A 3D artist, a composer, writers, class designers and playtesters joined Tales of Orrin this week. What they made, and how you can join them.
Last weekend other people played Tales of Orrin for the first time, on Windows. What broke, and what a week of daily updates has put on the alpha realm since.
A second playable people, old enough to remember the continent whole. Why they refused the Kindred's oath, and the twilight forest they start in.
A mage who tanks with ice, a paladin who drops swords from the sky, a druid who calls the storm and a warlock who heals with stolen life. The four specs in the alpha.
Two primary professions per character, the secondaries free. Drop a primary and its skill goes to zero. How the economy falls out of that one rule.
Paladin, Warrior, Hunter, Mage, Warlock, Druid, each on about ten keys. What changed with the move from the browser to the game client, and what did not.
Written for a cap of 50; the cap is 60 now. About 190 hours to the cap by quests, half of them in the last nine levels, and a grey wolf is worth nothing.
When the capital went into the Rift every temple went with it but one. The old empire's sun goddess, and the paladins she picks.
Two shores, forty zones, and the Rift between them. The whole continent as it stands today.