Deimos
Novice
30 to 40 months would be somewhere between July 2026 And May 2027
Just still only in a bit of the beginning area.Any codexer impressions?
I'm too busy, but I might get it anyways.
So where are the Gnomes?NEWS
POSTED
Sat, January 6
Getting ready: Party creation, playable races
In these few days before Early Access release I'll share some key game elements. Let's begin with party creation
Before the adventure begins you need to do two things: create a party and choose a difficulty.
Creating an adventuring party
A standard party is
formed by 4 adventurers
. You are allowed to make a smaller party, but be warned... you'll get beaten. Badly. Later on, up to two companions can join your party. It doesn't matter if you have a smaller base party; you can never have more than 2 companions joining you.
The proccess of
creating a character is straightforward
. I don't like the games where you are forced to make a lot of uninformed decisions at the beginning, but of course this is still an RPG with a lot of depth, and some choices must be made. The good news is most of the choices will come later on, as you level up. And in character creation you can know how everything works by just hovering over stats.
If you're in a hurry to get into the game you might just
create a random party
with one click, which will automatically create a reasonably balanced party of four with at least one decent fighter, one decent healer and one spellcaster (other roles may vary). By "reasonably balanced" I mean exactly that: it can face the dangers ahead, but as you learn the ropes of the game you might probably do much better.
A good thing about random parties is they can be edited. You can go through the characters one by one and adjust some details, or completely redesign the characters.
First choice: race
In this version of EA, you can choose among five races to create your characters. (Two more races will be added in future versions, and it's also planned to add separate human cultures). The race selection screen displays all the information you need to make a choice.
I'll post here the game information about the non-human races, so you can get a little familiar with them.
Varannari
Tall and athletic natives from the primeval forests of Varannar are easily recognizable by their green skin and strong, long limbs. Varannari are brave, likeable and loyal, but prideful and temperamental.
In Archaelund:
some Varannari were brought to Archaelund by the Mercians as slaves, but escaped into the forests to form nomadic clans and live once more according to their ancient ways. Most of them, however, are part of human society and have come as colonists or adventurers.
- Trait bonuses:
+1 Strength, +1 Endurance- Trait penalties:
-1 Intellect, -1 Self-Control- Special abilities:
Varannari gain a +15 bonus to the Survival and Athletic skills.
Goblin
In the civilized Exiled Kingdoms, goblins are considered monsters due to their renowned wickedness, and attacked on sight. The Archaelund Marches, however, can’t afford any available force to go to waste, and some goblins a tad less psychotic than their brethren can make a career as scouts and archers. Some of them become jesters for one of the Lords of the Marches, although their awful jokes are often more painful than their dented blades.
In Archaelund:
Goblins are a common sight in the largest cities, where they live assimilated into human society. But many others are dangerous outlaws, sometimes led by shamans of their dark religion.
- Trait bonuses:
+1 Dexterity, +1 Awareness- Trait penalties:
-1 Strength, -1 Self-Control- Special abilities:
+1 Movement Point. They have innate resistance to fire (+25%) but are vulnerable to cold and shock damage (-25%)
Minotaur
In ancient times a wise and prosper people, nowadays turned into bloodthirsty monsters, roaming ancient mazes built by their ancestors while oblivious to their meaning. A few of them, however, are intelligent enough to become civilized (under a very generous use of the term) and make a living through their fighting abilities. Minotaurs are large, incredibly strong and aggressive, but often simple-minded and fearful of sorcery or the undead.
In Archaelund:
Minotaurs are rare, and sometimes frowned upon. They are often front-line fighters in adventuring parties, or lead bandit groups. However there are exceptions and a small number of Minotaurs insist upon unveiling their ancient past and recover the wisdom of their ancestors.
- Trait bonuses:
+2 Strength, +1 Endurance- Trait penalties:
-1 Dexterity, -1 Personality, -1 Intellect, -1 Self-Control- Special abilities:
Minotaurs need two rations per rest. They don't have a 'Feet' slot, and can't wear boots or shoes. They are also unable to wear most helms.
Batrax
Batrax are small amphibious humanoids, nimble and dexterous, intelligent and innately adept in the magical arts. Unpredictable in the extreme, they can be equally violent or sociable when met in the wildlands.
In Archaelund:
wild Batrax are feared in the coastlands, where they often ambush their victims with sharp harpoons and deadly magic. Some of them, however, claim human ancestry and wish to live among humans and learn their ways, citing a fabulous tale about a human adventurer who spent a night of passion with a Batrax princess. Unlikely as this tale may be, their abilities as scouts or sorcerers are undisputed and has earned them a place in Archaelund.
- Trait bonuses:
+1 Dexterity, +1 Personality, +1 Intellect- Trait penalties:
-1 Strength, -2 Endurance- Special abilities:
Batrax can hold their breath longer than other races. Vulnerable to fire (-50% to resistance). Batrax don't have a 'feet' slot and can't wear boots or shoes.
About game difficulties
After your party is created, and before you can begin your adventure, you must select a difficulty for the game. This can't be changed later. Once again, hovering over each difficulty will give you all the details, but it might be hard for you to determine how relevant are the listed changes.
My advice would be to go with
New School
difficulty, unless you truly enjoy challenges. As in many RPGs, the game becomes easier as you learn the ropes. For people with experience in old RPGs,
Old School
might be more enjoyable. It will force you to be more careful. The other two available difficulties (Explorer and Cruel) are for people that want a more gentle or an extremely ungentle experience. Iron Man mode is not available yet.
That's all for this write-up, in the next one I'll explain some aspects of the rest of character creation aspects (careers, skills, magic)
Maybe if it takes inspiration from Harry Potter, the goblins will be the banker race. Not nearly as good as Gnomes though...It is a gnomish trick! Wait, no there are no gnomes either. "Batrax" look very suspicious though.First choice: race
In this version of EA, you can choose among five races to create your characters. (Two more races will be added in future versions, and it's also planned to add separate human cultures). The race selection screen displays all the information you need to make a choice.
Where are the dwarves?
Just one issue so far. I wish the characters came with a second equipment slot, so you easily switch between close-quarters weapons and ranged, but as it is now this has to be done manually. I'm way too lazy for that.
Will you sell this on GOG?
So where are the Gnomes?
So where are the Gnomes?
More like undercut amiriteSo where are the Gnomes?
They got overlooked.
Then who am I supposed to fuck?So where are the Gnomes?
There aren't any. In this setting at least things are a bit more refreshing and different (no Gnomes and Dwarves, or fucking Elves). Sorry.
Minotaurs?Then who am I supposed to fuck?So where are the Gnomes?
There aren't any. In this setting at least things are a bit more refreshing and different (no Gnomes and Dwarves, or fucking Elves). Sorry.
Faber est quisque fortunae suae.