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SILVERFALL (DVD-ROM)

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Product information

Condition:
New
Location:
South Africa
Customer ratings:
Product code:
SILVERFALL (DVD-ROM)
Bob Shop ID:
4821284
Set in a fantasy realm, this action role-playing game features expansive worlds rife with monsters. To win, the player must take sides between the two great powers that share the world today: nature and technology. Throughout his adventure and during each quest, the player will be able to make choices leading to one way or the other.

Features:

  • The choices influence the game in several ways:
     
  • Recruitment of different allies for the final battle. The goblins of Cloudworks will help you if you choose technology, the Beast-men of Ga¿an if you select nature. Different weapons and armour have an influence on the battles and the visual aspect of the player.
     
  • Two separate skill trees each provide 10 special talents (lycanthropy or implant, insect invocations or radioactivity..). These skills are not offered to the player choosing the opposite way. A player who has the skill of lycanthropy instead of having implants will not fight in the same manner. Lycanthropy increases the player's force and speed of combat and gives him the "berserk" capacity. It is very interesting for players who have not developed their physical skills very much as this allows them occasionally to be very effective in melee combat. The implants, when received, provide specific skill bonuses. For example, a mechanical arm will provide bonuses in long distance precision shooting and the possibility of using firearms.
     
  • Modification of Silverfall, the principal city, according to the player's alignment. The city changes in appearance, the merchants do not sell the same merchandise, etc...
     
  • In Silverfall, a whole trove of skills is unlocked (gradually according the player's progression) that is inaccessible by choosing the other way (but which can be replayed in that way, as well).

Additional Information:

The ancient tradition

The inhabitants of Nelw¿ mastered magic since the oldest times of antiquity. Their elementalists, warrior magicians and necromancers learned to draw from the very essence of the universe the power which enabled them to shape the world to their will. Thankful for this, the Nelw¿ans deified the four elements in a quartet of dragons: Aefis, the king of the air who commands the sylphs, Frakkir, the sultan of the volcano palace where the salamanders live; Elugh, the lord of the depths and the only lover of all the sirens; Toghon, the emperor of the titans who live in the bowels of the earth. From their interplay and their unions were born the world and the creatures that inhabit it. Myths tell of the goblins who, with their aptitude for iron-work, descended from Frakkir. The humans, malleable like clay, would become the children of Toghon. Aefis would be the grandmother of the fleet-footed elves while the grey-skinned trolls would be born in the depths of the lakes created by Elugh.

Each race, each country and even certain cities have their pantheon of gods or patron saints, occasionally numerous ones (like the warrior trolls of Cloudworks, who systematically canonise dead fighters who are 30 years of age or older), but none of them know the universal radiance of the Four Dragons.

Previously each city had its own elementalist temple. There they venerated the demiurgic quartet, but they also taught magic to those who had the talent. The most gifted among the elves would become elementalists, the elite among both the intellectual and the religious of Nelw¿.

But times have changed. Today there are no more than two elementalist temples: one at Silverfall, the capitol of the enlightened kingdom of Egre¿d, and the other in the magical city of Blazis, on the volcanic isle of Forge.

The scientist revolution

With time, the technology of the people improved and increasingly useful and more powerful inventions came to ease the load of the peasants. The invention of the steam boiler by the goblin master craftsman Oplimous in 585 of the second Magma Era set off a veritable industrial revolution, creating a new form of serfdom. The workers do not have a better life than the day labourers of old. The governments, in contrast, have seen their commercial and military power increase ten-fold by the new means of production.

Whether by political will or due to lack of resources, all the peoples of Nelw¿ have not yet attained the same level of industrial power. Some voices, often labelled as "retrograde" by the progressive lobbyists, rise up to defend ancient traditions. The evolution of the societies has a tendency to leave behind the elementary tradition, and very often it is the priests who advocate reasoned progress and even the categorical refusal of all science.

The savage way and the return to nature

In 658 of the second Magma Era a terrorist movement appeared named the Surveyors of the Savage Way. Founded by an illuminated elf by the name of Falael the Prophet who said that he had been entrusted with a divine mission, it quickly made disciples in all Nelw¿. Burning the coal warehouses and assassinating the industrial barons, the followers of savagery within a few years resembled a veritable nation of outcasts of progress.

Allied with the Beast-men, Falael founded in 672 - on the ruins of the scientist duchy of Steelight - the Savage League, a territory where only natural law rules. Under the leadership of the druids, the population of the League worship the Mother of the Woods (the horned woman/ woman of the forests), deifying nature.

System Requirements:

  • PC Processor Type Intel Pentium 4 processor, AMD Athlon XP processor
  • PC Processor Speed 2.8GHz
  • PC Operating System Windows XP
  • PC System Memory 512MB RAM
  • PC Hard Drive Space 10GB
  • PC Video 128MB ATI RADEON 9500 or NVIDIA GeForce 6600 GT or higher video card
  • PC Sound Card DirectX 9.0c-compatible sound card
  • PC Drive Type and Speed DVD-ROM 8x

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Customer ratings: 1 ratings

Fast Reliable and very honest
01 Sep 2007