Faxion
Faxion Free2Play
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Faxion F2P
TRUECOINS SHOP
While a player can fully enjoy and compete in Faxion Online for free, UTV offers the option of purchasing items, time, and convenience through the TrueCoins shop. This is purely optional, though, and they are not forcing sales of items through mechanics that penalize players. Players who do spend money are not only supporting UTV True Games but also future Faxion Online development.
MULTI-CLASS SYSTEM
Multiclass system allows players to truly customize their characters. While everyone starts with their Base Class, they are free to train into any and all of the other Classes available in their faction as soon as they want.
Reaver
Reavers are the favored marauders of Hell - dark champions who worship at the altar of battle. They believe the cries of their victims to be the purest hymn and shedding blood the only true prayer. Wrapped in armor and warped by infernal blessings, Reavers are often surrounded by enemies, taking on multiple opponents with cleaving blows and peerless defense.
Crusaders
Crusaders, the backbone of the armies of Heaven, stand at the forefronts of the war - ready to defend the holy gates and all they stand for. While reliant upon their weapons and armor, it is their faith that makes them a force to behold, sustaining them during lengthy skirmishes. No stranger to hand-to-hand combat, Crusaders are strong fighters who rely on mobility and sheer brute force to bring low malefactors.
Guardian
Heralds of peace, Guardians bolster their allies with miraculous healing, protective sanctification, and unfaltering conviction. More than simple medics, these agents of mercy lend their spiritual aid to virtuous Crusaders and Diviners while humbling those who abdicate from the light. Still, they mourn those who have lost the path and grant what peace they can to the fallen. Guardians understand that patience is key when guiding the ignorant, and are willing to repeatedly rehabilitate those lured by Hell's deceit.
Occultist
For Occultists, power alone simply isn't enough. But being seen wielding power… controlling the ebb and flow of battle while blighting the land in flashy demonstrations of supremacy - this is what drives Occultists to study with such fevered intensity. Bending the elements through sheer strength of will, these students of the dark arts are careful to confront the forces of Heaven on their terms, lest their lack of martial skill be the deciding factor.
Diviner
Diviners step onto the battlefield knowing that the wary eyes of the accursed are upon them. Their mastery of the elements, righteous fury, and enthusiasm for chastising the wicked justify these concerns. Eons have been spent gathering divine truths, and Diviners use this wisdom to unleash destructive forces from afar. Truly fearing no evil, they hardly even bother to armor themselves.
Zealot
Devotees of misery and Hell's foremost strategists, Zealot's are notorious for their proficiency in matters of life and death. Regularly found on the front lines alongside Reavers, they place potent wards that offer protection to the forces of Hell or destruction for any servants of Heaven that stumbles upon them. Pragmatic in all things, Zealots are far more willing than their comrades to consider a plan of action where murder isn't the first and only step. After all, why would they want to limit their options for spreading chaos, corruption, and madness throughout Limbo?
TERRITORY CONTROL
Each reality of Limbo is made up of the neutral areas of Purgatory and the Seven Deadly Sins. Each sin is represented by a territory: Avarice Canyons (Greed), Fields of Hunger (Gluttony), Shadow Delta (Sloth), Ascedia Peaks (Pride), Garden of Ardor (Lust), Penitent Waste (Wrath) and Misfortune Woods (Envy).
Each day, two of these sinful cookie jars open for contention. Throughout that day the armies of both sides are free to do battle within the open territory, gaining influence and exerting their will. Each territory holds a major control point as well as an assortment of minor control points which embody the zone’s ruling Sin. Each side has a chance to gain a foothold through an increase in scoring for every moment a control point is held and for every opponent defeated. Victory comes at the end of the conflict when the control points are dormant again; the winning side takes control of that Sin. The losing side has only to move on to the next fight, and another Sin up for grabs, allowing you the opportunity to do unto others more than they just done unto you.
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