together. Torn would have introduced a unique method for the player to communicate with and control allies; altering their behaviour through conversation, and a command menu and hot key-driven command system which allowed the player to give companions commands at any time. The system was based around the concept of simple behaviors, such as "Attack," which could be combined into complex strings. Companions could be ordered to attack, support, defend themselves, follow the player character without attacking, and/or remain behind. It was also possible for the player to command them to carry these orders out in "aggressive" or "passive" manners. Lastly, commands and manners could be "leashed" to other party members or the player character; for example, "support the entire party aggressively," or "support another companion passively." Depending on the playable character's personality, and the orders companions were given, their level of co-operation would vary. Companions would have followed commands to the best of their ability, but in accordance with their personality; for example, a berserker-type companion told to attack aggressively would charge into melee combat, while an assassin-type companion would attempt to hide, and then creep about knocking foes unconscious or backstabbing. In contrast, a priestess-type companion might support the player character by casting beneficial spells, while a paladin-type would give support by attacking the player character's target, and then healing the protagonist after the battle or if he or she came close to dying. While these features were publicized, Feargus Urquhart later stated that "even at the end of our work on Torn, we were still considering going back to a system that gave players direct, full control over the party members". Magic system Torn was to contain four types of magic: Chaos, Order, Alchemy and Summoning. Order magic primarily consisted of healing, protective, and empowering spells. Conversely, Chaos magic was to have consisted of harmful elemental attacks, detrimental status afflictions, and invisibility spells. Alchemical magic was used to create or alter potions to achieve more powerful effects, repair or enchant items, identify unknown items or creatures, and combine different Order or Chaos spells to create spells with multiple elements (such as earth and fire spells creating a molten metal spell). Alchemical magic could also imbue a target with elemental attributes; for example, a warrior imbued with the Water element would deal extra cold-type damage but receive additional heat-type damage. Lastly, Summoning magic was to consist of "Call"