP and mana restore gradually throughout the day until they reach their limit. Spells have duration, just like construction and resource gathering. Settlements can be permanently destroyed. Life is in constant motion - and the larger your empire, the faster the pace.

Worlds

Available worlds: Mortia (Statistics)

Thousands of colonists arrive at the gates of this new world. Mortia lures generals in search for lands to conquer, leaders looking to establish new clans, merchants dreaming of fabulous riches, explorers and adventurers, nobles and commoners. Each and every one of them is driven to succeed in their quest, usually at the expense of others. What joy is there in prosperity if the neighbour prospers as well?

Yet it is not only humans that Mortia attracts... Hordes of orcs ruled by their dark god, the malefic Kresp, seek to impose dominion over these territories and their denizens. The land of new hope is threatened to become a land of tyranny and slavery. Colonists will have to bear the yoke of the cruel god and suffer his heavy tributes.

The wilderness teems with creatures hostile to mankind. Orcs lurk in thickets. A kraken could easily drag a stray galleon into the ocean depths. Dragons nest atop cliffs, laying waste to entire armies. While humans remain the most potent threat to each other, nature is not to be underestimated.

Starting Out

Every newcomer receives a hero in a random area of the map, carrying some equipment and leading colonists to a bright future. It is possible to change the starting point under 'Management'. The initial goal is to settle down and establish a village, preferably in close proximity to resources.

The sinister Kresp then places his spell, the Dark Aura, over the new settlement, engulfing it in a protective cocoon. Such protection delivers the newcomers from their greedy neighbours, but prevents them from attacking anyone but orcs. The serfs are forced to double their efforts to pay heavy tributes to the insatiable Kresp, making them work twice as fast on any task. It is now that the upstart colonist should pay the greatest attention to development.

Yet the longer you stay under the Dark Lord's protection, the more resources he demands for it. As the tribute grows exponentially, you will soon have to wrestle your freedom from the grasp of Kresp. Let other humans help you in this admirable endeavour. Contact them either directly or at the Forum.

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