Hello everyone! Hello David! I could write 3 different messages, but I think it's wrong and I'm too lazy to do it. So that...
First:
David, since I'm living in Russia and pirate torrents are allowed here de facto (only madmen and rich ones buy digital content here).
Ha, ha! I always know that I'm mad).
I know there's this common point of view about Russia, but let me say. Russia is the second country with the most EK purchases. Many, many thousands. Russian players love EK and have helped it become what it is today; so please look upon yourselves under a brighter light!
Will you continue to develop the world of EK and will there be a new game? Of course, after you finish Archaelund and add more content to Exiled Kingdoms.
I don't know. Probably. Many variables there, but certainly if I come at a point where I have complete financial freedom and not a project urging me, expanding EK will be one of the options on the table. And it'll be for free.
For a hundred years the Exiles have improved and developed magic in any way? They began to study other planes of existence than the elemental ones, or at least they studied the elemental planes better in order to gain new magical knowledge and create new spells? But personally, I've always been interested in invocation. Whether it will be possible to summon creatures from other worlds, such as demons, or other magical creatures?
Magic in Archaelund is going to be a game in itself. I have expanded it from the very simple action-RPG concept in EK into a far richer system.
For starters there's two "Arts", the greater and the lesser.
Lesser art, also called Sorcery, draws upon internal force of the spellcaster, making him/her more fatigued, but is spontaneous, meaning that as long as you have enough stamina, you can keep casting any of your spells. These can be cast with different intensity or focus by becoming more fatigued. Some are petty and simple, others can be fairly powerful, but don't expect them to be battle-changing overall.
Then there's the Greater Art, also called Ritual Magic. These are the most powerful spells, but they are less versatile, with just a certain number of spells per level and magical school available each day. Normally you have far fewer of these, and you must carefully decide when and how to use them. However they are slower to cast; most take a full round, meaning you spend a full round vulnerable, and can be interrupted if harmed by enemies. Some greater Rituals can take multiple turns to be completed. These spells can virtually do anything in the highest levels: from making a meteor fall upon your enemies to summoning mighty undead or transforming you into a troll.
Some Careers only have access to certain schools from the Lesser Art, others combine both Arts. There are specialized magicians, but you can also build characters that combine a magical career with other abilities.
There's too much to explain that is still subject to change, so I won't give more details for now, but you get the idea.