![]() What makes Tides of Numenéra a sequel of the first Torment? Are both games connected?Ĭolin: That’s an interesting comparison it might be more apt to compare the Changing God to the Nameless One, but as a man who remembered his lives. The Changing God, a millenary being who had lived uncountable lives in uncountable borrowed bodies, seems to be inspired by the Transcedent One, who did the same through the incarnations of the Nameless One. We aren’t planning to do massive animations like that in TTON, so that we can focus on making other things better, but casting spells will definitely be a visceral, exciting aspect both in and out of combat. But they were a risk we were pausing combat to play an unskippable animation, one that took a lot of work to create and debug. The animations for powerful Planescape: Torment spells like Mechanus Cannon and Abyssal Fury were some of my favorite parts of that game. Like all the Stat Pools, Intellect can be recovered with rest and with certain cyphers, artifacts, or esoteries (spells). This is the same pool used to decrease the difficulty of Intellect-based tasks (using the Numenera concept of Effort) and where the character will take Intellect damage. Mechanically, esoteries are cast by spending points from the character's Intellect Pool. Even some users of esoteries consider what they do to be so mysterious and arcane that it might as well be magic. Most people call these spells, charms, or enchantments. How will the magic work? Should we expect special animations, like in Planescape Torment with the most powerful spells?Īdam: "Magic" in Numenera is performed by tapping into the ubiquitous numenera around you-even in the air and the dirt-and using it to reshape the world. Additionally, each combination they try will come with quirks and side effects-some good, some not-and so the player can, with trial and error or with lore skills, create exactly the kind of weapons or armor they want for a given situation. Some of this customization can change the item's purpose entirely, so they can create weapons and armor in that sense. Players won't be crafting their own plate mail, but they will be able to take an existing suit of plate mail and attach various components to it, imbuing the armor with different powers and abilities. They are not always as powerful as cyphers (though some are), but because they can be reused, and in many cases repaired, they are powerful in a different way. Artifacts are devices from prior worlds (or cobbled together from the detritus of those prior worlds) that can be used more than once, sometimes indefinitely. Certainly some are healing potions or buffs, but others can confer the ability to teleport, rest anywhere, cause a massive earthquake, or many other things.ģ. Numenera cyphers are typically more powerful than the consumables in other RPGs. Cyphers are one-shot items and always useful. Narratively, oddities should be some of the most fun descriptions to write and read.Ģ. Mechanically, they serve as a kind of gem, being saleable for a little coin-occasionally you might find a gameplay use for an oddity, but it will almost never be the use for which it was originally intended. Thematically, oddities emphasize the power and incomprehensibility of the past civilizations. ![]() Or a square plate that reverses gravity such that you can put items on the bottom of it and they will stay, but if you put them on the top they fall off. For example, a glass sphere that appears to contain an entire ocean inside, complete with tiny little whales and sea monsters. Oddities are relics of the past that are wonderful and strange but ultimately have very little utility for an adventurer, and thus little or no gameplay impact. ![]() Adam: In Numenera, while there are all sorts of common items-basic armor, weapons, thieves' tools, and even a form of healing-the magic items in the game, collectively known as the numenera (little n), are separated into three categories:ġ. ![]()
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