MAGIC. Any knight can learn a spell or two. Court mages in the royal cities sell tomes; the wizard towers in each kingdom teach stronger magic to those who climb them and pass their trials. Spells cost mana, the blue bar, which returns on its own. A staff (two-handed) looses bolts that cost no mana and strengthens your spells. Rings, amulets and glyphs add mana, spell power and resistances. Herbs grow wild everywhere: brew them into potions at an apothecary, a court mage or a tower laboratory, or anywhere with an Alchemist's Kit.
THE LONG ROAD. A roguelite mode, chosen from New Game. Cross three random realms, then the Hollow Reach. Press M (or walk to the glowing waymarker) to see your route and choose the next stop: battles, champions, duels, delves, boarding actions, events, merchants, forges, wizards, shrines, campfires and treasure. Wounds do not heal by themselves, and if you fall the run is over. The game saves after every stop. Renown from each run unlocks new heroes, and winning unlocks harder oaths.
You begin as a poor hedge knight near a village of Albion. Explore the continent, hunt bandits, complete quests, trade goods between kingdoms, and build your reputation with four rival crowns. Your deeds shift the balance between the realms: help one kingdom and its rivals will take notice.
Bandit camps hide in forests, hills and mountains; harder camps guard better loot. Kingdom soldiers turn hostile if your reputation falls too low, or if you swear allegiance to their enemy. Villages offer work, rest, rumors and trade. Rulers grant audiences in their castles.