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  1. One thing that's always bothered me since getting into RPGs, especially Dungeons & Dragons-styled ones both on paper and in computer form, is the magic-casting class being tied to a spellbook, wand, or some other physical object. It just seems like I'm playing just some chump with an encyclopedia rather than a powerful mage with magic and all that jazz. In contrast, I love the Dungeons & Dragons style sorceror, no glaring vulnerabily in the form of a book, wand, crown, or other magical doo-dad a nefarious sneak can pinch from my character. It just feels better to me, like the magic is
  2. So, I have the various pieces of PE concept art cycling through my desktop background, and I was looking at the composite shot of the Monk, Wizard, Fighter and Cleric, and I thought to myself, 'I hope we see some Cipher concept art soon'. But this got me to thinking, what visual cues should the Cipher incorporate? I love the wizard designs we've seen, particularly Aloth and the female elf. They're a nice diversion from typical wizard designs whilst still having an inherent wizardliness. The cipher has much less existing expectation to work with, and its closest kin in other settings - psions -
  3. How does it make you feel that you will never be anything remotely close to your heroically glorified self-insert character? Does it bother that you will never have the physique of the warrior you imagine yourself as (you're actually kinda chubby, let's face it)? Or that- despite having stooped so low as to call your wizard after your embarrassing middle name- as a muggle in denial you will never sling magical spells? Is it a disappointing realization that none of your so-called friends see you as being even remotely close to the ultra-suave and persuasive individual you fancy yourself as? Do
  4. Hello, friends. The elves have been hard at work on Project Eternity, and we would like to show you our fine goods. This is a long update, but we wanted to give you more information than usual since it's the end of the year and we will be in our elfhomes for the next few weeks. First, I'd like to talk about what we've been doing with the engine and second, I'd like to talk about some of the design work we've been doing. Resolution and Scaling - We want to run the game at various resolutions and scale properly. We've been talking about our target resolutions and looking at the best way
  5. Paladin - Male Priest - Female Wizard or Sorceror - Male Witch or Sorceress - Female Barbarian - Male Amazon - Female Now, these would be the same in skill set and such, but it could imply lore into the classes. Meaning you could have a frenzied Male Barbarian throwing spears like an Amazon. Likewise, having a strong Female Amazon that you play like a close combat Barbarian. Barbazon Mainly about Barbarians, but I see them as stemming from some sort of Barbaric culture (bandits and vikings). Orcs are an excellent example at a "civilized" strand of Barbarians in my opinion.
  6. From update #29: We would like our armor system to accomplish the following goals: ... disassociate armor value from class type in favor of different build types. E.g. a wizard can wear heavy armor and be a different type of wizard instead of just "a wizard who is bad". So, that is a definite statement for the game mechanics (as it was announced earlier several times). For me its a essential one as it produces imho the biggest armor problem - how to combine wizards and armor? I feel that the best solution for this system is to have different armor types result in different
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