We are using the Crystal Space engine to create the graphics for the game. Take a look at Planeshift for an indication of the graphical quality this provides.
| The exact details of the combat system in the game are still being examined, but it will almost certainly involve a combination of the following factors: | |
| Skills: | Basic attack and defend skills will be used to determine the outcome of simple attacks and to determine the number of actions available to a fighter. |
| Techniques: | More advanced techniques will allow fighters to use special attack and defend techniques. These will be limited by the weapons and armour being used, for example you will not be able to Parry with a flail. |
| Weapons: | Each weapon will have characteristics determining its capacity to cause damage, its quality, and the types of attack techniques avalable. |
| Armour: | As well as protecting against damage, some armour types will restrict your ability to defend at full effectiveness. |
The game will use a career-based development system. Each career will be linked to a set of relevent skills. A character will start as one of the starting careers listed, and further their development by moving to better careers with access to new skills etc. Starting characters will be able to choose from the following Starting Careers:
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| Thug | Sell Sword | ||
| Militiaman | Rascal | ||
| Scout | Petty Thief | ||
| Novice | Scribe | ||
| The success or failure of most actions in the game will be determined by a characters appropriate skill. Skills will be linked to a Stat (or combination of Stats), and will improve with practice. For convenience, the list of skills will be divided into the following categories. | |||
| Weapon Skills | Armour Skills | ||
| Offensive Skills | Defensive Skills | ||
| Psychological Skills | Stealth Skills | ||
| Misc Skills | |||