Siralim Ultimate: Trailer, Steam Page, and Kickstarter Pre-Launch Page

I have some major announcements to make today!

  1. Our Steam Store Page is now live. Please remember to wishlist the game – it helps us out a lot by improving our visibility on Steam!
  2. Our Kickstarter Pre-launch page is now live as well. Feel free to follow it (or just bookmark it) ahead of its launch on Friday, May 1 at 3pm EDT!
  3. And lastly, I’m pleased to finally show off our Kickstarter pre-alpha gameplay trailer for Siralim Ultimate. Hope you like it!

 

Siralim Ultimate – Dev Blog: Your Very Own Castle

Welcome back! In today’s post, I’m going to show off how decorations work in Siralim Ultimate.

A quick note regarding last week’s dev blog in which I revealed the Monk specialization: several people suggested that I change the perk names so they’re in English, therefore making them less confusing and easier to understand. I agree completely, so I’m going to change those for the game’s release. Thanks for your feedback!

Decorations

There are thousands of decorations for you to unlock. Once you unlock a decoration, you can place as many of them as you want in your castle. In other words, there’s no need to find, say, 6 of the same table if you’d like to have that many in your castle.

Decorations can be acquired from a number of different sources. One of the easiest ways to obtain decorations is by increasing your Favor Rank with the gods. At certain Favor Ranks, you’ll earn the right to purchase god-themed decorations. Each god offers anywhere from 17 to 20 different decorations.

You can also find decorations in treasure chests and as rewards for completing various activities such as the Arena and Tavern Brawls. I’ll give plenty of decorations away during events and holidays as well.

Decoration Mode

In order to start decorating your castle, you’ll need to switch to “Decoration Mode”. This is easily done by opening the main menu and choosing “Decoration Mode” to toggle it on.

While you’re in Decoration Mode, your character can walk through all walls and objects to make it easier for you to travel around the castle. Now that you’re in Decoration Mode, you press Q to open the Decorations Menu.

As you can see, there are a lot of options here. Before I explain the most obvious one (Add Decoration), let me briefly reveal and describe a few of these other options first:

  • You can set the wall, floor, and background styles of your castle. There are dozens of floors, walls, and backgrounds for you to unlock. If you’re wondering what a “background” is, it’s what you normally see as black tiles in the previous Siralim games, as well as in the screenshot below.
  • You can change the music that plays while you’re in your castle. There are tons of songs for you to unlock, including those from previous Siralim games… and maybe even a few surprise songs as well.
  • You can rename your castle. Obviously, it’s called Siralim by default, but you can change it to whatever you want. It’s your own castle, after all.
  • The rest of the options are simply meant to make your life easier. You can increase your movement speed, zoom in/out as needed, and even save/load your favorite castle setups so that you can easily switch to different ones whenever you want. Lastly, you can export your castle layout and share it with other players via copy/paste.

Now, let’s add a new decoration to our castle. If I choose “Add Decoration” from the decorations menu, I’ll next be presented with a list of decoration categories:

Most of these are self-explanatory aside from two:

  1. Floor Tiles are interesting because you can place different floor tiles that you’ve unlocked on top of others. This means that one part of your castle could have Aeolian’s grass floor, while another could have Vulcanar’s magma floor.
  2. Utility/NPCs are decorations that have different functions. Examples include the teleportation shrine, blacksmith, enchanter, fusion station, refinery, and much more. Also, you can place NPCs in your castle and customize their appearance, name, and dialog that is shown when you speak to them.

You can also choose where your character will spawn when you return from a realm, die, or load your save file.

I want to add a banner to one of my walls, so I’ll choose the “Banners” category so that I can see all the banners I’ve unlocked.

While I’m scrolling through the banners, my character will turn into that decoration so I can see what it looks like.

I’m already using Mortem’s floors/walls, so I’ll use one of his banners as well. After I press E, the menu will disappear and I can move the decoration around the castle.

 

Next, I simply press E and the decoration will be placed at that location.

I can also interact with decorations while I’m in Decoration Mode so that I can further edit their properties.

Each decoration is context-sensitive, meaning only options that are relevant to that decoration are displayed. If I had interacted with an NPC, this is where I’d be able to edit its name, dialog, appearance, and much more.


Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Monk Specialization

Welcome back! This dev blog reveals the Monk specialization. This spec is a bit more complex than some of the others, but players who take the time to understand how it works will likely find it to be very powerful.

Monk Playstyle

Monks rely on dodging attacks (and even spells!) in order to dish out devastating counter-attacks to their enemies. While many players might mistake the Monk’s reliance on dodging as a sign that it is a defensive class, I think you’ll find that they have plenty of offensive opportunities as well.

 

Monk Perks

Please note that the numerical values shown for each of these perks are not yet final. Any values shown in {brackets} increase as you level up the perk, but for the sake of clarity, I’ve provided you with their maximum values already.

If a buff or debuff is different in Siralim Ultimate compared to Siralim 3, I’ll make a note of it below each perk’s description. Otherwise, you can assume the buff/debuff works the same way that it always has.

Kaze – After your creatures Dodge, they counter-attack the enemy.

  • This is the Monk’s bread and butter perk. As you’ll see below, several other perks interact with Kaze, and it will be your primary source of damage.

Chikara – Increases your creatures’ damage dealt with Kaze by {100%}.

Kame – After your creatures Dodge, they gain {10%} Defense for each time they’ve Attacked with Kaze.

  • As the battle drags on and your creatures continue to Dodge attacks, they’ll also take less damage if enemies do manage to hit your creatures.

Kyushu – After your creatures counter-attack with Kaze, they have a {20%} chance to move to the top of the Timeline.

  • This perk makes the Monk feel very fast-paced in battle. Your creatures will be able to unleash devastating combos thanks to their ability to take multiple turns in a row.

Piasu – When your creatures counter-attack with Kaze, the attack has a {50%} chance to deal double damage.

Sakkaku – After your creatures counter-attack with Kaze, they have a {25%} chance to Attack an additional time. This effect can occur repeatedly.

Conpe – Your creatures deal additional damage equal to the amount of Speed they have greater than their target.

Fukachiron – {100%} of your creatures’ chance to Dodge attacks is applied to spells as well.

Kenko – After your creatures take damage from a source that is not an attack or spell, they have a chance equal to {50%} of their Fukachiron chance to prevent that damage.

  • Dodging doesn’t work on non-attack and non-spell damage such as Poison or damage from traits, so Kenko will shore up that weakness a bit.

Torikku – Your creatures have an independent {50%} chance to dodge attacks.

Inori – When your creatures would receive fatal damage, they have a chance to prevent that damage equal to your Torikku’s chance to Dodge.

Jonetsu – Your creatures’ Agile buff has a {100%} greater chance to activate.

  • Agile: Creatures with Agile have an additional, independent chance to Dodge attacks.

Koshu – After an enemy Dodges your creatures’ attacks, they have a {50%} chance to Attack again.

Kyokugei – Your creatures deal additional damage equal to {100%} of their Speed.

Machibuse – While your creatures are Defending, they receive a bonus to their Speed instead of Defense.

  • In Siralim Ultimate, your creatures gain a temporary stat boost (usually to their Defense) while they’re Defending. Machibuse is useful for Monks because the increased Speed means they have a higher chance to Dodge and activate Kaze, so it might be worth building your team around the Defend command.
  • Machibuse, combined with Kyokugei, ensures that your Kaze counter-attacks will deal an insane amount of damage.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Card Sets

In this week’s dev blog, I’m going to reveal how Cards work in Siralim Ultimate.

Card Sets

Every Card in the game now belongs to a Card Set. There is a Card Set for each race – an Angel Set, a Ghoul Set, and so on.

Cards no longer confer a direct benefit like in the previous Siralim games. Instead, you will now receive bonuses based on how many cards you own in a set. Each Card Set offers up to 3 different bonuses, and you must own a certain number of cards in the set to unlock each bonus.

Here are a few examples:

Paragon Card Set

  • Enemies that are Silenced deal 15% less damage. (1 Card required)
  • Increases the duration of enemies’ Silence debuff by 1 turn. (4 Cards required)
  • After an enemy is afflicted with Silence, one of its Spell Gems is sealed. (8 Cards required)

Sanctus Card Set

  • Your creatures’ Barriers absorb 15% more damage. (1 Card required)
  • Your creatures’ Barriers cannot be removed. (4 Cards required)
  • After your creatures’ Barriers are destroyed, they have a 5% chance to gain Shell. (8 Cards required)

Reaper Card Set

  • Your creatures have a 10% greater chance to deal critical damage. (1 Card required)
  • Your creatures deal 25% more critical damage. (3 Cards required)
  • Your creatures have a minimum 10% chance to deal critical damage. (7 Cards required)

As you can see, while it will take a bit more work to unlock these bonuses, they’re much more substantial than card effects from the previous games.

In addition, each individual Card you obtain increases your chance to find items from sources of loot such as treasure chests, realm quest rewards, and more.

It’s also worth noting that cards are going to be a bit easier to obtain in Siralim Ultimate compared to previous games. Not only is the chance to find cards increased, but there are also other game features that interact with cards, such as the Invasions I mentioned in my last post. In previous Siralim games, even the most hardcore players didn’t manage to collect all the cards even after playing the game for thousands of hours. It should be much more realistic for players to eventually find all the cards in the game now. For that reason, cards will now serve as a form of meaningful progression to make your creatures more capable of handling tough battles.

You’ll also receive an interesting reward for each Card Set you complete, but I can’t reveal what that is just yet.


Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: A Living, Breathing World

Welcome back! First of all, I want to thank everyone who responded to last week’s post. I don’t think a single person disliked the idea so, needless to say, I’ll be moving forward with it. A few people raised concerns that there would be too many creatures available at the start of the game, but I want to clarify that just because a certain realm spawns Angels (for example), that doesn’t mean all Angel creatures will be part of the pool at first. You might only encounter Firewound Angels toward the start of the game, and after you’ve hit a certain realm depth, you might start to see Icewound Angels in that realm as well.

Anyway, this post is all about my plans for making Siralim Ultimate feel like a more dynamic experience. I want the game to be ever-changing – each time you decide to play the game, there should be something new for you to look forward to. For that reason, Siralim Ultimate will have an insane amount of time-based events.

The Calendar

As you’ll see later in this post, Siralim Ultimate offers a massive amount of in-game events. For that reason, you’ll have access to an in-game calendar that will allow you to see when each event will occur.

Major Holidays

There will be four major holidays in Siralim Ultimate; one for each season. These holidays will each last for an entire month. Siralim 3 already offers holidays similar to these, but I plan to expand on them in Siralim Ultimate.

One of my favorite holidays in Siralim Ultimate will be All Hallows’ Eve, a holiday themed around Halloween. Players will be able to go trick-or-treating at each god’s altar. Sometimes, the god will give you a treat (in the form of in-game items), but sometimes they’ll trick you and spawn a pack of Halloween-themed enemies for you to fight. Each god will also dress up in a Halloween costume – and you can earn these costumes as skins for your Avatars. All Hallows’ Eve will offer plenty of other surprises as well, but I don’t want to spoil them just yet.

Major Holidays will be a great way to earn exclusive creatures and cosmetic items, such as costumes, titles, decorations for your castle, and much more.

Celestial Event

For one week each month, a Celestial Event will occur. The way the event works will be different depending on the month. Each month, you can earn a different Celestial creature – there are 12 in total. You’ll also be able to obtain a new type of currency during this event, and you can spend that currency on new decorations and other cosmetics.

Micro Events

There will be dozens of “micro events” that occur on certain days of the year. Siralim 3 already has a lot of these. In some cases, you’ll simply need to load up the game and you’ll be awarded a title or costume. Some other events will last for a few days – for example, on a certain weekend, you might be able to earn double Glory (the new currency used for Arenas). I’ll use these events to keep the game feeling interesting even when there’s not a major holiday or Celestial Event running.

Invasions

At random times throughout the day, you’ll be alerted that a random realm type has been invaded by a race of creatures. These creatures have a higher chance to drop their cards, so if you’re looking to complete your card collection, keep an eye out for invasions.

New Creatures

After Siralim Ultimate fully launches on Steam (that is, after it leaves Early Access), I will release a new creature every Friday for an entire year. You don’t need to play the game at a certain time to earn these creatures – they’ll simply be added to the game each week and you’ll be able to encounter them in the wild as normal.

Kickstarter Stretch Goal: World Bosses

One of the stretch goals for the upcoming Siralim Ultimate Kickstarter will be to add World Bosses to the game. At random times throughout the week, a World Boss will spawn in a certain realm type. Players will be able to travel to this realm and seek out a portal that leads to a fight against this World Boss. If you manage to defeat the boss, its influence over the realm will weaken.

You won’t be able to thwart a World Boss on your own, however. World Bosses are a global activity that players around the world will participate in at the same time. When a player defeats a World Boss, that boss’ influence will weaken for all players, so in a way, conquering these encounters is meant to be a team effort. After the World Boss leaves the realm, all players who participated in this event will be rewarded. In addition, the players who contributed the most toward this effort will have their in-game names broadcasted to all other players so everyone can see who the real heroes of the day are.

World Bosses aren’t like normal creatures. I’m not going to take a Silver Imler, give it 100000% more health and damage, and call it a day. There will be a different World Boss for each realm, and they will all have unique appearances (hint: they might be larger than normal creatures as well) and battle mechanics that make them feel truly unique. Rewards include exclusive spell recipes, legendary crafting materials, cosmetics, and more. I’d like to have a few World Bosses that are related to the four Major Holidays as well.

For those who dislike time-based activities…

I understand that some players hate the idea of feeling obligated to play the game at certain times of the year in order to obtain exclusive rewards – especially creatures. I have a few solutions to this in mind, but I haven’t decided on anything specific quite yet. I just want you to know that this is something I am fully aware of, and plan to address.


Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Creature Diversity in Realms

Welcome back!

This post is going to be a bit different than all the others. Instead of revealing a new game feature, I want to describe an idea I have and see what you all think about it. If enough people are on board with it, I’ll implement it. Otherwise, if people come up with insurmountable reasons about why this is a bad idea, I’ll gladly revise it.

This post is much shorter than usual, so I’ll make it up to you by first showing off a few of the new creature sprites… and a new creature.

 

 


 

Creature Diversity in Realms

Here’s the idea:

  • Each different type of realm (Azure Dream, The Swamplands, etc.) can spawn enemies that come from a pool of 10 different creature races.
    • For example, you might only be able to find Angels in Azure Dream, while you can only find Aspects in The Swamplands.
    • There would be some overlap, and certain races might appear in multiple realms. On average, each race would appear in two different realms.
  • Players can view a list of races that can spawn in each realm at the Teleportation Shrine. That way, if you decide that you want to fight (and later, summon) a Ravenous Ghoul, you could easily see that they’re found in Path of the Damned.
  • As you increase your Realm Instability, creatures will start to appear from other realms, even if they don’t belong in that realm by default. For example, you might see an Angel in the Refuge of the Magi thanks to Realm Instability. The higher your Realm Instability, the more creatures will appear from other realms.
    • Realm Instability also increases the chance for enemies to spawn with creatures that belong to the same race. Creatures are designed to be straightforwardly synergistic with creatures from their own race, so this would naturally increase the difficulty of battles as your instability increases – which is the whole point of instability to begin with.

Why make this change?

The number of creatures in this game is insane – we’re launching with over 1000, and I’ll be adding even more post-launch. I think that’s too many creatures to randomly throw at the player without organizing them in some way. This change would allow players to decide which creatures they want to fight, so it would be easier to summon the creatures you want, increase your knowledge with them, etc.

This change will also make realms feel more diverse when it matters. In the early part of the game, it’s nice to see that each realm offers different creatures for you to collect, and will make each battle feel fresh. Later in the game, when you increase your realm instability, battles will continue to feel fresh in a different sort of way.

So, what are your thoughts?

 


Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Siralim Ultimate – Dev Blog: Hell Knight Specialization, Development Progress Update

Welcome back! At long last, it’s time to reveal one of the Chaos-oriented specializations in Siralim Ultimate: the Hell Knight.

Hell Knight Playstyle

Generally, Hell Knights favor attacking over casting spells. They enable their creatures to attack multiple times, and these attacks have a high chance to deal massive, critical damage to their opponents. Hell Knights also afflict a handful of useful debuffs on their enemies, as well as capitalizing on buffs such as Splashing to cause their attacks to devastate all your enemies at once.

When I designed each specialization in the game, I tried to make sure there was something available for players of all levels of experience. Some specializations are intended for advanced players (such as the Animator), while others are meant to be more accessible. The Hell Knight is a great choice for new players because most of their perks are fairly straightforward. Of course, straightforwardness doesn’t insinuate weakness, and I think you’re going to like what the Hell Knight’s perks have to offer.

 

Hell Knight Perks

Please note that the numerical values shown for each of these perks is not final yet. Any values shown in {brackets} increase as you level up the perk, but for the sake of clarity, I’ve provided you with their maximum values already.

If a buff or debuff is different in Siralim Ultimate compared to Siralim 3, I’ll make a note of it below each perk’s description. Otherwise, you can assume the buff/debuff works the same way that it always has.

Blazing Soul – When your creatures afflict enemies with Burning, their Attack is used to determine the potency of this debuff if it is higher than their Intelligence.

Bolster – Your creatres take 1% less damage from attacks and spells for every 1% of Health they’re missing.

Deadly Calm – Enemies cannot provoke.

Death Sentence – Your creatures’ critical attacks deal {60%} more damage.

Dreadnaught – Your creatures’ attacks cannot be dodged.

Enduring Rage – Your creatures attack an additional time.

Executioner – Your creatures deal {50%} more damage with attacks.

Indomitable – Your creatures are immune to Scorned.

Inner Focus – When your creatures cast a spell, {25%} of their Attack is added to their Intelligence to determine the amount of damage dealt.

Kindling – At the start of battle, the first creature in your party casts Firestorm.

  • Firestorm: Enemies take a moderate amount of damage and are afflicted with Burning.

Magma Diver – Your creatures’ attacks deal additional damage equal to {20%} of the target’s Current Health.

Massacre – Your creatures’ Splashing buff now deals damage to all enemies.

  • Splashing: Creatures with Splashing deal 100% of their damage to enemies adjacent to the target they attack.

Pyromania – After your creatures attack, they have a {20%} chance to cast Flamestrike.

  • Flamestrike: Enemies take a small amount of damage. This spell casts a number of times equal to the number of enemies afflicted with Burning.

Reckless Abandon – Your creatures’ Savage buff now causes them to have a 100% chance to deal critical damage.

  • Savage: Savage creatures have an additional, independent chance to deal critical damage with attacks. [This replaces the “Critical” buff from Siralim 3.]

Touch of Chaos – After your creatures attack, they have a {25%} chance to afflict the target with a random debuff.


Bonus Reveal

I have another major quality of life improvement to share with you that is related to specializations:

There’s a new object you can place in your castle called the Enchanted Wardrobe. This is where you’ll go to change your character’s name, title, wardrobe costume, and specialization.

Your character’s title, wardrobe costume, and team of creatures will be saved between specializations. Thanks to these improvements, players will be able to easily change their playstyles with just a few presses of a button. Some content will probably be a little easier to tackle for some specializations than others, so I’m expecting many players to use the Enchanted Wardrobe to change their strategies on-the-fly.


Development Progress and Timeline

We’re making great progress on Siralim Ultimate so far, and we’re finally at a point where I can more accurately predict when we’ll launch our Kickstarter, as well as release an alpha version of the game to backers for testing.

I am now planning to launch the Kickstarter on May 1 of this year.

An alpha version of the game will likely be available to backers some time in June. The alpha version will include the game’s entire set of main story quests, as well as plenty of end-game content to keep you busy.

I am hoping to transition the game to its beta phase a month or two after all the bugs and crashes are worked out in the alpha version. I’ll focus on adding some new content, as well as implementing suggestions from the community at this point.

Roughly a month after that, I hope to release the game on Steam Early Access.

Your progress won’t be lost at any point during this release cycle. Also, please keep in mind that the game will only be available through Steam for Windows up until it is fully released.

 


Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

Trial of the Gods, a CCG that takes place in the world of Siralim, is now available on Steam!

We are proud to announce that our newest game, Trial of the Gods, is now available on Steam!

In Trial of the Gods, players must collect creature cards with unique traits and use them to battle against the gods.

Features

  • 100+ cards to collect that are based on creatures from the Siralim series! Each card has a unique trait that changes the way it works in battle.
  • Full-length campaign featuring over 90 battles, along with a hard mode.
  • Post-game content that features randomly generated battles. Win these matches to empower your cards and make them stronger!
  • Matches take only a few minutes to complete, lending the game a “just one more round” style of play.
  • Gameplay is based on Triple Triad and Tetra Master from Final Fantasy.

 

Launch Trailer

Siralim Ultimate – Dev Blog: Necromancer Specialization

Welcome back! It’s been a while since I’ve revealed a new specialization in Siralim Ultimate, so let’s fix that today.

I know that I haven’t revealed any Chaos-oriented specializations yet, but I’d really like to do another Death specialization today instead: the Necromancer.

Necromancer Playstyle

The Necromancer is arguably one of the more interesting specializations in Siralim Ultimate because it utilizes a new battle mechanic: minions. In case you forgot what minions are, you can read about them in one of my previous blog posts.

In all the previous Siralim games, I always wanted to make the Death class feel like you were controlling a huge army of undead creatures. Obviously, that goal fell short since you can only have six creatures in your party at a time. I tried to add a bunch of things to the Death class to still make it feel like you were raising an army of the dead, but it never worked out quite how it should have.

For that reason, the Necromancer specialization will make use of minions to give players the feeling that they’re controlling a massive army, and your own creatures are the commanders of that army.

 

Necromancer Perks

Please note that the numerical values shown for each of these perks is not final yet. Any values shown in {brackets} increase as you level up the perk, but for the sake of clarity, I’ve provided you with their maximum values already.

If a buff or debuff is different in Siralim Ultimate compared to Siralim 3, I’ll make a note of it below each perk’s description. Otherwise, you can assume the buff/debuff works the same way that it always has.

Also, note that Death, Conquest, Famine, and War are now classified as minions in Siralim Ultimate.

 

Animated Dead – Your creatures start battles with {3} Zombies.

  • Zombies: At the start of this minion’s master’s turn, each Zombie deals damage to a random enemy equal to 80% of its Attack. Maximum of 9 stacks.

Corpse Eater – Your creatures start battles with {3} Writhelings.

  • Writhelings: When this minion’s master takes damage, each Writheling afflicts a random enemy with a random debuff. Maximum of 9 stacks.

Cruel Creation – Your creatures start battles with {3} Shambling Horrors.

  • Shambling Horror: This minion’s master has 10% more stats for each Shambling Horror it has. After this minion’s master Defends or Provokes, it deals damage to all enemies equal to 10% of its highest stat for each stack of Shambling Horror it has. Maximum of 9 stacks.

Army of the Damned – At the start of your creatures’ turns, their minions gain 1 additional stack.

Conquest’s Triumph – After your creatures cast a spell, they summon Conquest.

  • Conquest: After this minion’s master casts a spell, it grants all your creatures a random buff.

Death’s Claim – At the end of your creatures’ turns, they summon Death.

  • Death: At the start of this minion’s master’s turn, it has a chance to kill the enemy with the lowest Health. The chance is increased based on how low the enemy’s Health is.

Famine’s Thirst – After your creatures attack, they summon Famine.

  • Famine: After this minion’s master attacks, it decreases the target’s Maximum Health by an amount equal to 30% of the damage dealt.

War’s Victory – After your creatures are damaged by an attack or spell, they summon War.

  • War: After this minion’s master is damaged, it deals damage to the enemy equal to 50% of the damage taken.

Four Horsemen – If your creatures have Conquest, Famine, Death, and War, they cast Apocalypse at the start of their turns. Your creatures are healed by this spell.

  • Apocalypse Spell Description: All creatures take a massive amount of damage.

Deadly Vitality – After your creatures gain a minion or a minion stack, they recover Health equal to {20%} of their Maximum Health.

Gravewalker – After your creatures are killed, they have a {10%} chance to be resurrected with 50% Health for each different minion they had before they died.

Meat Shield – Your creatures take {10%} less damage for each different minion they have.

Midnight Bargain – Your creatures’ minions are {50%} less likely to go away.

Servitude – Your creatures deal {15%} more damage for each different minion they have.

Undying Loyalty – Your creatures’ minions persist beyond their master’s death.

 


Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.