Knowledge Base

  • Overview +

    Citadel of Sorcery is a full 3D environment, fantasy MMORPG game.  It is set on something we call the Reflected Worlds.  This is one geographic full size planet, that was ‘reflected’ thousands of years ago.  These reflections are not instances; they share the geography, but the details of what happens on each Reflected World are different. Citadel of Sorcery has two types of Reflected Worlds (RWs): Community (CRW) and Story (SRW).  The only real difference Read More
  • Game Play +

    Quests Quests are the heart of the game play in Citadel of Sorcery, and you have our promise that there will not be even one grocery list type quest (fetch me some number of something, or deliver this to so-and-so). Instead, every quest was created by a writer, and is the equivalent of an entire novel series. These incredible stories are then run through our TrueQuesting system that takes the character’s previous history, and generates a custom Read More
  • Our World +

    Time Time continues to move in the Reflected Worlds. At first this may not sound important or earth shaking, but it is. Most MMO games are actually the same day repeated over and over. Not in CoS. Each day the worlds continue to evolve and change. The Reflected Worlds change; every place you went to yesterday could be different today and likely will be. Towns can burn down, yet others will be built. Land is changing hands in the war, kingdoms rise Read More
  • Story +

    At its heart CoS is all about the Quests, Missions and other types of personal Stories. Our goal was to create a system where every Quest was interesting, unique, and none of them were simple tasks to complete. A story is more than a task, it involves choices that matter to the player. Example: You have been tasked with bringing a small Kingdom back under Citadel control. Right now the King of that country is fighting a revolutionary Read More
  • Characters +

    Your character represents who you are, but unlike other games, CoS allows you to evolve your character endlessly, and without restriction. You may learn any of 1890 Abilities, and over a hundred more Uber Abilities, and every player, of every race may learn any combination of these. Each of these Abilities can also be improved through study and practice. This means that no two players will likely be exactly the same. There are no character classes, or equipment restrictions. Become Read More
  • Social +

    Social aspects Beyond the many types of game play we offer (See: Game Play), the game also has many social aspects for those players wishing to take part. These include lots of mini games, as well as performance locations. For example, players can play chess, checkers, Hearts, bet on races, go dancing, gamble in a casino, go to roman style baths, visit a menagerie, visit the museum or go to a theater performance. Players may also rent a Read More
  • Combat +

    The combat system in CoS is very unique, with new innovations in how players work together. Our user interface anticipates options that the player wants so that they don’t have to search through large amounts of icons for what they need. This is important because players are able to fully customize their characters by choosing from any of 1890 unique Abilities. (See "Characters" ) Our A.I. system allows NPC opponents to use the terrain, situation and their Read More
  • New Technology +

    PlanetForge© We made a world generator, called PlanetForge©, which creates full living planets. It does this by using a continent generation tool that assigns biomes based on a whole bunch of parameters, like sunlight based on slope and latitude, temperatures based on geography and weather patterns, as well as gravity, wind, glacier and water erosion systems. Next, we had to create a system to uniquely grow every tree, bush, flower and plant, from scratch, and let them Read More
  • Lore of the Reflected Worlds +

    The following text is a history of the world in which the Citadel of Sorcery exists, up until present day. This back story will be important to the game when you play, since the story progresses on from here. Feel free to read it if you wish, or you will get the same information later when you start the game. Read More
  • Playable Races +

    These are the six playable races in the Reflected Worlds of Citadel of Sorcery. Please note that the artwork displayed currently is not our final art. These are all prototype images, and subject to change. Tyven: Of the free people of the Reflected Worlds, the Tyven are one of the more recent. They were created during the fifth age by Morphael. He wanted a race of spies that could move through the wilderness with the cunning Read More
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Citadel of Sorcery is a full 3D environment, fantasy MMORPG game.  It is set on something we call the Reflected Worlds.  This is one geographic full size planet, that was ‘reflected’ thousands of years ago.  These reflections are not instances; they share the geography, but the details of what happens on each Reflected World are different.

Citadel of Sorcery has two types of Reflected Worlds (RWs): Community (CRW) and Story (SRW).  The only real difference is that when you go to an SRW it is reserved for you and your group (up to eight players).   SRWs exist so that we can create an intricate and detailed Quest of unprecedented depth that uses the entire world for your story.  However, there are times when players don’t want a novel deep epic story and would rather be working together with other groups of players, or as larger groupings work on community goals.  For these we have the CRWs, where there are lots of cooperative styles of gaming designed to let many groups work together, sharing the world with thousands.

All stories are non-linear in CoS.   The game and the player constantly make choices that change the quest.  Before you even start the quest is modified, so that it ties into your character’s personal story.  Every quest leads to a grand climax, the outcome of which will completely depend on the path you took to get there, and the choices you make during that climax.

The Reflected Worlds have a rich back story.   This matters because that story continues to evolve as time marches forward in the game, and players will help shape that future.

The overall goal of CoS was simply to make a more realistic living world, with stories that matter, and to personalize your character’s life, so that you aren’t doing the exact same things as what other players have done.  Your story unfolds naturally.  Rather than collecting a bunch of simple tasks that all players do, your story will flow from one thing naturally into the next, stitching together a unique thread through the world, unlike any other player. 

All this is possible due to a few things.  First, let’s talk about technology.  We wrote a system called PlanetForge, which makes and continues to age, an entire planet.   We followed that up with the Enact Tool Set, which allows a single Level Designer to build any Writer’s story, without the need of a programmer.  Finally, to make each of them personal, they are processed through a module called TrueQuesting, which looks at your character’s history and present situation, and then adapts the Quest to fit into that fabric.  These are not just auto-generated stories (those feel auto-generated), but are written by good writers.   However, they are adapted by TrueQuesting, so that they vary greatly.  Locations, people, objects, villains, allies, factions… all change based on the player.  This means that a single quest has thousands, if not millions of variations.  The re-playability and uniqueness of each is astounding, without the need for the Level Designer to hand make those changes.  This gives us a lot of content with fewer people working on it.

But the Reflected Worlds are more than just that, they are a living place, where monsters don’t pop back into existence when killed.  Instead, each monster or mob, has an agenda, they are up to no good.  You or someone else can stop them, but if you don’t they may succeed in their endeavors.   When mobs are stopped or killed Enact monitors the area and decides when to send a new kind of enemy there, with a new objective.   Monsters are no longer held to a grid position, but can move through the land.  More importantly, they can and will hunt you.  Just like when you cross their path and decide to thwart their goals, they might cross your trail and decide to do the same to you.

Crafting is done differently in CoS, every item you get can be crafted into what you want, but this is all done through adventuring.  Each item has a potential, and you can work that item into what you want it to be over time, until that potential is maxed out.  You do this without repetitive grinds or standing around, but by actively seeking what you want to do or add to the object, and going and doing it in the world.

Our game is primarily cooperative in nature, with all Fallen Heroes working together against the three primary evils of this world: Morphael’s armies of creatures, the Demons and their Dark Defiled and Dark Spawn creations, and the Citadel of Sorcery and it's dark sorcerers ( whom you work for), but must try to defeat from within.  However, we do offer some very robust PVP entertainment, just for those players that want it in the Shadow Arena.

We believe that CoS offers a kind of game play that has not been seen in any other MMORPG in history.   On top of all that, our world is a full size planet.  This offers nearly endless potential for exploration.  There will be places no player has ever seen years after the game releases, and no player will ever see it all.

We’ll go into these things, and more, in the more detailed areas of the FAQ, enjoy!