As many know by now, Eschalon is billed as an “old-school” style of game. That’s certainly true. It brings back several features that are rarely, if ever, seen in the modern crop of CRPGs.
Foremost is character creation based on dice rolls. The last game I recall with that is Wizardry 8, so it’s been awhile. These dice generate a spread of 7-14, and can be re-rolled as much as you like. Then you augment the results from a pool of 15 points, along with a small bonus to two stats by choosing one of four backgrounds.
The next choice is class, which are the usual ones: Fighter, Rogue, Ranger, Mage, and Healer (Cleric). Each provides a different bonus skill for starters. Then you pick up to six more skills by allocating from a pool of 20 points, at a cost of three to learn, and one to increase.
There is no alignment as such, but there is something called the “axiom”, a sort of quasi-religious outlook. This ranges from atheist through druidic, virtuous, nefarious, and agnostic. Except for agnostic, each has a small positive and negative effect on your character.
Trainers are available to teach or increase skills. However, only a few skills can be taught; there aren’t trainers for all of them. Additionally, you can take training only up to rank 5. After that, skills can be increased only with point allocation at level up.
Points at level up time aren’t generous: 3 for skills and 3 for stats. This can create problems, since first time through, you aren’t sure which skills will really be important to you, and you don’t know what trainers are in the game. For example, I didn’t find any armor trainers, so it would be wise to choose an armor skill at the start.
Encumbrance is a factor in the game, based, as usual, on strength. The more muscle you have, the more you can haul around. There are no silly restrictions about casting spells in armor, either.
However, the combined weight of a weapon in hand and gauntlets worn does have an effect. In this case, the weight must be equal to, or less than, one-third your strength rating. Otherwise, spellcasting with enemies nearby is not possible. This is the best way I’ve seen to handle spellcasting in armor, be it heavy or light.
Unlike many games today, the world is not linear. For example, in Neverwinter 2, locations showed only when you learned about them in some way, and so travel was very restricted. Eschalon is more like Oblivion, where you can start walking in any direction, without waiting for someone to tell you about an area.
Going some places too soon, however, can get you killed. Unlike Oblivion, monsters do not scale to your level. So it’s entirely possible for you to wander into an area you’re not strong enough to handle yet.
One thing not seen much in games lately is the puzzle. Eschalon does have some puzzles strewn through the dungeons, though none are particularly difficult, and most have clues nearby. Still, a nice touch.
Another nice touch is the inclusion of the easter eggs. There are three of them, not easy to obtain, and completely optional. Finding all three and placing them in a certain location, however, will boost your character to the next level.
Alchemy has become popular with many gamers, and here it comes with two abilities. First, naturally, is mixing up potions. You’ll need to find or buy recipes and ingredients. Mixtures come in three strengths, depending on skill.
The other ability is using Alchemy to enchant weapons and armor. If armor already has a plus, you can’t add to it, but a weapon with a plus (usually for damage) can be enchanted for a bonus to hit.
Correction: Originally I wrote that a weapon could be imbued for either a plus to hit or a plus to damage, but not both. Ag (Scorpinslayer) claimed that was a mistake and he’s right. A weapon can be enchanted for each, however only once for each. My apologies to all for that gaffe.
In either case, your skill must be 5, 10, or 15 to get 1, 2, or 3, respectively. Going beyond Alchemy 15 confers no additional bonuses. Since potions aren’t hard to come by, I found the skill most useful for enchanting weapons.
Probably the most old-school feature is that the game is completely turn-based. Your character can stand there while you take a shower, walk the dog, watch a movie, and nothing will happen. No time passes until you take an action. Thus combat fits seamlessly into the whole. There is no separate combat mode, no action points, no frantic button-mashing.
Where Eschalon differs from the classics is in the view, which is third-person rather than first, and the ability to move and attack in any direction, instead of in 90-degree increments.
I can add that the graphics are better, too, although they won’t be giving, say, the Bioshock developers any sleepless nights. Still, while not “cutting edge”, they are adequate, especially considering this is an independent product.
Traveling is done on foot, but the game has a “Quick Travel” feature that allows swift movement between certain points. Naturally, you have to reach those points the hard way first and touch a nearby sign. And there are some areas where it doesn’t work. You also can’t use it when enemies are nearby.
One other method of “quick travel” is using the portal spell, which is like the old Lloyd’s Beacon. It’s possible to have up to six anchored spots, although a very high magic skill is needed for that. Most players will probably have no more than three or four.
Conversations are straightforward and simple. There are no convoluted dialogue trees, and usually no need to guess at what to say. You don’t have to play any “what is the good/neutral/evil response” games. There are times when you can be nasty, if you want to be.
While Eschalon has the usual automap, in this instance you must have the cartography skill for it to work. At low skill levels, the map is very barebones. At high levels, it is much more detailed, to the point where nearby enemies are shown, even when not in visual range.
The plot is the prosaic “Stop Foozle”, and the story begins with that tired old ploy, amnesia. Not the most auspicious start, although farther along the reason why is explained. You don’t, by the way, ever regain your memory.
As usual, there are those little errands you can run for various NPCs. Most provide some cash, and all give experience. You do have the option to refuse a job, but as always, it’s better to accept. There aren’t all that many of them. This is a small world with just three towns, not a huge world like Oblivion.
For that matter, there are only ten dungeons, the majority of them no more than one level deep. That’s a big departure from the old games, which typically featured large dungeons with many complex levels.
Naturally, the main line is linear, as in most CRPGs. Also naturally, it’s better to take your time, do some “odd jobs” and a little exploring, before following up too quickly on the main path. Going too far too soon is a good way to get into trouble.
There are three endings to Eschalon. Which one you get depends entirely on your actions in the endgame section. In this respect, it’s somewhat like Geneforge 4, although not as elaborate. Two of these might not be considered “good”, depending on your viewpoint.
The game ran cleanly, although I did run into one bug. This was the original release and there was a problem with some spells vanishing from the spellbook. That happened to me (ouch). Getting the 1.02 patch fixed the problem, but I did have to buy the missing spells again. Otherwise, though, I experienced no crashes or other oddities.
While there is much to like about this game, in common with those “golden oldies”, it has some rough edges, some things that weren’t well-thought-out.
There is little differentiation between the character classes. Aside from the free skill at creation, all the types are really very much the same. The mage and healer do get a small bonus to their mana points for high intelligence/wisdom respectively at level up, but that’s about it.
Fighters and rangers get no bonus to fighting. Nor does the rogue receive anything for attacking from ambush. For that matter, with the Lockmelt and Trapkill spells, the Rogue is a superfluous class.
Attack magic becomes less effective as the game goes on. All spells require mana, and there are six levels at which a spell can be thrown. The level acts as a multiplier on the base cost.
The strongest spells start at 10, and you need both a high stat and a high skill to learn them. These are mass effect spells, but the damage is puny. Supernova does only 3-4 points per level, and you’d need Elemental magic 31 and 60 mana to do a “whopping” 18-24 damage against multiple enemies. And that’s not even considering they may have magic resistance and take no damage at all.
That’s much too weak for the cost. You’d do better with a low-level spell and dancing around, staying out of harm’s way. Anyone counting on playing a pure (or nearly so) magic character will be sadly disappointed. The firepower just isn’t there.
One of the hallmarks of the early games was the struggle at the start, and Eschalon provides this through exorbitant overcharging by merchants. All prices are double the list value. So that 60 gold helm will cost you 120. The only way to get better prices is to raise mercantile skill, and it will have to go very high. Even at 20, you’ll still pay over list.
Perhaps Basilisk put that in as a way of dealing with the “gold problem”, that moment in a game when money is no object and there’s little to buy with it. If so, this was a poor way of handling the matter. As it is, even the most basic outfitting will use up your small cash supply far too quickly. There are some struggles we can do without.
And there’s the dark. It’s just too dark. None of the light sources available - torches, lanterns, Gravedigger’s Flame spell - helps very much, and the Cat’s Eye spell is completely worthless.
Indoors, it’s remarkably easy to miss important features like levers to open grates. For that matter, it’s easy to miss those grates, since they aren’t hot spots like doors. You need to be really close to distinguish grates from wall sections.
Outdoors, if you go off-road, you’ll end up blundering into trees and brush. You can always camp out until morning, though you run the risk of being attacked during the night.
While the automap (at high skill level) does a good job, there are some features that would have made it better. First, a zoom feature, to get a closeup of where you are (the map is one size only).
Second, a better way of showing the character position, which is just a tiny dot and not always easy to see. Third, and most of all, the ability to make map notes of important things like grate locations. I spent a lot of time my first run through trying to find grates I knew were “somewhere back there”.
Saving and restoring can be done at any time, and there’s a quicksave hotkey as well. However, you have only ten positions total. In these days of huge hard drives, there’s no reason at all for such a paucity of save positions.
Your character can have two weapons equipped, a primary and an alternate. Typically, these will be a melee weapon and a bow, and switching is done by hitting the Enter key.
Unfortunately, if you equip a shield to go with your sword, you won’t be able to switch to the bow, or vice-versa. You should be able to make the switch; other games have managed it, notably Neverwinter Nights, where you could quick-change among multiple weapons, including sword/shield combos.
Some players have complained that the screen size of the game is fixed at 800×600. I had no problem with that; it’s the resolution I use for my desktop anyway. Still, I can understand that others may want something more “upscale”, so Basilisk should consider having a few more resolutions in the next game.
So is Eschalon worth playing? Of course it is. We have to keep in mind this is the first product from a tiny company. If everything had been right, what could they do for an encore?
Seriously, though, the one big flaw is that lack of distinct character classes, which cuts down on replayability. The rest are those niggling points that annoy, but aren’t gamestoppers.
What Eschalon seems most like to me is an early Might & Magic in miniature. A compact, modernized version, with enough to do but not so much that it becomes boring as in larger games.
In fact, this is a good game for those who want to play “the old-school way” without having to slog through a huge world for months at a time. If that’s what you’re looking for, then Eschalon is for you.
Eschalon: Book I is available online only from Basilisk Games, at $27 for the download, or $37 for a CD, and you can still download it while you wait for the disk.
Basilisk has placed its faith in the gaming community and released this with no copy protection. None. That IS a great show of faith, and I hope the company will be rewarded for it in these days of CP paranoia.

















I’ve been enjoying this game myself. One of the things I found annoying is the lack of a Quick Load key. The character classes really are pointless. There’s really no point in selecting anything other than a Magic User or Healer… that’s the only way you get ANY benefit from class. Also, starting the game with a magic attack spell is VERY useful, even if magic does lose it’s luster fairly quickly. Mana regen was another area which makes playing a pure caster an absolute painful process. You fight one group of enemies, deplete your mana, and then have to camp out for 8+ hours just so you can fight another group. Potions help, but not nearly enough. It might get easier later when you have better Alchemy skill or enough money to keep the potions flowing, but by that time, magic efficiency is starting to falter.
Still, the game has been fun, and I’m more than happy to pay for a legit copy. Hopefully we’ll see progressively better stuff in Book II and III… assuming they get made.
Regarding weapons, you have to choose between getting a bonus to damage or a bonus to hit. You can’t have both.
Wrong, you can apply both once. I do believe it has to be done in a certain order have to look at my notes later but i’ve had lots of weapons inbude with +3 tohit +3 damage.
at full screen the 800×600 is ok graphics and while i’d like a scroll/zoomable map. I could always tell where on the map i was at full screen. Windowed mode and 800×600 it was very difficult to spot the white dot.
Scorp you missed any discussion of the most potent weapon in game. run back to the porticlus/lever and slam the gate down on them.
Great review, Scorpia.
I partially withdraw my complaint about the 800×600-only resolution. Although the standard Windows driver doesn’t even try to stretch the screen (I get a 800×600 box in the middle of lots of black), the nVidia control panel has two special scaling options for flat panels, one of which keeps the aspect ration so things aren’t distorted. That works quite nicely for a game (I wouldn’t touch an image editor with it though).
I’d still like a higher resolution — modern interface practices allow *any* resolution, no matter how high, to look good (see Galactic Civilizations 2). But it’s no longer a deal breaker.
My gaming hours are taken up with GalCiv 2’s second expansion beta right now, and some MP NWN2 with Bruce once a week when luck is with us, but when I have more free gaming time I may pick up this game.
The DRM-free decision on their part is a plus. All things being equal, I give my money to those who show trust in me. I make a point of supporting them.
I did end up buying the game after all, but I haven’t found it as bug-free as you. Here are just a few of the bugs I’ve seen in the first part of the game with various thugs:
1. Thugs can often see in the dark perfectly. So much for sneaking by them.
2. In perverse compensation for #1, thugs frequently get the full shadow to-hit penalty while duking it out with me in the open at point-blank range with no Hide In Shadows skill in midmorning. Perhaps they should remove their Joo Janta Peril-Sensitive Sunglasses.
3. Thugs usually have the eyesight of a hawk but the memory of a goldfish. More than once, they’ve lost track of me after spending 3-4 turns running straight at me, standing in the open, in the day, with no Hide in Shadows skill… having caught an arrow from me at every step!
4. Monsters in general do not aggro if they can’t see you, even if you’re pounding them or their buddies with ranged weapons or magic. They just stand there and take it. This is most easily demonstrated with the stationary salamander slightly NE of the starting position.
These and others I’ve seen aren’t game-killing bugs by any means, but I wouldn’t call it proper game logic. As with the Spiderweb games, I find many of the bugs amusing, which helps with their tolerability quotient.
In more complimentary news, the sound and music are head and shoulders above the Spiderweb games… when I can get them to work. Running the game in a window fixed my problem with the audio often not initializing, but then the graphics are too small or the game spills over the edges of the screen (if I’ve switched to 8×6 res first). I have the latest drivers for the audio and video cards in question.
Ag, check on that + to hit and damage. I will get back to the game tomorrow and try it myself. If it turns out I was mistaken, I’ll fix the article.
Dell, glad you found a solution to the size problem for your monitor. And give Bruce my regards in your next session.
Verbose, were you wearing armor? Sneaking is being both stealthy and quiet. Armor reduces the quiet part until you get your skill up high. I usually went to town for a peaceful night’s rest whenever I could.
Odd about that business with the thugs. I can assure you they never lost site of me as I danced around trying to stay out of reach. What version are you playing?
And I had no problems with the sound or music, obviously, or I’d have mentioned it. Perhaps you should check the official boards for a solution?
Well, Scorpia, you’ve finally been noticed by RPGWATCH. They just gave you a plug for this review.
Trust me scorpia, you haven’t been forgotten by this gamer I used to read your columns back i the day.
I’m one of the beta testers for Eschalon and I enjoyed your review, a few of the items you brought up were talked about while testing, but were seen as being something that would be great to be able to do, but would have to be something for book 2.
As for cats eye, try using it and a torch at the same time..I loved doimg that made it so I could see farther. Also, some players found it useful for stealth.
As a fan of the game and company I thank you for bringing some notice to this guy, he well deserves it.
Actually, I did link the Geneforge 4 review but I was probably remiss before that. :)
I see the class issue a little differently (and lived on Cats Eyes + torch together) but I really enjoyed the article.
scorp, i always enchanted weapons 1) wpn damage - ecto & serpent venom and then 2) armor penetration - ecto & mercury.
and never had a problem applying both to a weapon.
fyi, i believe there is an annoucement up about a Mac version now available for sale and that the windows 1.04 update is out.
Ag, you were right. I tested that before logging on and have corrected the review to reflect the true state of affairs. I think I confused that with the “can’t double enchant for the same thing” restriction.
Dhruin, thanks for the link on your site. Yes, you did also link for the GF4 review, and I appreciated that, as well.
Rune (any relation to the above? ;), dunno about Cat’s Eye. Tried it and didn’t notice any improvement. A better “light source” is still needed here (like the spell used in Oblivion; that was a good one).
Yeah, I know, the first game is always the tough one, and not everything can be in there. Gotta leave room for improvement ;)
On the heat-seeking thug issue, I was wearing only light armor with skill 4 or so, had the Silent status constantly showing, no light source active since well beyond a screen away, and I drank a predator sight potion that showed the thugs making a beeline for me from a full half-screen away at full night. Clicking on a thug with a melee weapon active gave the familiar “…has spotted you!” status message. I have to wonder if the bugged thugs, like salamanders, hunt by smell, not sight, as that invisibility-trusting fool from the salamander pit discovered to his fatal sorrow. I’ve seen this bug mentioned on the official forums, too. In other thug-bug news, it doesn’t actually help when the thugs lose sight of me, because they’re simple-minded fools who keep moving on their last course. If I didn’t keep slinging the arrows to get their attention again, they’d reacquire me after a step anyway. On rare occasions, I can use this turn of grace to step behind a stand of trees to remove LOS from the further away pursuing thugs. This prevents them from reacquiring me and only makes me fight one or two at a time thanks to their lack of reaction to their fellows’ misfortunes, but mostly this bug isn’t helpful.
I’ve played 1.02 from the start. I can work around the audio situation, which is better than the likely “solution” of being told to buy another motherboard/ video card/ sound card, but it’s odd. I’m doubting that anyone else is playing the game on a dual Athlon MP motherboard using onboard audio with a Geforce 1 DDR. Nvidia’s drivers haven’t condescended to talk to such a relic for 20 or so versions now.
Aren’t grates generally set into the ground, while a vertically oriented gate/grate is called a portcullis? This game has some of each of those.
Cat’s Eye with a torch increases the light radius by 2-3 squares over a torch alone, which easily doubles the illuminated area. Without a torch, it gives a faint green IR night vision effect over about a 2 square radius, which may or may not be noticeable, depending on your monitor’s settings. For some reason, Cat’s Eye doesn’t start working until it’s completely dark. Gravedigger’s Flame gives a reddish light over about the same radius and at about the same level as Cat’s Eye with a torch, without having to give up a hand to the torch.
Mm, yes, does sound as though there’s a little problem with those thugs. I wouldn’t be surprised if the movement business was related to flaws in the pathfinding code. I’ve seen something like that on occasion myself. As for them seeig you in the dark, hey, maybe they drank a predator sight potion ;)
I think that guy in the salamander lair misjudged the time he had from the invis potion. It was probably Invis I and he counted wrong ;)
As for the illumination, I’ve found that Gravedigger’s Flame and Cat’s Eye is likely the best combination, but not by much.
Hello there just stumbled on this little site. I was searching around for indie RPG titles, something along the spiderweb titles style. I got the demo for the game reviewed here and if there are no real frustrating issues I think I might give it a full playthrough.
I just wanted to comment because in this day and age I am surprised more talented programmers/designer dont get into these kinds of projects. I think by reviving the shareware concepts these low profile titles could be potentially very lucrative even for a small team.
I think its well established that while far from being the majority most PC gamers who enjoy rpgs and are now in their twenties have no real problems in playing and buying titles with the kind of presentation this one or any of the more recent spiderweb titles have.
Its all about the atmosphere, the writing and of course the gameplay.
I do hope during the game more options open up during combat, some options that dont require magic would be nice for some depth, thats the only issue I had with the avernum games for example.
Cheers.
Fenril, thanks for the comments. You could play Eschalon without magic, but that would make it more difficult. The buffing spells can be a big help to the fighter (or rogue).
Coyote just did an interview on another blog and mentions a number of indie titles there. See my post “The Coyote Howls” for the link.
And I think he and most other indie designers will tell you that success of any real kind is not easy. Jeff at Spiderweb is one of the fortunate few who has made a go of it.
Aye, getting an “indie” hit is surely a difficult process specially considering you are relying on good old word of mouth over the web to do most of your marketing :)
About echelon I played a couple more hours and I am rather enjoying it. Divination magic is definately a needed complement.
One small quirk I noticed is the classic “whats inside me wont load until you open me” container thing.
This can be both good and bad since 100% set items is kind of boring, but the quality and value of the loot seems to vary a bit too much.
If you, like myself, cant resist to reload a few times to get the good stuff that is.
Heh. Many players do that “reload for good (or at least decent) stuff” routine. I usually only bothered with chests, although once in awhile I did a few reloads with barrels.
Yes, there does seem to be a bit of wild variation there. However, it did seem to me (with the 1.02 patch) that the better stuff shows up later in the game. You’re not gonna find anything spectacular at the start. At least I never did.
I think Basilisk took the right way with random goodies, though. As you say, same things in the same chests (aside from needed plot items) is boring, and cuts down on the desire to replay the game.
As for the indie groups, yeah, they never get anything like the coverage the “big games” do. They don’t have much of an advertising budget, either. Right now, I don’t know of any other place that has reviewed Eschalon, for instance. Sigh.
I have been playing with the 1.04 patch from the start.
This “little” game is really growing on me. I was replaying another rpg but ever since I started Eschalon I havent played anything else.
I am amazed most of the entire work seems to be credited to only one person. The game itself is not innovative in any way and the writing and setting are far from being mindblowing but there is a measure of good taste and good gaming sense in the way the somewhat cliched gameworld and characters come together. The graphic engine is very functional, I only regret the main character cannot run or sprint by dragging the movement arrow a bit further or something. Also unless Im missing something there should be a quickreload key to go with that overused quicksave :P
(in this verion pressing “x” bring up the stats, inventory and equip panels at the same time and closes them, quite handy.)
The way combat combat rolls along with the gametime system is pretty fluid and fun, even if the combat system is a bit too simplistic.
I am only level 10 using spells only for buffs and a fleshboil now and then to avoid chasing critters around.
There is something refreshing about playing a single character but in a turn based combat system with an oldschool feel.
Thumbs up from me so far. Can anyone tell me how many hours it took to finish this one?
The “x” key was introduced with the 1.02 patch, and is quite handy. Like you, I also missed being able to run (especially early on!). Good thing you can cross boundaries if you need to get away. And yeah, there’s no quickload key. Strange omission.
I don’t find it strange that this is mostly a one-man job. After all, Jeff Vogel’s been doing it for years over at Spiderweb.
Lessee, I usually finished around level 15. This isn’t a game where you reach God-like stature by the end. Also a nice change of pace, there.
In a way, Eschalon is like taking a vacation from the noise and busywork of the “modern” RPG.
Makes a good case for casual gamers although I prefer my rpgs to take me at least a solid 60 hours.
This wouldnt make a bad “introdutory” rpg for anyone new to the genre either. Unless the lack of top notch graphics is an issue. Kinda reminds me of the ultima 6 and savage empire engine.
I knew jeff vogel did the lion share of the work but ever since the exile games I beleive he has someone or even a couple of people assisting him in art and such, not sure. Also I think his wife helped out in some of the earlier titles.
If the engine used in geneforge4 is entirely his work its pretty impressive, specially when you have Exile : Escape from the pit to look back on :P
I don’t mind a long game, either, but it has to have solid content. Problem is, a lot of the “long games” are padded out with all sorts of “makework jobs”.
Yeah, this one would be a good intro for someone, but it wouldn’t prepare anyone for an “A-title” RPG with its real-time combat and button mashing.
Also, I think you’re right that Jeff has a couple more hands on board these days to help out with the games. I don’t expect anyone can do a good product completely solo now.