http://www.irontowerstudio.com/
[img]http://www.irontowerstudio.com/img/AoD_wallpaper_ganezzar_1600x1200.jpg[/img]
Spoiler
Highlights:
7 distinctive gameplay styles: from knight, serving a Noble House, to grifter, preying on greed and gullibility.
23 skills, ranging from Dagger and Critical Strike to Disguise and Persuasion to Crafting and Lore.
Action Point-based combat system, featuring a flexible set of standard attacks, special attacks such as whirlwind and impale, and aimed attacks at different body parts.
8 weapon types: daggers, swords, axes, hammers, spears, bows, crossbows, throwing weapons, each with individual traits.
Non-combat quest resolutions and a well-developed diplomatic path ( "The best weapon against an enemy is another enemy." )
Over 100 quests, taking you to 22 locations: towns, outposts, archeological digs, sealed places of Power, underground facilities, and temples.
Each situation has multiple ways of handling it, based on your skills, reputation, and connections. Each way has consequences that will affect someone or something.
Extensive dialogue trees, written with role-playing in mind. You can use many skills in dialogues, take actions like stealing or sneak-attacking, and play your character with personality as you see fit.
An interesting world with rich history and unclear future that your actions can shape into seven very different game endings.
Detailed crafting and alchemy systems: melt items and create new ones, balance your sword, play with Greek fire, increase your poison's potency, use corrosive acid on locks, and experiment with black powder.
Hundreds of items, ranging from weapons and armor to scrolls, tools, flasks, and pre-war relics.
3D world created with Torque Game Engine, featuring detailed locations and almost 200 unique animations.
7 distinctive gameplay styles: from knight, serving a Noble House, to grifter, preying on greed and gullibility.
23 skills, ranging from Dagger and Critical Strike to Disguise and Persuasion to Crafting and Lore.
Action Point-based combat system, featuring a flexible set of standard attacks, special attacks such as whirlwind and impale, and aimed attacks at different body parts.
8 weapon types: daggers, swords, axes, hammers, spears, bows, crossbows, throwing weapons, each with individual traits.
Non-combat quest resolutions and a well-developed diplomatic path ( "The best weapon against an enemy is another enemy." )
Over 100 quests, taking you to 22 locations: towns, outposts, archeological digs, sealed places of Power, underground facilities, and temples.
Each situation has multiple ways of handling it, based on your skills, reputation, and connections. Each way has consequences that will affect someone or something.
Extensive dialogue trees, written with role-playing in mind. You can use many skills in dialogues, take actions like stealing or sneak-attacking, and play your character with personality as you see fit.
An interesting world with rich history and unclear future that your actions can shape into seven very different game endings.
Detailed crafting and alchemy systems: melt items and create new ones, balance your sword, play with Greek fire, increase your poison's potency, use corrosive acid on locks, and experiment with black powder.
Hundreds of items, ranging from weapons and armor to scrolls, tools, flasks, and pre-war relics.
3D world created with Torque Game Engine, featuring detailed locations and almost 200 unique animations.
The classes you'll be able to go.
Spoiler
Assassin - When hostilities threaten after even the most erudite diplomats have failed, assassination is often the only recourse. Long respected for their ability to resolve disputes, either by blade in the night or inexplicable misadventure, an assassin's skills are in high demand amongst all strata of society. Blood is blood, whether it's drawn from a petty dispute or a matter of state.
Mercenary - In a world rife with conflict, those with martial skills are never idle for long. Occasionally embroiled in the greater machinations of the Noble Houses, most Mercenaries take on personal contracts with individual clients. Their allegiances are open, determined by gold.
Knight - Always looking for promising individuals to serve the House's interests, Knights have a varied and diverse set of skills. Although most possess some Martial training, patiently waiting for the spoils and glory of bloodshed, others favour the gentler arts of diplomacy, taking a discrete, yet active role in the courts of nobles. As a representative of the House, his conduct and loyalty is under constant scrutiny.
Loremaster - Preserving and understanding pre-war knowledge and technology is a booming business. An increasing number of people see their salvation in the ashes of the past and the market is becoming saturated with icons and objects from the old empire, most without any real value.
Loremasters are at the front line of this trade, cataloguing and appraising items, always on the lookout for something of real worth.
Thief - Regardless of the social fabric, there will always be those that prefer to live outside the law, by their own code of conduct. To a thief, a world in ruins is a world of opportunity. While those that covet power are consumed in deceit and subterfuge, the Thieves are turning a tidy profit on their neglected wealth.
Merchant - Respected and feared, behind every Noble's power, behind every struggle for territory, is a merchant's gold. More than mere traders, Merchants manipulate entire markets and those that depend upon them. People, information and favour all have a price, but only the merchants know their true worth.
Grifter - While most thieves prefer to form gangs and act under the cover of darkness, grifters see no reason to trade the laws of society for the laws of a guild. Preying upon the gullible with a combination of personal magnetism and persuasion, the grifter's art is rarely noticed.
Mercenary - In a world rife with conflict, those with martial skills are never idle for long. Occasionally embroiled in the greater machinations of the Noble Houses, most Mercenaries take on personal contracts with individual clients. Their allegiances are open, determined by gold.
Knight - Always looking for promising individuals to serve the House's interests, Knights have a varied and diverse set of skills. Although most possess some Martial training, patiently waiting for the spoils and glory of bloodshed, others favour the gentler arts of diplomacy, taking a discrete, yet active role in the courts of nobles. As a representative of the House, his conduct and loyalty is under constant scrutiny.
Loremaster - Preserving and understanding pre-war knowledge and technology is a booming business. An increasing number of people see their salvation in the ashes of the past and the market is becoming saturated with icons and objects from the old empire, most without any real value.
Loremasters are at the front line of this trade, cataloguing and appraising items, always on the lookout for something of real worth.
Thief - Regardless of the social fabric, there will always be those that prefer to live outside the law, by their own code of conduct. To a thief, a world in ruins is a world of opportunity. While those that covet power are consumed in deceit and subterfuge, the Thieves are turning a tidy profit on their neglected wealth.
Merchant - Respected and feared, behind every Noble's power, behind every struggle for territory, is a merchant's gold. More than mere traders, Merchants manipulate entire markets and those that depend upon them. People, information and favour all have a price, but only the merchants know their true worth.
Grifter - While most thieves prefer to form gangs and act under the cover of darkness, grifters see no reason to trade the laws of society for the laws of a guild. Preying upon the gullible with a combination of personal magnetism and persuasion, the grifter's art is rarely noticed.
Certainly looks interesting eh?