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Introduction
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Dusktreaders: Last Light
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Features
Game Info>Features

Features



Advancement

Characters advance through the Acheivement System. They begin their adventures at level 1 and can advance to level 60. There may be future expansions that increase the level cap. A player chooses an initial class and may choose to add an additional class once they reach level 11, and gain a second opportunity to add a class at level 41.

Skills

Every other level players are presented with the opportunity to choose a new skill or improve the capabilities of an existing skill. A skill by default has 3 Enhancement slots. If a player opts to not gain a skill, they can add 2 additional slots to a skill, having a maximum of 5 lots on a skill until level 40, when the maximum is raised to 7. Skill Enhancement items are found throughout the world and can fill a Enhancement slot, increasing certain aspects of the skill. For example, a Damage Enhancement would improve the damage of a particular damage-based spell.

No regret system

This game mechanic allows players to correct character design decisions they are unhappy with. Characters have training points, which they acquire automatically when they gain levels. Should you decide that you would have rather made other choices in the way you spent those points, you can see the high priest and exchange those abilities or slots for training points again. If you exchange all of your character's abilities for a class, you lose that class. It is possible to be without a class. There is a nominal cost of coins for the exchange. You will gain no benefits from gear you are using that requires you be of a specific class that you no longer belong to. You will lose any enhancements that were already applied to enhancement slots, with no refunds. You will need to see the appropriate trainers to buy new abilities with your training points. Some abilities may additionally cost money or only be aquired through quests.

Guilds

Guilds can be formed by 2 or more players. The founding members are council officers with equal privileges to manage the guild. Since group sizes are restricted to 6 characters, the size of the guild does not limit the possibilities of any guild to accomplish any task based on the number of people they recruit. Clearly, larger guilds will accomplish more tasks, but an active small guild can be equally successful in guild-verses-guild ratings.

Groups

Groups consist of 2 to 6 players. The loot window allows each player to request an item, and if there are more than one requesting person, then the server randomly determines who receives it. Members of a group must be within 10 levels of each other.

Instancing

Many adventure zones are instanced, so you are not forced to compete with other groups to experience dungeons. These adventure zones are not randomly generated however, and provide players with a sense of familiarity as they are able to return at any time and find the zone to be the same as when they last left it. If a zone was home to the Vampire Zhar yesterday, it will still be his home today. Some adventure zones will not be instanced.


 

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