In the past weeks I've been working on foundation stuff, like how the computer should process ability bonuses of a certain type and apply the highest value to the ability. That's something that wasn't done in KotC.
Programming-wise, it's based on a vector of vectors. A vector is a list of variable size. So a vector could contain a list of enhancement bonuses to Strength, for example. It could contain an enhancement coming from a belt of Giant strength, an enhancement coming from gauntlets of Ogre power and an enhancement coming from a spell. Another vector could contain a list of deflection bonuses to AC. That list could contain a deflection bonus from a ring and a deflection bonus coming from the spell Shield of Faith. And so on. Since there can be many lists applying to the same character, we use a vector of vectors.
So because this is all foundation work, I can't display new screenshots. Instead, let's have a look at the enchantments I'm planning to have in the game. Then we can have a look at the class illustrations for Paladin and Psionicist.
Weapon enchantments
Greater Phasing, price 5: The weapon ignores 15 points of DR.
Draining, price 5: Upon hitting, inflicts one permanent negative level to the target.
Drinker, price 5: On a successful hit, the wielder gains 1d6 temporary HP that are drained from the target. Only for melee weapons.
Disrupting, price 5: Upon hitting, the target’s AC is reduced by one point (to a minimum of zero) until the end of combat. No save.
Force, price 4: Whenever you deal a critical hit, you deal a number of points of force damage equal to four times the weapon’s basic damage (e.g. 4d8 for a longsword).
Vorpal, price 4: Only for slashing weapons. Whenever you deal a critical hit, the base damage increases by a number of points equal to 10 times the weapon's critical multiplier (e.g. 20 for a longsword).
Destruction, price 4: The weapon’s base damage increases by 3d6.
Greater Defending, price 4: Only for melee weapons. Provides a +4 Shield bonus to AC.
Brilliant Energy, price 4: Not for ranged weapons. Your weapon ignores all armour and shield AC bonuses, and you can still damage the undead and constructs.
Blinding, price 4: Upon hitting, forces a Willpower saving throw of DC 18. Failing it means the creature is blinded for 1d6 rounds.
Skewer, price 4: You trigger a critical hit whenever the attack roll exceeds the target’s AC by five or more. You still need to confirm the critical.
Stunning, price 3: Only for bludgeoning weapons. Whenever you deal a critical hit, the victim must succeed on a Fortitude saving throw of DC 16 or be stunned for one round.
Tripping, price 3: Upon hitting, forces a Reflex saving throw of DC 16. Failing it means the creature is prone.
Swift, price 3: Provides one extra attack at the full BAB.
Life Stealing, price 3: Only for slashing weapons. Upon dealing a critical hit, bestows a negative level on the victim and provides 1d6 temporary HP to the wielder.
Wounding, price 3: Upon hitting, reduces the target’s constitution by one point.
Slowing, price 3: Upon hitting, forces a Willpower saving throw of DC 16. Failing it means the creature is slowed for 1d4 rounds.
Dispelling, price 3: Upon hitting, cast Greater Dispel on the magic effect of highest caster level existing on the target. The wielder's character level is used for this check.
Disarming, price 2: Upon hitting, forces a Reflex saving throw of DC 14. Failing it means the creature is disarmed.
Phasing, price 2: Weapon ignores 5 points of DR.
Snaring, price 2: Only for ranged weapons. Target must succeed on a Reflex save of DC 14 or become entangled and stuck for 1d4 rounds, or until it breaks free (Strength check DC 16).
Holy, price 2: Can't combine with unholy. Weapon is good-aligned and deals 2d6 holy damage to evil creatures.
Unholy, price 2: Can't combine with holy. Weapon is evil-aligned and deals 2d6 unholy damage to good creatures.
Axiomatic, price 2: Can't combine with anarchic. Weapon is lawful-aligned and deals 2d6 axiomatic damage to chaotic creatures.
Anarchic, price 2: Can't combine with axiomatic. Weapon is chaotic-aligned and deals 2d6 anarchic damage to lawful creatures.
Flaming Burst, price 2: You deal 1d6 fire damage on a normal hit and 1d6 + 1d10 on a critical hit (or more depending on the critical multiplier).
Icy burst, price 2: You deal 1d6 cold damage on a normal hit and 1d6 + 1d10 on a critical hit (or more depending on the critical multiplier).
Shocking Burst, price 2: You deal 1d6 electricity damage on a normal hit and 1d6 + 1d10 on a critical hit (or more depending on the critical multiplier).
Acidic Burst, price 2: You deal 1d6 acid damage on a normal hit and 1d6 + 1d10 on a critical hit (or more depending on the critical multiplier).
Undead Destruction, price 2: Only for bludgeoning weapons. Upon hitting an undead creature, forces a Willpower save of DC 14 to avoid destruction.
Flaming Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 fire damage to the target and all adjacent creatures. Can’t be combined with other elemental effects.
Icy Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 cold damage to the target and all adjacent creatures. Can’t be combined with other elemental effects.
Shocking Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 electricity damage to the target and all adjacent creatures. Can’t be combined with other elemental effects.
Acidic Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 acid damage to the target and all adjacent creatures. Can’t be combined with other elemental effects.
Defending, price 2: Only for melee weapons. Provides a +2 Shield bonus to AC.
Flaming, price 1: You deal an additional 1d6 fire damage. Can't be combined with other elemental effects except Flaming Burst.
Frost, price 1: You deal an additional 1d6 cold damage. Can't be combined with other elemental effects except Icy Burst.
Shocking, price 1: You deal an additional 1d6 electricity damage. Can't be combined with other elemental effects except Shocking Burst.
Acidic, price 1: You deal an additional 1d6 acid damage. Can't be combined with other elemental effects except Acidic Burst.
Keen, price 1: Not for bludgeoning weapons. Increases the critical range. Bows confer the attribute to their ammunition.
Aberration Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Animal Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Construct Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Dragon Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Elemental Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Giant Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Humanoid Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Magical Beast Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Monstrous Humanoid Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Ooze Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Outsider Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Undead Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.
Ghost Touch, price 1: The weapon bypasses the 50% miss chance on attacks versus incorporeal creatures.
Vicious, price 1: Not for bludgeoning weapons. On a successful hit, the enchantment causes the target to bleed (it loses 1 HP per round). The damage is cumulative. It cannot exceed 10 points per round.
Barbed, price 1: Increases the weapon’s critical multiplier by one. Bows confer the attribute to their ammunition.
Distance, price 1: Only for bows and crossbows. This enchantment removes the penalty of -2 for shooting at a square located beyond 50% of the maximum range.
Entangling, price 1: Only for bows and crossbows. Upon hitting the target, magical roots grow from the arrow, entangling the target for one round. No save.
Armour enchantments
Armour enchantments will cost as much as weapon enchantments (not half as much as in D&D).
Fortification I, price 1: The user gains a 25% chance to avoid critical hits.
Fortification II, price 3: The user gains a 75% chance to avoid critical hits.
Fortification III, price 5: The user gains immunity to critical hits.
Invulnerability, price 3: Only for armour. The wearer gains DR 5 / magic. Each point of enhancement of a weapon bypasses four points of DR / magic. For example, a +2 weapon would bypass eight points out of DR 10 / magic.
Greater Invulnerability, price 5: Only for armour. The wearer gains DR 10 / magic.
Bravery, price 3: Only for armour. All allies in a 10' radius (including the wearer) gain a morale bonus of +1 to attack rolls.
Greater Bravery, price 5: Only for armour. All allies in a 10' radius (including the wearer) gain a morale bonus of +2 to attack rolls.
Quickness, price 2: Only for armour. The wearer gains a +5 bonus to speed.
Greater Quickness, price 4: Only for armour. The wearer gains a +10 bonus to speed.
Red, price 5: For both armour and shields. All fire damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.
Green, price 5: For both armour and shields. All acid damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.
Blue, price 5: For both armour and shields. All electricity damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.
White, price 5: For both armour and shields. All cold damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.
Black, price 5: For both armour and shields. All negative energy damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.
Acid Resistance I, price 2: The user gains Acid damage reduction 10.
Acid Resistance II, price 3: The user gains Acid damage reduction 20.
Acid Resistance III, price 4: The user gains Acid damage reduction 30.
Cold Resistance I, price 2: The user gains Cold damage reduction 10.
Cold Resistance II, price 3: The user gains Cold damage reduction 20.
Cold Resistance III, price 4: The user gains Cold damage reduction 30.
Electricity Resistance I, price 2: The user gains Electricity damage reduction 10.
Electricity Resistance II, price 3: The user gains Electricity damage reduction 20.
Electricity Resistance III, price 4: The user gains Electricity damage reduction 30.
Fire Resistance I, price 2: The user gains Fire damage reduction 10.
Fire Resistance II, price 3: The user gains Fire damage reduction 20.
Fire Resistance III, price 4: The user gains Fire damage reduction 30.
Sonic Resistance I, price 2: The user gains Sonic damage reduction 10.
Sonic Resistance II, price 3: The user gains Sonic damage reduction 20.
Sonic Resistance III, price 4: The user gains Sonic damage reduction 30.
Spell Resistance I, price 3: Only for armour. The user gains Spell Resistance 17.
Spell Resistance II, price 4: Only for armour. The user gains Spell Resistance 22.
Spell Resistance III, price 5: Only for armour. The user gains Spell Resistance 27.
Vitality I, price 2: Only for armour. Increases the Hit Points of the wearer by 10.
Vitality II, price 3: Only for armour. Increases the Hit Points of the wearer by 20.
Vitality III, price 4: Only for armour. Increases the Hit Points of the wearer by 30.
Fire Defence, price 3: Opponents hitting the character in melee take 1d4 fire damage. Can't be combined with other elemental damage. Only for armour.
Greater Fire Defence, price 5: Opponents hitting the character in melee take 1d6 fire damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.
Cold Defence, price 3: Opponents hitting the character in melee take 1d4 cold. Can't be combined with other elemental damage. Only for armour.
Greater Cold Defence, price 5: Opponents hitting the character in melee take 1d6 cold damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.
Electricity Defence, price 3: Opponents hitting the character in melee take 1d4 electricity damage. Can't be combined with other elemental damage. Only for armour.
Greater Electricity Defence, price 5: Opponents hitting the character in melee take 1d6 electricity damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.
Acid Defence, price 3: Opponents hitting the character in melee take 1d4 acid damage. Can't be combined with other elemental damage. Only for armour.
Greater Acid Defence, price 5: Opponents hitting the character in melee take 1d6 acid damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.
Death Ward, price 4: For shields and armour. The user gains immunity to death effects.
Resilient, price 4: For shields and armour. The user gains immunity to disintegration effects.
Spiked, price 2: Only for armour. Grappling opponents take 1d6 piercing damage per round.
Draconic, price 1: Only for armour. Provides a +2 circumstance bonus to Armour Class against attacks from creatures of the Dragon type. Circumstance bonuses stack with each other.
Arrow Protection, price 1: For shields and armour. Provides a +2 circumstance bonus to Armour Class versus Ranged attacks (but not touch attacks). Circumstance bonuses stack with each other.
Mirror, price 1: For shields and armour. Provides a +2 circumstance bonus to Armour Class versus ranged touch attacks. Circumstance bonuses stack with each other.
Light Weight, price 1: Only for armour. Reduces the item's weight by 80%. The item’s penalties remain unchanged.
Ghost Ward, price 1: For shields and armour. The Armour Class bonus provided by the item counts against incorporeal attacks.
And now, the class illustrations:
Paladin class illustration
Psionicist class illustration