Project Eternity Game Mechanics Update
6:00 AM | Cord Kruse | Comment on this story
Obsidian Entertainment has released another new early development blog post focusing on the creation of its upcoming Project Eternity RPG. The post reveals details about a variety of elements currently in progress including details about non-core classes, use of cooldowns in the game, attack resolution, updates about the armor system, and a tileset test render image.
Non-Core ClassesRead more at the page listed below.
Project Eternity Update 39
We've previously discussed the design of our "core four" classes: fighter, priest, rogue, and wizard. The non-core classes are the other seven: barbarian, paladin, ranger, druid, monk, chanter, and cipher. Like the core four classes, the non-core classes all start the game with two active or modal abilities and one passive ability.
When it comes to the balance of active/modal and passive options, the classes generally reflect their D&D counterparts, with spellcasters having more active use abilities and weapon-based classes being oriented toward more passive or modal abilities. Even so, it will be possible to push a spellcaster toward more passive talents and to optionally buy more active/modal abilities for traditionally low-maintenance characters. While all classes will have many more abilities as they advance, here are some basic elements for each of the seven classes.
- Barbarians can use Wild Sprint a limited number of times per day, allowing them to rapidly rush across the battlefield to a distant target while ignoring hazards along the way.
- Paladins have limited healing capabilities, but their Revive command allows them to instantly snap an unconscious ally awake with a large Stamina boost.
- Rangers' animal companions are so closely bonded to their masters that they share Stamina and Health pools, which can be both a blessing and a curse.
- Druids can Shapeshift into animal forms, gaining natural -- and some supernatural -- abilities associated with those creatures.
- Monks absorb a portion of incoming damage and convert it into a Wounds resource they can use to power their soul-based abilities (such as Stunning Blows) through any weapons they use, including unarmed strikes.
- Chanters begin the game with a number of phrases they can arrange to form songs with different effects. Aefyllath Ues Mith Fyr is a phrase that causes allies' weapons to emit magical flames.
- Cipher powers often gain intensity as they maintain focus. Their basic Mind Jab starts as a minor irritant but can build to inflict devastating damage.
Project Eternity (add to watch list)
Recent Mac Games News
Tuesday, January 22, 2013
Monday, January 21, 2013
Friday, January 18, 2013
Thursday, January 17, 2013
Wednesday, January 16, 2013
Search for other Mac games news stories or browse our Mac Games News Archive.