Telogrus has promised the people that he can free them of the shackles of Fate, and as this sounds perilously close to our schtick as the Fateless One, we set off to give out a jolly good slapping. Wouldn’t it be nice if just once, free ice creams arose in the west? Still, that’s not what is coming, and in Mithros, a new area of icy peaks and valleys, towns and ancient ruins, Telogrus, the God of chaos, has decided to re-emerge and claim his mortal kingdom. As the people of Amalur started to rebuild after the defeat of the Tuatha and Gadflow, their leader, a new threat arises in the west. Luckily, the story of the DLC is a good one, and ties in nicely with the original story. The first thing that we need to know about Fatesworn is why we are going to fight again. Having kicked the final boss firmly in the teeth, I felt ready for whatever the Fatesworn DLC was going to throw at me, and sallied forth. You should be aware that completion of the base game itself is certainly a bit of a mission, In fact, by running through and doing the very minimum required to advance the main storyline, you’ll be looking at finally gathering up access to Fatesworn in something like 25 hours or so for the record, I fell in when I was around level 24. Now, the first thing to know about this expansion is that you can only get access and play it when you have finished the main story of the base game.
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