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        <title>Project Eternity</title>
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        <description>Real-time search results for Project Eternity</description>
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        <pubDate>Sun, 19 May 2013 01:01:16 GMT</pubDate>
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            <title>Project Eternity Post-funding Update #53: Bestiary</title>
            <link>http://www.gamebanshee.com/news/111476-project-eternity-post-funding-update-53-bestiary.html</link>
            <description>&lt;p&gt;&lt;font color="Gray"&gt;Source: www.gamebanshee.com --- Wednesday, May 15, 2013&lt;/font&gt;&lt;br /&gt;While the update isn't live on Kickstarter yet, heading to the Obsidian forums will give you the chance to read the latest post-funding update for Obsidian's &lt;b&gt;Project&lt;/b&gt; &lt;b&gt;Eternity&lt;/b&gt;. This time we get a sneak peek at the Cean Gúla, a banshee-like undead monster, and a description of the process used to concept monsters for the game and flesh out its bestiary. Here's a snip: One of my responsibilities has been creating the bestiary for &lt;b&gt;Project&lt;/b&gt; &lt;b&gt;Eternity&lt;/b&gt;. I'll admit, it's been a lot of work, but it's also been a lot fun. Like most of the things we do here at Obsidian, the process has been very collaborative. We have a few high-level goals regarding this process on &lt;b&gt;Project&lt;/b&gt; &lt;b&gt;Eternity&lt;/b&gt;. Creature Variety - The goal is to have a large library of creatures to use for the final game. Thus far, we're on track to meet this goal. The concept artists, modelers and animators have been tearing through the bestiary and delivering quality assets at a rapid pace. Recognizable is Good - We don't want to try to reinvent the wheel with every single monster. As we've shown in an earlier update, we feel some classic monsters, like the ogre, are essential to capture the adventuring feel we are aiming for. Moving forward, we are committed to including monsters that we feel fans will appreciate, while giving the beasties flavor appropriate to the world of &lt;b&gt;Project&lt;/b&gt; &lt;b&gt;Eternity&lt;/b&gt;. Different if Cool - We've already shown one of the unique creatures for &lt;b&gt;Project&lt;/b&gt; &lt;b&gt;Eternity&lt;/b&gt; in an  ...&lt;/p&gt;</description>
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            <pubDate>Wed, 15 May 2013 07:35:04 GMT</pubDate>
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            <title>Project Eternity Monks Detailed</title>
            <link>http://www.insidemacgames.com/news/story.php?ID=21869</link>
            <description>&lt;p&gt;&lt;font color="Gray"&gt;Source: www.insidemacgames.com --- Wednesday, May 08, 2013&lt;/font&gt;&lt;br /&gt;May 8, 2013 6:00 AM Obsidian Entertainment has released another new early development blog post focusing on the creation of its upcoming &lt;b&gt;Project&lt;/b&gt; &lt;b&gt;Eternity&lt;/b&gt; RPG. The post reveals details about the Monk class, including its unique ability to use wounds to power special attacks and other talents. Monks in &lt;b&gt;Eternity&lt;/b&gt; are different than you might expect. There are no restrictions on armor and weapons � you could wear plate and use a sword, if you wanted to, and the talent system is flexible enough so you could build a great monk that specialized in that gear. But at the core of this class is a little rule about how monks take damage. You see, when a monk gets hit, only part of the damage is inflicted on him or her immediately. The rest is redirected to a Wound, which is an effect that causes damage over time (called a DoT effect) to the monk. That slowly-ticking Wound would only seem to be delaying the inevitable result except for one thing: the monk can get rid of that Wound by using special attacks. The monk gets all kinds of cool special attacks that do extra effects beyond simply damage and, as a side effect, also eliminate his Wounds. Some of their special attacks include: Torment�s Reach - this ability increases the range of melee attacks by 200% for a short duration. Enemies between the monk and his or her target are also attacked. Costs 1 Wound to activate. Turning Wheel - if the monk suffers from a DoT effect (including Wounds ti ...&lt;/p&gt;</description>
            <guid>http://www.insidemacgames.com/news/story.php?ID=21869</guid>
            <pubDate>Wed, 08 May 2013 13:00:00 GMT</pubDate>
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            <title>Project Eternity Post-funding Update #52: Monk</title>
            <link>http://www.gamebanshee.com/news/111425-project-eternity-post-funding-update-52-monk.html</link>
            <description>&lt;p&gt;&lt;font color="Gray"&gt;Source: www.gamebanshee.com --- Tuesday, May 07, 2013&lt;/font&gt;&lt;br /&gt;The latest &lt;b&gt;Project&lt;/b&gt; &lt;b&gt;Eternity&lt;/b&gt; post-funding update offers a concept picture of some of the clothing styles for the various cultures in the title, and a monk class overview penned by RPG designer extraordinaire Tim Cain, who you might remember for being involved in classics such as Fallout, Arcanum and Temple of Elemental Evil. Here's a sampling: Monks in &lt;b&gt;Eternity&lt;/b&gt; are different than you might expect. There are no restrictions on armor and weapons – you could wear plate and use a sword, if you wanted to, and the talent system is flexible enough so you could build a great monk that specialized in that gear. But at the core of this class is a little rule about how monks take damage. You see, when a monk gets hit, only part of the damage is inflicted on him or her immediately. The rest is redirected to a Wound, which is an effect that causes damage over time (called a DoT effect) to the monk. That slowly-ticking Wound would only seem to be delaying the inevitable result except for one thing: the monk can get rid of that Wound by using special attacks. The monk gets all kinds of cool special attacks that do extra effects beyond simply damage and, as a side effect, also eliminate his Wounds. Some of their special attacks include: Torment’s Reach - this ability increases the range of melee attacks by 200% for a short duration. Enemies between the monk and his or her target are also attacked. Costs 1 Wound to activate. Turning Wheel - if the  ...&lt;/p&gt;</description>
            <guid>http://www.gamebanshee.com/news/111425-project-eternity-post-funding-update-52-monk.html</guid>
            <pubDate>Wed, 08 May 2013 04:50:10 GMT</pubDate>
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