Eschalon: Book I Interview
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GB: Can you give us a quick overview of how the game's magic and alchemy system will work? Are there any particular spells or concoctions you can tell us about? Thomas: The spell system has been separated into two realms of magic: Elemental and Divination. Elemental spells cover anything that is a manipulation of the physical world: earth, air, water, and fire. Divination spells cover the spiritual, metaphysical and organic realms. Every spell can be cast at one of 6 power levels, so spells acquired early on can grow with your character and remain useful throughout the game. The selections of spells available from both realms of magic cover the entire gamut of classic RPG magical effects, from generating fireballs to charming your enemies to curing diseases.
The Alchemy system is simple but very useful. Each potion is made from a combination of Reagents and Reactants, which you can find or purchase throughout the game world. Your skill level in Alchemy determines the power of the potion you can create, with more advanced potions like Invisibility requiring more skill to create than, say, a basic healing elixir. When your skill is advanced enough you can also apply certain mixtures to weapons and armor to imbue them with additional strength or effects. Recipes for potions can be found throughout the game and we expect people will start to trade recipes online once new combinations are discovered.
GB: Will our character only have access to a set number of skills or can we potentially become at least somewhat proficient in all of the game's skills? Will we be allocating a specific number of skill points when our character levels up or can we become more proficient in a skill simply by using it enough?
Thomas: You can utilize any skill that you want while developing your character; there is no class limitation to the skills you can possess. The system we use is decisively old-school: when you level, you are given points to (spend) on skills, either raising the skills you currently possess or purchasing new ones. Actually using these skills though game play does not raise your proficiency in them; only through manual point allocation does the skill improve.
GB: Will there be any sort of synergy between skills of a like nature? For example, will a master of short bladed weapons automatically possess at least some skill with long bladed weapons?
Thomas: There are no synergies between skills as you have described, but there are synergies between skills and attributes. In the example you mentioned, being a master of short-bladed weapons will not grant you any skill with a Long Sword, however the same attributes that contribute to your mastery of the short blade (Strength, Speed and Concentration) also mean that you can be somewhat proficient with a Long Sword even if you do not possess that skill. Along that same idea, Rogues who develop their Dexterity in order to pick locks better will also tend to have better-than-average proficiency with a bow, even if they are not actually skilled in the use of bows.
GB: Tell us a bit about how inventory management will work in the game. Will there be a limit to the number of items we can carry, regardless of our current encumbrance?
Thomas: We calculate the weight of your inventory as your main limitation, not necessarily the volume of what you are carrying. I think there are close to 100 item slots in your inventory so it is more likely that you will hit your encumbrance limit before you fill up your backpack, since all items are represented by a single icon and take up just one slot.
Once you near the point of encumbrance, you begin to suffer penalties to your combative and defensive abilities. At 100% encumbrance your character can no longer move and you'll be forced to drop items. Excess items can be stored in empty containers (chests, coffins, etc.) for players who'd rather horde items rather then sell their surplus.