Thorvalla - Update #2, An Overview
The second update for Thorvalla offers a detailed overview of the main systems. If you thought the launch was a little light on details, this update is worth a read:
Characters will also have the following, fairly standard set of attributes. I am not sure I am entirely happy with these yet, so I may tweak these a little as we go along.
Combat skills are calculated from these attributes and cover Attack, Damage, Defense and Armor. Note, that Armor is not an armor class rating but an actual point value. I’ve always found that much more intuitive and easier to read while playing games.
In addition, there will be calculated general magic skills, of course, such as Magic Attack and Magic Defense. On top of those come the elemental magic armors against Fire, Water, Ice, and so on, which are item, spell or effect driven during actual gameplay.
Then, to deepen characters, there will be the traits and skills. Look for things such as various weapon skills for Swords, Axes, Two-handed weapons, staffs, projectile weapons, etc. Unarmed fighting skills will also be included, particularly for the Monk class, which you will find have tremendous bonuses here because I like Martial Arts. :-)
Other, more general traits will include things such as Charming, Taunting, Temptation - which is important because there will be succubi in the game -, Dragon Taming, Lock-Picking, Stealth, Tracking, Languages, Cultures, Herbal Knowledge, Poison and pure Luck, to name a few. As we design the story and quests, etc. we will make sure to create proper challenges and plot branches that make the most of each of these attributes so that you will feel that they truly have purpose.