Fire arrows can be found in Enderal and there are already convenient oil slicks everywhere.Īt each level I also gain points to distribute among skills, most of which correlate directly with Skyrim's. It’s nice to earn magical abilities like the one that freezes enemies or stops time, but others should really be equipment. Some combine well, and the ability to drop flammable oil obviously syncs up with those fire arrows, but it’s a fussy twist of the existing system and lacks thematic unity. It’s a cosmetic change and many of the perks are straight out of Skyrim, but some represent new abilities like being able to shoot fire arrows. But unlike Skyrim’s constellations, here they’re carved into standing stones. At each level, trees of perks are ready to be unlocked. Time to level up with hallucinatory stones.Įxperience points are earned through a traditional system, handed out for completing quests, defeating enemies, crafting new items, and so on rather than Skyrim's “learning by doing”. I may be a chosen one, but in Enderal being a chosen one is kind of like having a really bad flu. Though I was never in danger of dying from it I did have to think twice before relying on magic, which is an interesting change. Casting certain spells or staying in magic-rich areas pushes my arcane fever higher, and it has to be managed with medicine called ambrosia. This makes me instrumental in helping the Holy Order of Keepers figure out why the Red Madness is turning people crazy, what the mysterious Cleansing is all about, who the High Ones are-there's a lot of Important Capitalization in Enderal, but once I got a handle on it I do start to care about understanding what’s going on.Īt the same time I'm also trying to figure out why I'm suffering from this arcane fever and having visions. The ability to level up is oddly part of the plot, my accelerated learning and ability to quickly master magic signs of a strange fever that accompanies being overtaken by destiny. With no level-scaling in Enderal I need to earn experience points before I'm tough enough to explore everywhere I want to. They’re better motivation to explore than another bloody Nirnroot, but I already want to look around every corner because it's just so pretty. Collectibles like red magic symbols worth experience points and blue Ice Claw mushrooms that give a tiny boost to carrying capacity are scattered about to encourage exploration. Everything's been carefully placed by hand for maximum effect, including the enemies. The landscape has plenty of variety, from fields full of flowers to the desolate Powder Desert, all of which it shows off with vistas where the sun edges around an outcrop of jagged stone or a gigantic statue while butterflies or glowbugs dance past. The opening gives me a backstory and deposits me on the beach, but then it stops and starts a couple more times before letting me really cut loose, which is when Enderal gets good. But before that I have to go through a long tutorial covering my arrival in Enderal as a Pathless foreigner, the kind of traditional fantasy RPG outsider who needs to have the setting explained to them while being mildly discriminated against.
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