In another instance, he put together a fire spell with an area-of-effect shock wave to add a fire effect to the radial blast. I didn't get a sense of how many different spells will be compatible with each other, but this looks like a pretty fun system to play around with.
So we can combine spells by pulling each in one hand and using them together, or separately. Sounds really interesting.
Attributes have been significantly condensed down to simply strength, stamina, and magic, which Howard says will still trickle down into the same character buckets they did when you were managing more than double that many.
OK, so your strength probably defines your carrying capacity and probably your health as well.
This view will actually be necessary for game-play reasons from time to time; that symbol-matching puzzle in the catacombs required the player to view the artifact you'd retrieved up close in the inventory up close to see which symbols he needed to use.
So you can look closely at an item and find out interesting and useful facts about them and probably use that info in solving some problems. Great!