Fell is under attack.
The Necromancer Sect has managed to manufacture the Plague of Undeath, turning all living souls into horrific mutations of what they once were. Kindly wizards become dark sorcerers. The mercenary Armegedhon bears of the Northlands have been turned into feral, snapping creatures, ready to tear apart any human.
And humans are turned into Corrupted, creatures with grey skin and white eyes, who move faster and are stronger than a normal human. They serve only the Necromancers, and they have laid siege to the Empire of Arc.
Heroes step up to save the land. They cut great swathes across the Corrupted and the defiled beasts, but so far, most of them have been turned by the Plague and now serve the Necromancers, their former powers being turned to evil.
Yet it does not stop more heroes from trying. They pledge their allegiance to Arc, and usually work in large groups for safety reasons. You are part of one of these groups of heroes. You will destroy the Necromancers, tear their temples down and save Fell from the ravages of the Plague.
Or else you will be ripped apart by the Corrupted.
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Classes
Just like a video game, Heroes of Fell features classes of characters. These classes determine what sort of abilities you have. Each primary class-Warrior, Mage or Rogue-is broken down into three sub-classes. You choose one of the sub-classes to mold your character into, or if you want, you can be a Balanced class, a Jack-of-all-Trades but master of none.
Each sub-class has its own Skills. Your Skills depend on which sub-class you’re in, and can be modified or made more powerful as you journey through Fell.
Warrior
They only stop killing to wipe the blood of a thousand warriors off their swords.
Paladin:Paladins derive their power from the Great God Ankh, as well as his lieutenants, the God of Justice, Sezu, and the God of Light, Arias. His strength lies in healing his teammates and casting spells to improve their morale and temporarily boost their skill in combat.
Blademaster:A Blademaster does not wield a sword. He is a sword, himself. He is in love with his blade. It is his passion and his fire and his light. His strikes are like a hot dirk carving through butter, and his strength lies in survival. He can dance with you forever, and your weapon will never touch him. He just fights on and on and on, slowly wearing you down while not suffering a scratch himself.
Berserker:A Berserker is a madman. He charges through the enemy, slashing and hacking. If a Corrupted fights him, he kills it. If a defiled beast fights him, he kills it. If a demon fights him, he kills it. If the gods himself fight him, he kills them, too. His crazy and perilous attacks often leave him vulnerable, but although his defense his weak, his pure attacking frenzy possesses the msot raw power out of any sub-class.
Mages
What use are swords and daggers when the fury of the gods themselves are against you?
Elemental:Elementals have the most raw power out of all the Mages. They harness the power of Fire, Wind, Water and Earth to slay their enemies. Occassionally, skilled Elementals have even been known to draw upon Sky, the power source of the White Gods, and Chaos, the power source of the Black Gods.
Blood Mage:A Blood Mage pays a terrible price for his power. He has to physically draw blood from himself in order to cast spells. But what power! A Blood Mage with a gash on his chest can turn boulders to dust. A Blood Mage with a slash on his cheek can bring down a rain of death. Dying Blood Mages have been known to swallow whole battlefields in their agony.
Summoner:The motto of the Summoner is-“Why do something when you can get something else to do it for you?” For their abilities lie in summoning creatures from other worlds. Dragons, Chimeras, Fairies, Phoenixes, Golems, Dire Wolves, everything from a swarm of poisonous bees to invisible, ever-cold specters are theirs to summon and command.
Rogue
You can’t hit what you can’t see, but what you can’t see can hit you.
Assassin:The assassin’s powress lies in poison and long-range killing. Rather than list all his attributes, let me just tell you the story of an Oberjarl who betrayed Thane Harlequin. Thane Harlequin sent a single assassin after the Oberjarl’s entire army. The next day, the Oberjarl woke up to find that his entire army was dead from a poison in the water supply. As he was busy peering at the infected water, a dart hit him from behind and he fell asleep. Forever.
Shadowbender:A Shadowbender’s deadliness lies in his versatility. A Berserker may be picked off from afar by arrows. An Elemental may be stopped if his spells are interrupted. A Blademaster is nothing without his blade. But if you shoot arrows at a Shadowbender, darkness swells up and blocks them. Disrupt his concentration? He can easily kill you without using his most powerful spells. And, of course, there is no blade to take away.
Cloaked:The Cloaked are a strange breed, for their grey cowls are always over their shoulders, even when sleeping. They have the ability to teleport anywhere they have seen at will, and their primary weapon is a thick grey mist that blinds and chokes their enemies. They can even choose who the mist affects, so their allies will be breathing perfectly normally and can see perfectly fine.
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Quests
To complete Heroes of Fell, you must go into the Temple of the Hopeless in the last Necromancer Sanctuary, where you will find the High Priest. Once you kill the High Priest, the game ends.
You will start in Castellume, Arc’s capital city. There, you will speak to General Shingle, who will give you orders. Once you complete his quest, you will immediately be given another one, and so on until you kill the Hgh Priest.
But you don’t have to start a quest the moment it’s given. You also have the opportunity to wander around and ask for subquests. These quests do not advance the plotline, but after every subquests, the best RPGers in that subquest will receive powerful items. This is important, because getting good gear is the only way to make your character more powerful.
Mediocre subquesters will be given a healing potion or some minor one-use artifact, while inactive subquesters will not be given anything at all. Note that you cannot go on a subquest by yourself while the others complete the main quest. Everyone goes or no one goes.
Equipment
As mentioned before, equipment is the only way to make your characters stronger. You can carry as much equipment as you want, as limiting the stuff you can have is, in my opinion, an artificial way to make the game harder.
All main weapons other than the main weapons you start with have a Weapon Skill, a power that can only be used once per quest.
However, at any one time, you can only wear:
2 rings
1 amulet or necklace
1 main weapon(staves for mages, swords for warriors, knives for rogues)
1 off-hand weapon(cataclysts for mages, shields for warriors, knives for rogues)
1 set of armor
1 accessory(crowns, hats, braclets, monocles, circlets etc.)
Gems can be socketed into weapons to lend them extra powers. Only one gem per weapon.