<h3>The Shadows' awakening</h3>
The summer had been good to you, good to your land. Its golden glow guided you through an easy life of roaming freely, living off the land. It, like all good things, however, was not to last. The wind began to blow colder, carrying whispers of corruption. The trees began to fade into the brilliant colors of their creeping deaths. Even the shadows of night took on a darker hue than before. Something was unnatural about it.
Equinox is configured to bring you into a creepy, autumnal world; defined by a landscape of forests of flaming colors, eerily decayed marshes, forebodingly dark woods, mystifying groves, all dotted with ruins of pasts untold. You may even come across a frontier village here and there, but they are few and far between.
No matter where you are, however, at night the world takes on a much darker aesthetic with advanced darkness, dynamic lights, and the amnesia sanity system. Early game, you will see no further than a few feet in front of you and hear all manner of strange noises emanting from either the darkness or the depths of your fear.
Equinox uses HQM to guide you through your gameplay. It's highly recommended that you follow the quest book. That said, you shouldn't expect to be instructed on everything(especially later on in the game). The questing book is an outline and an aid to your gameplay; not an instruction booklet.
I will note that most magic and mob armor stuff is not used until the the last questline, so I would refrain from starting with it until that is unlocked.(You do get additional rewards for starting with those mods in The Accursed One questline)
Monsters can be quite a bit more dangerous in Equinox, with more types and infernals. Additionally, skeletons, zombies, and fallen knights now wear pumpkins on their heads.