
Since the last time we checked in on Project Eternity, the upcoming 
Kickstarter-funded RPG from Obsidian,
 quite a bit has been revealed. Having already blown past several 
stretch goals and with just over a week left in the campaign, we’ve 
collected all the crunchy info that there is to collect on the game so 
far.
Six playable races
The developers at Obsidian have stated that they want to create a mix
 of recognizable fantasy races, as well as more unique and even “truly 
odd” ones. The staple humans, elves, and dwarves have been confirmed, as
 well as the “Godlike,” who are described as similar to the elementally 
attuned Aasimar, Tieflings, and Genasi of the various Dungeons & 
Dragons universes. Within these races, we have also been promised the 
ability to claim membership to different, distinct cultures. One of the 
first pieces of concept art pictures a dwarf from an Inuit-themed 
culture.
Seven classes, with two more on the way
Project Eternity, as it stands, will offer you the option to play a 
fighter, priest, rogue, wizard, ranger, monk, or druid. If the $2.5 
million stretch goal is reached, only $54,000 away as of the writing of 
this article, barbarians and ciphers will be added as well. The latter 
is described as similar to a psionic character in other settings, 
tapping into the power of their soul (souls are kind of a big deal in 
the world of Project Eternity) and those of others in a way no other 
class can.
Eight companions, with plenty more on the way
Project Eternity will feature at least one story-based companion for 
each of the seven main classes, as well as one more from the new faction
 unlocked by $2.2 million stretch goal. We’re not sure if unlocking the 
barbarian and cipher classes will also unlock a companion for each, but 
that would certainly be awesome. In addition, if the $2.6 million 
stretch goal is unlocked, we’ll have access to the Adventurer’s hall, 
allowing us to build our own custom party members from any class (though
 they won’t be proper companions with dialogue and backstories) to have 
total control over the mechanical composition of our party. The game 
will support up to five companions plus the player in the party at any 
given time.
You don’t have to be the chosen one
While story details are sparse, we have been assured that Project 
Eternity casts you as a victim of circumstance, witness to some great 
event, but not any kind of prophesied hero. It sounds like a player will
 have a lot of freedom to shape who the character is, and what his or 
her place in the world will be.
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.
You will be able to crank up the pain if you hate yourself
Project Eternity will offer not one, but three “hurt me more” 
switches that can be toggled on or off independently. Expert Mode will 
turn off all hand-holding tips and suggestions and enable punishing 
mechanics described as “similar to Fallout: New Vegas’ Hardcore Mode.” 
Having to keep your party fed would be a pretty interesting twist. Trial
 of Iron gives you one save game, which will be deleted if you die. 
Finally, Path of the Damned makes every single combat encounter as 
difficult as possible. Enable all three for Ultimate Glory! (Okay, more 
like Ultimate Faceplant on the First Boss.)
There’s a giant dungeon that’s getting bigger as more people back the project
In a unique spin on the classic Kickstarter stretch goal concept, 
Obsidian has introduced a dungeon called the Endless Paths of Od Nua, 
which began with three levels and will gain one more for every 2,500 
additional backers, as well as 20,000 likes on Obsidian’s Facebook page.
We’re really excited about this game
It almost goes without saying, but an isometric, 
party/companion-based, single-player, story-focused RPG from the guys 
behind Planescape: Torment, Fallout: New Vegas, and Knights of the Old 
Republic 2 sounds freaking amazing. You have until the 16th to 
back the project on Kickstarter, and join us for the long, long wait until 2014.
 
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