A PvP MMORPG of two nations at war
In WarCrest Online the other nation is the real enemy. Humans and orcs level side by side, then meet in open world PvP, climb the National Point rankings and fight a war over Morgard twice a week. It is free and runs in your browser.
Two nations: humans against orcs
Every character belongs to a nation, and your race decides which one: humans fight for Valcrest, orcs for Gorzhak. Your nation sets who you can attack and who fights beside you. Friends lists, clans and, outside neutral ground, parties and trades stay within your own nation.
Both nations start together in Emberfold, the town of Hearthmoor. Hearthmoor is neutral: nobody can attack another player there, and humans and orcs may even party and trade. At level 10 each nation goes home, and at level 40 the war begins.
Where PvP happens
| Zone | Level | PvP |
|---|---|---|
| Hearthmoor | 1+ | None, neutral ground |
| Valcrest and Gorzhak (homelands) | 10 to 40 | None |
| Colony Zone | 40+ | Open PvP outside each nation's base |
| The Umbral Rift | 50+ | Open PvP, at set hours |
| Morgard | 40+ | The nation war, twice a week |
The Colony Zone is the heart of open world PvP. Each nation has a base where nobody can be attacked. Outside it, anyone of the other nation is fair game, and so are you. Monsters there run from about level 40 to 60, so you farm, quest and fight in the same place. A daily PvP quest asks for 100 players of the other nation, and a kill by anyone in your party counts for every member in the zone.
National Points (NP)
Every player of the other nation you defeat earns National Points. NP is the currency of the war:
- It ranks you in your nation's monthly and all-time rankings.
- It gives you a title as your NP grows: Skirmisher, Blooded, Veteran, Champion and Paragon.
- It raises your clan. A clan's grade, from 5 up to 1, comes from its members' lifetime NP added up, and the Clan Stewards sell clan cloaks that need a grade.
- It buys gear. The Colony quartermasters trade NP for cloaks of levels 40, 45, 50 and 55 and for hand glows with stats.
Dying to a player costs you half of what your killer gained. A player 10 or more levels below you gives no NP, so hunting the weak earns nothing.
Rankings, place symbols and rewards
Each nation has a monthly ranking by the NP earned that month and an all-time ranking by all the NP ever earned. The top 50 places carry a place symbol beside the name for everyone to see:
| Place | Symbol |
|---|---|
| 1 | Sovereign |
| 2 to 3 | Exalted |
| 4 to 10 | Vanguard |
| 11 to 25 | Warden |
| 26 to 50 | Sentinel |
An all-time place shows its symbol in a frame, and a player who holds both shows the all-time one. The first of each nation of all time claims the Whitecrown Mantle from Aldric the Herald in Hearthmoor, a cloak with real stats that cannot be traded. It stays only while the place is held: lose first place and the mantle is taken back. See the live rankings on the home page.
The War of Morgard
Every Wednesday and Saturday from 21:00 to 22:00 Istanbul time, the gates to Morgard open for players of level 40 and up, and the whole server is warned 10 minutes and 1 minute ahead. Each nation holds a fort at its end of the valley, and in each fort stands its War Keeper, a giant that never attacks its own nation.
- The first nation to bring down the other side's War Keeper wins the war.
- The winners get +5% XP, +5% gold and +5% drops until the next war begins, and their banner flies on the Victory Standard in Emberfold.
- The Colony Zone closes while the war is on, so everyone fights in Morgard.
- The Keeper is far too strong for a small group. A real push takes a dozen players or more, with healers, through the defenders and into the fort.
The world boss and the Umbral Rift
At the centre of the Colony lies the Bowl, an arena inside a ruined wall. The Ancient Colossus, a level 70 boss, rises there every day at 13:00, 19:00 and 22:00 Istanbul time. Whoever holds the Bowl gets the first swing, so the fight for the boss is often a fight between nations.
Every day at 16:00 and 20:30 the Rift Gate in the Bowl opens for 20 minutes. Players of level 50 and up may step into the Umbral Rift, a dark PvP zone with stronger monsters, and stay an hour. Its monsters drop Riftstones, which you spin on the Riftstone Reel in Emberfold for gold, scrolls and gear.
Class roles in PvP
- Warrior: the front line. Charge closes the gap and slows the target, Shield Bash stuns it, Sunder Armor weakens its defense for the whole group, and Iron Skin cuts the damage you take.
- Rogue: the hunter. Shadow Step hides you completely from the other nation for a few seconds, Ambush from the shadows deals far more damage, Hamstring roots the target and Shake Off clears your slows, roots and poisons.
- Mage: control and area damage from range. Frostbite freezes a target, Glacier slows everything it hits, Blink breaks roots and slows, and Arcane Recall pulls your party to your side.
- Priest: the reason a group wins. Mend and Prayer of Healing keep allies up, Purify and Cure All clear slows, roots and poisons, and Judgment weakens whole groups of enemies.
Every skill and its unlock level is in the class guide.
Fair play
- The server decides every hit. Your browser only sends what you want to do, and the server works out every attack, hit and reward.
- Defense always counts, never completely. Armor takes a share of every hit but never all of it, and a hit on a player deals 60% of what it would deal to a monster, so PvP fights last long enough to react.
- No weapons or armor in the store. Gear comes from monsters, bosses, the quartermasters and the anvil, and the blacksmith shows the exact chance before every upgrade.
- What the store does touch, plainly: wings give +10% XP, +10% NP and +10% gold, and Gold Premium adds +5% NP. These raise the NP of a kill you win yourself; they add no attack, defense or HP. Fortune Stones raise the chance of an upgrade, never to a certainty. Armor skins and store hand glows are looks only.
- Game masters stay out of it. A game master cannot fight players.
Frequently asked questions
At what level does PvP start?
At level 40, when the Colony Zone and the War of Morgard open. Levels 1 to 40 are spent in Hearthmoor and your homeland, where players cannot attack each other.
Can I be attacked while leveling?
No. Hearthmoor and the two homelands have no PvP. Only the Colony Zone, the Umbral Rift and Morgard do.
When is the War of Morgard?
Every Wednesday and Saturday from 21:00 to 22:00 Istanbul time, for players of level 40 and up.
What do I get for winning the war?
Your whole nation gets +5% XP, +5% gold and +5% drops until the next war, and its banner flies in Emberfold.
What are National Points for?
They rank you, give you PvP titles, raise your clan's grade and buy cloaks and hand glows from the Colony quartermasters.
Is WarCrest Online pay to win?
The store sells no weapons, armor or combat stats. Wings and Gold Premium add a share to the NP you earn from your own kills, and Fortune Stones raise upgrade odds without making any step certain.
Do I lose NP when I die?
Yes. Dying to a player costs you half of what your killer gained. Dying to a monster costs no NP.
Which class is best for PvP?
Each one has a job. Warriors hold the line, Rogues pick off lone targets, Mages control and hit groups from range, and Priests keep the group alive.
Can humans and orcs play together?
On the neutral ground of Hearthmoor they can party and trade. Everywhere else they are enemies, and clans stay within one nation.
- PvP and war guide: times at a glance and tips for the Colony.
- Class guide and beginner's guide.
- The free browser MMORPG: the whole game and what the store sells.
- Playing on a phone: fight from your phone's browser.
- Game database: items, monsters and drops.