Project Eternity Preview

09 Oct 2012

Those of our readers who'd like to get a quick rundown of all the information we have so far about Obsidian's Kickstarter-powered Project Eternity, might want to read this "Everything we know so far" piece from PC Gamer. Here's a snip:
Souls are kind of a big deal
The soul is a very real and well-known element of Project Eternity’s setting, and seems to be the root of the superhuman power available to all the classes — including the non-magical ones. Souls are described as being subject to an endless cycle of reincarnation, during which some souls can become “fractured,” while others remain particularly strong. Obsidian hints that having a strong soul gives an individual greater power, or at least makes that power easier to attain.

The tech level is about equal to 1400s Earth
The most advanced civilizations in Project Eternity’s world are described as having access to early firearms and ocean-worthy ships, while others are still lagging far behind. Most militaries still employ mostly melee troops, though guns are noted as being particularly effective against the magical shields used by wizards.

Non-combat skills will be significant
The core four uses for non-combat skills presented by Obsidian are learning new things, traveling around the world, getting new items, and interacting with companions. Some examples given include the classic lockpicking and crafting, as well as some more novel concepts like being able to travel around the overworld with less chance of hostile encounters. The devs have also asserted that non-combat skills will not draw from the same pool of character points as combat ones, so you should never have to choose between being a better fighter or being better at something else. We’ve also been assured that players who use non-combat skills to bypass encounters will get the same amount of experience as those who choose to duke it out.