Project Eternity Post-funding Update #39

The latest Project Eternity post-funding update includes a write-up on the non-core classes of the game, some mechanics that hadn’t been elaborated on so far such as attack resolution, and, if you’re counting Josh Sawyer’s video update, even a sneak peek at the current prototype build of the game.

Here’s a snip:

Non-Core Classes

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.
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