Features for Act One "The Keys to the City"
- Choose your character's motivation and aims within the setting - characters of each class have their own reasons for being here
- Join one of three different organisations within the city
- Detailed "evil" plotline for the pragmatic of heart - aim for real power, don't just engage in thuggery in the streets
- Individual quests can be completed in many different ways depending on your skills and playing style
- Experience system allows you to complete the quest according to your style, rather than simply having to hack your way through the hordes - though the hordes will be there if you go looking for them
- Huge, seven-district city setting to explore including a shopping district where you can kit your character out - after you've earned a bit of money, that is
- Completely redesigned standard items for consistency within the setting (over 150 so far) - including specialist items made by some of the most famous weaponsmiths and armourers in the city
- Semi-linear plot structure provides for and encourages freedom as well as an exciting, cohesive plot - without all that Morrowind-like wandering
- Four characterful, story-heavy, levelling henchmen
- Written for single player, emphasising that medium's strengths and avoiding the generic quality of multiplayer-playable games
- Skills are used throughout quests in new and interesting ways, encouraging you to design your characters with more variety
- Completely redesigned Familiars, Animal Companions and Summon Creature spells
Design by Tari - Hosting by WarpedProject