Eight skills
Each one rises by doing, not by paying. A level opens new resources, new recipes and new zones.
- Mining — from copper to diamond
- Smelting — bars and alloys
- Woodcutting — from fir to rare timber
- Fishing — and cooking the catch
- Crafting — weapons and armour
- Combat — creatures, bosses, dungeons
- Magic — spells learned from grimoires
Fights that ask something of you
Combat plays out turn by turn, with your spells, your enchanted gear and your healing kit. Fleeing stays an option; losing your loot is the price.
Ten ACTS to cross
The Chronicles open at a certain combat level and unfold ten ACTS of twenty-five zones. The final fight of each ACT drops fragments: forge them and you will wear gear found nowhere else.
A player-run economy
Farm, stable, citadel, garrison, bank and market. Sell your surplus, buy what you lack, and let your buildings produce while you are gone.