“Combat flexibility has always been a goal for us,” adds Gameplay Director Gabe Paramo. “As far as weapons go, you can expect everything from a one-hit dagger to a slow-reloading arquebus, two-handed great hammers, a one-handed sword, a one-handed pistol, a one-handed wand, and a two-handed sword – system that allows the player allows both two-handed and one-handed weapons to be equipped together in the same way that they can be wielded with both hands.”
As I continued my experimentation with weapons, I was drawn early on to the Grimoire, a magical weapon that allows one to use magical abilities even if the class is not magic-based. Holding it in my off hand and swinging a sword in the other felt like a great combination that could lead to entertaining results in combat. We’re told you can find more of these grimoires everywhere Explainedand then decide to either improve it or learn spells from it. For example, you could take something you learned from a grimoire, like the Fan of Flames ability, and add it to your ability bar, then run around with a giant hammer, throwing fire, independent of the spellbook.
“I think the biggest unique element is how all the pieces fit together and how we don’t limit the player; to give them ultimate flexibility to quickly exchange and execute these actions such as: E.g. the skills they choose from their trees, the weapons they fire, the dodging – all of that I think is a mix of the way many games handle it; We just mix some elements in a more unique way,” says Paramo.