March into the volatile land of Montel, a continent torn apart by two distinct factions of war.
A precarious détente exists between the steam-powered Kingdom of Isenhorst and the magically enriched Erlandir Union.
The two sides have endured countless invasions, and the world has found an uneasy peace on the brink of collapse,
as each belligerent alignment seeks total domination over the increasingly more valuable Black Gold.
Pilot gigantic walking mechs, watch the earth shake in your wake or rein thundering beasts whose roar echo across the land. Prepare for a total war fought on fresh perspectives!
Two distinct factions vying for total domination of the continent. Rally the banners, forge new allegiances and fight for guild-specific strongholds. Let your colors fly and glories shine!
Experience the most brutal and fast-paced PvP action in Black Gold Online. Stay on your guard and thread carefully through the lands of Montel, for there is no concept of safe zone.
The vampires are amongst the youngest race on the Montel continent, their tragic tale echoes through their hallowed halls. As punishment for their experimentation with steam technology, their curse of blood boils in their veins.
A barbaric race of shape-shifters and tamers native to the Wind Whisper Plains. Seen by other races as primitive, they have a close spiritual connection with nature and beasts in particular.
Naturally all-embracing, these human families settled peacefully in the west after their exile. The Buvonts are smart, agile and exceptionally adaptive. The Buvontian dynasty is now accepted to be the ruler of all Isenhorst.
The enigmatic Kosh are an ancient race that long ago ruled the lands now comprising the Magic alignment. The Kosh believe they are the children of the Sun God, who bestowed them with exceptional intelligence and physical might.
Molded in the unrelenting, harsh environments of Isenhorst, the Lokemean Dwarves are the creators of steam technology. The typical dwarf is stout and strong; most are greedy and some take their long beards very seriously.
The Yutons were taken under the rule of Kosh as a protectorate nation, the humans were left alone to govern themselves. Capricious yet traditional, curious yet reserved, they are light on their feet and roam the forests freely.
Punisher
Assassin
Spectromancer
Occultist
Thaumaturge
Gunslinger
Spellsword
Blademaster
Geomancer
Pyromancer
Skycaller
Beastmaster
Heavy armor clad carriers with penetration rounds. Exchanging firepower for speed, the Kingdom and Union counterparts vary with different speeds, armor, and attack. Assault vehicles and beasts have armor-piercing bonuses against all ground units. A strong composition of assault carriers is the essential backbone for any guild.
Heavily reinforced colossal rides:Tenacious at close-range attacks and sporting the highest constitution amongst all carriers, However, siege vehicles and beasts are vulnerable at a distance due to their slow speed and long recharge periods. Siege units are unparalleled against defensive structures and base bosses.
Specialized carrier designed to take down aerial units; Relatively lightly armored rides with very long range attack. The Anti-air has the special ability to lock-on to targets and use attacks that track down a moving enemy. This ability coupled with an attack bonus against Aerial units makes the Anti-air deadly against flying vehicles and beasts.
Aerial is the specialized carriers designed to take down aerial units. Flying carriers are difficult to hit, making them formidable despite relatively light armor. Aerial units have an attack bonus against Assault carriers and other flying units. The fantasy counterparts are the pinnacle of nature's evolution and design, usually costing a fortune to sustain.
Heavy armor clad carriers with penetration rounds.Exchanging firepower for speed, the Kingdom and Union counterparts vary with different speeds, armor, and attack. Assault vehicles and beasts have armor-piercingbonuses against all ground units. A strong composition of assault carriers is the essential backbone for any guild.
Heavily reinforced colossal rides:Tenacious at close-range attacks and sporting the highest constitutionamongst all carriers, but siege vehicles and beasts are vulnerable at a distance due to their slow speed and long recharge periods. Siege units are unparalleled against defensive structures and base bosses.
Specialized carrier designed to take down aerial units; Relatively lightly armored rides with very long range attack. The Anti-air has the special ability to lock-on to targets and use attacks that track down a moving enemy. This ability coupled with an attack bonus against Aerial units makes the Anti-air deadly against flying vehicles and beasts.
Engineered perfection with blinding speed and evasion. Flying carriers are difficult to hit, making them formidable despite relatively light armor. Aerial units have an attack bonus against Assault carriers and other flying units. The fantasy counterparts are the pinnacle of nature's evolution and design, usually costing a fortune to sustain.