![]() ![]() The spell book encourages this even further by being able to hot key two different spells at once on the triangle and circle buttons. With 20 different levels to each skill, only a few different skills can become highly specialized and it pays to find complementary skills to create better strategies. The skill tree gives certain spells prerequisites and gives players the option to take one path of specializing or another. The spell system here has been tweaked a little and now features a skill tree and an intuitive spell book system. Getting further in the game definitely requires some adaptive gameplay and that makes it all the more appealing. Where Dark Alliance II featured mostly enemies that walk toward you at the same speed, Champions of Norrath has monsters that run, jump around, or have timed attacks that you need to adapt to. This gets trickier with wizards reviving wizards and it becomes frantic whack-a-mole action. Since any enemy can be revived, this required luring enemies away from each other to avoid being revived or running about to kill all the wizards first. There are wizards who have the ability to revive other enemies. One of my favorite features is the different tactics that enemies require to get past them. While they're generally pretty obvious, several of them, such as the quest to penetrate a Goblin field peppered with catapults (along with a few sub-bosses) added just the right punch. ![]() There are a healthy amount of mission quests. The search for cool new spells, weapons and armor becomes so ridiculously involving that the actual combat merely becomes a means for more collecting more stuff. ![]() You instantly get sucked in, collecting, upgrading your characters, and searching out hidden areas. But like the best games of the genre Champions of Norrath is addicting in the very best of ways. Snowblind has not gone and re-invented the wheel. Obviously, it's a hack-'n-slash collect-a-thon.
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