gameplay:
- There are some new game elements such as levers, switches, teleportation fields, as well as magical scrolls and potions and so on.
- Repairing weapons, weaving, fishing and so on remains available. Additionally, you can now brew magic potions, repair clothes, spin yarn, bake bread or smoke fish, etc. My goal was to enable you to actually use every object you see within the game.
- More than 50 unique magical objects (Goram's sword, fireball sceptre, cup of healing, teleportation anchors and many more) can be found and fought for at several locations all across the continent.
- Historians can tell you what kind of magical items exist and where they might possibly be found.
- If a place such as a dungeon, ruin, tower or tomb is locked, seers can often tell where the key can be found. You can also ask seers about the whereabouts of any special/magical object you've heard about.
- You can consult geographers about locations you've heard about; they can draw these onto your map; this is useful since you need to know where a location is in order to get there via teleportation.
- Across the continent, dozens of wizards teach different spells or sell magical reagents. (Seers can give you hints about who teaches what.) A lot more spells than Teudogar (the usual Fantasy curriculum - Fireball, Explosion, See-through-Walls, Open, Teleport and much more). (Some of these spells use magical energy.)
- Lots of commerce, with taverns, food stores, smiths, healers etc in most cities. (BTW, the bartering system has been significantly improved, see below.)
- There are countless dungeons with lots of monsters and treasures. Typical fantasy creatures such as Orcs, Goblins, Demons, Giant Spiders, Skeletons, Evil Wizards, Zombies, Poisonous Worms and lots of others exist and are plentyful, at least below the surface of the earth.
- Weapons and Armor: Mostly similar to Teudogar; some additional kinds of armor (e.g. better protection for your legs), a few more weapons (e.g. mace), more missile weapons (see below), and lots of magical weapons/objects. (Since this is a Fantasy game, where magic is pretty powerful, special magical objects/weapons as well as your regular spellcasting will be somewhat more important than your physical armor.)
- The character system has been significantly extended. You can now play the game as a man or woman, and as a warrior, wizard, craftsman, rogue. The game allows different courses of action, e.g., you can spend all your time fighting, or avoid violence almost completely; or become a powerful wizard, or play the game without ever casting a spell. Your character's development is solely determined by your actions, and you're free to do whatever you want (including unethical behaviour), and become whatever you want (e.g. you might start as a warrior but end up as a wizard after regularily practicing magic and neglecting combat). People will react differently towards you depending on your sex, biography, skills, and reputation, so re-playing the game with a different starting character results in a very different gaming experience.
- Production: Depending on your skills and available materials, you can create almost every existing object by yourself, such as weapons, armor, clothing, even furniture. You could e.g. cut down a tree, cut the wood into boards, manufacture leather out of an animal skin, hammer an iron bar into an iron plate and create shield buckle from this, and finally assemble boards, leather, and shield buckle into a shield (which you could use or sell).
- Modifying the game world: You can cut down trees (and even, with time and diligence, whole forests), and use the wood as building material. The game will probably allow you to build your own houses in the cleared spaces. (Depending on the amount of programming work necessary for this, this feature may be not be available at the first release.)
- Production: You will probably be able to hire people (or force demons by magic) to mine raw materials or produce goods for you. (Depending on the amount of programming work necessary for this, this feature may be not be available at the first release.)
- Trade: You can rent shops and hire sales clerks, who will sell your goods for you. You can hire mule drivers who will transport your goods. Via the trade screen you can conveniently set trade routes as well as order what kinds of goods to transport. Goods can be picked up or dropped or bought or sold to merchants at any stop of the route. Goods dropped in your shops will be sold to the city's population over time by your clerk.
- These features are intended to make sure that there will always remain enough interesting things to do to keep you enjoying playing this game indefinitively (even after you've already finished the game's plot several times).