Skills which improve with practice rather than through killing monsters.
No class-based restrictions on what the player can learn to do.
Speed which depends primarily on the player's ability at carrying out that sort of action.
A point-based character generation routine.
Spirits which confer the ability to practice Life and Nature magic instead of using spellbooks to do so.
Hedge magic which allows spells to be cast from charms.
In-game spoilers which can let the player see everything he knows (or can find out) about many items at a glance.
Classic and Mac OS X
MacOS 8.6 and higher
Not ready for public release to the unsuspecting game-playing populace. Lots of potential to exceed other text rpg's. Currently combines the charm of the MS-DOS user interface with the fun of the MS-DOS user interface. Its not the genre (primitive) I object too, its that I had more trouble getting this to run on my Mac than I had with rogue or net-hack from ages past. Hope the next release fixes all those obvious interface bugs.