The dungeon we explored was on the continent of Qalia, a realm inspired by the lore of The Arabian Nights, where giant scorpions lurk in the desert sands and djinni guard fabulous treasures in dungeons. A dank dungeon's ruined walls and sandy floors provided as good a spot as any to demonstrate some of the game's new systems, such as perception. Perception will be a multifaceted group of skills that characters of different professions may use. For instance, scout characters may be able to use their perception skills to detect traps or hidden enemies waiting in ambush. Sorcerers may be able to use their perception skills to identify enemy magics and attempt to counter them based on the level of their skills. As we saw, if sorcerers make a somewhat successful identification check, they may be able to counter the spell; a moderately successful identification check may let them transmute the incoming spell into a beneficial effect; and a critical success may let sorcerers turn an incoming spell right back onto its user. These abilities will be governed by particular combat "stances," which characters of all classes will be able to take. By taking an offensive stance, warriors can dish out more damage and have access to offensive skills; similarly, by taking a stance that focuses on a specific school of magic, sorcerers will have access to those particular spells. Higher-level characters may be able to keep more than one stance active, which should add even more tactical depth to combat.