Siralim Ultimate – Dev Blog: Inquisitor Specialization

In this week’s dev blog, I’m going to reveal the Inquisitor specialization. This specialization focuses on reacting to just about anything your enemies will throw at you. There are also a few perks that allow you to use healing effects for offense purposes. In many ways, Inquisitors are much like Sorcerers in that they are proficient at shutting down their enemies’ tactics, but they do so in a very different way.

 

Inquisitor 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.

Censure  – Your creatures deal additional damage equal to {20%} of the healing they’ve received in the current battle.

Chastise – Your creatures’ healing effects deal damage at 25% effectiveness when applied to enemies.

Miracle – After your creatures are resurrected, they deal damage to all enemies equal to {15%} of their Maximum Health.

Lay to Rest – After an enemy is resurrected, they take damage equal to {25%} of their Maximum Health.

Divine Strength – After your creatures are healed, they gain Attack and Intelligence equal to {25%} of the amount of healing received.

Shining Force – After your creatures take damage that sets their Health below 35%, they gain Rebirth.

  • Creatures with Rebirth are resurrected with 30% Health when they die.

Contrition – After an enemy attacks, they have a {50%} chance to be afflicted with Scorn.

Judgment – After an enemy casts a spell, they have a {50%} chance to be afflicted with Silence.

Begrudge – After an enemy casts a spell, that Spell Gem is sealed.

Heresy – When your creatures attack, they deal 50% more damage for each minion the target has.

Defy Evil – Your creatures deal {50%} more damage and take {50%} less damage from Chaos and Death creatures.

Admonish – At the start of battle, enemy Sorcery creatures are afflicted with Silence.

Berate – At the start of battle, enemy Life creatures are afflicted with Blight.

Castigate – At the start of battle, enemy Chaos creatures are afflicted with Scorn.

Rebuke – At the start of battle, enemy Nature creatures are afflicted with Fear.

  • Creatures with Fear cannot gain stats.

Condemn – At the start of battle, enemy Death creatures are afflicted with Vulnerable.

  • Creatures with Vulnerable take 50% more damage from all sources.

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: Relics of the Gods

Welcome back! In this dev blog, I’m proud to reveal a new feature that serves as a long-term source of end-game progression in Siralim Ultimate: Relics of the Gods!

Note: I’m in the middle of a family emergency right now, so I apologize for this post being much shorter than the others. Even so, this particular feature is fairly complex, so I think it is best described as concisely as possible anyway.

Relics of the Gods

This isn’t a simple feature to explain by any stretch of the imagination, so I’m going to try to describe how relics work without rambling on with too many details:

  • Prophecies (infinite, repeatable, randomly generated, end-game quests) now reward a new type of currency when you complete them: Piety. The amount of Piety that you’ll earn is based on how difficult the Prophecy is.
  • Save up enough Piety and take it to Elize. If you’ve played previous Siralim games, you already know that Elize handles your Prophecies for you. Now, she also has a shop.
  • Spend your Piety at Elize’s shop to unlock a new relic of your choice. There are 21 different relics to choose from – one for each god. Eventually, you’ll be able to unlock them all, so just choose whichever is your favorite at first.
  • Your creatures can equip these relics, meaning you can have up to 6 relics in your party at a time – one equipped to each creature. You can equip and un-equip them at any time, as long as you’re in your castle. There’s no cost or penalty for doing so.
  • Relics are, essentially, skill trees that you can attach to your creatures. The creature that has a specific relic equipped gains that relic’s properties.
  • You can level up a relic by spending even more Piety at Elize’s shop. Each level gives you 1 skill point to spend on that relic’s skills. Each relic typically has around 7 or 8 skills. These skills have a maximum level, so eventually, your most powerful relics won’t gain any more skill points.
  • You can think of relic skills as miniature versions of creature traits. They’re powerful, but also niche, so you’ll need to build your party around them to take full advantage of them. For example: Ice Shards – After a Frozen enemy thaws or is killed, this creature deals damage to all enemies equal to X% of the Frozen creature’s Maximum Health.
  • After a relic is “maxed out” in terms of skill points, you can still continue to level them up to gain Synergies. Synergies grant your creatures permanent stat boosts. The stat (Health, Attack, Intelligence, Defense, or Speed) depends on what relic your creatures are using. For example, Azural’s relic grants a boost to Attack, while Zonte’s relic grants a boost to Intelligence. Synergies affect all the creatures in your party.
  • Synergies replace the generic stat-boosting perks from previous Siralim games.
  • Relics can also be Awakened, allowing the relic to take on a life of its own. Each relic can be awakened up to 5 times. Each time a relic is awakened, it unlocks an additional benefit for that relic. For example, after you’ve awakened Wintermaul, Great Hammer of Azural for the first time, the hammer will take on a life of its own and attack enemies in battle as if it were an extra creature in your party. Awaken it a second time, and it’ll cast Frozen-based spells on enemies. And yes, relics have their own attack animations.
  • How you awaken a relic is something related to a feature that I have yet to reveal.
  • If you ask politely on Discord, Nieve might be willing to share some visuals to accompany this dev blog.
  • Dry your tears, druids. I’m aware that you don’t have 6 creatures and can’t equip 6 relics. There’s a solution for that in the form of a perk.

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: Sorcerer Specialization

In this week’s dev blog, I’m going to reveal yet another specialization in Siralim Ultimate: the Sorcerer! I know the name of this specialization doesn’t seem particularly interesting to players who have been playing this series for so long, but I’m pretty excited about the way it works from a mechanical perspective.

This post is also a great time to show off some of the changes made to various buffs and debuffs in the game. Let’s get right into it!

Sorcerer Playstyle

In short, the Sorcerer is a control-oriented specialization that focuses on manipulating the battlefield to your benefit. If your enemies aren’t able to attack, cast spells, or otherwise take a turn, how can they ever hope to defeat you? What I like about the Sorcerer is that many of its perks feel very “deliberate”, in that you won’t need to rely much on random chance in order to take your enemies down. Instead, you can plan your strategy around these perks in order to capitalize on them and ensure victory.

Sorcerer 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.

 

Blink – After the order of the Timeline is determined at the start of battle, your creatures are moved up the Timeline {3} positions higher.

  • Note: “Timeline” is what we’re calling the “Action Queue” now.

Comfortable Proximity – When your creatures take damage from an enemy, they take {10%} less damage for each creature between the two creatures on the Timeline.

Deep Freeze – After an enemy takes damage from a spell, they have a {15%} chance to be afflicted with Frozen.

  • Frozen creatures are unable to act until they thaw, and have a 25% chance to thaw at the start of their turn. This chance doubles after each of their turns.

Fade – After your creatures take damage that exceeds 15% of their Maximum Health, they gain Invisible.

Flabbergast – After your creatures deal damage with attacks or spells to an enemy directly below them on the Timeline, that enemy has a {20%} chance to be sent to the bottom of the Timeline.

Gravity’s Void – When your creatures damage an enemy, they deal {15%} more damage for each other creature between the two creatures on the Timeline.

Mental Fortitude – At the start of battle, your creatures gain Shelled.

  • “Shelled” is simply “Shell” as you remember it from the previous games. Many buffs/debuffs were renamed so that they make more grammatical sense when you’re reading about them in trait descriptions and things like that.

Perplex – After an enemy takes damage from an attack, they have a {15%} chance to be afflicted with Confused.

  • Confused creatures have a 50% chance to attack or cast harmful spells on their allies.

Psychic Scream – After an enemy casts a spell, they have a {50%} chance to be afflicted with Silenced.

Ruin – Your creatures deal 1% more damage and take 1% less damage for each debuff each enemy has.

  • For example, if each of your enemies have 3 debuffs, that’s a total of 18 debuffs, meaning your creatures would deal 18% more damage to them and take 18% less damage from them.

Singe – After an enemy attacks, they have a {50%} chance to be afflicted with Scorned.

Solidarity – When your creatures deal damage, they deal {10%} more damage for each consecutive ally that is adjacent to them on the Timeline.

Spell of Roots – At the end of an enemy’s first turn, they are afflicted with Snared.

  • Creatures with Snared are stuck at the bottom of the Timeline until they break free. They have a 10% chance to break free at the start of each creature’s turn.

Spell of Slumber – At the end of an enemy’s second turn, they are afflicted with Sleeping.

  • Creatures with Sleep cannot act until they either take damage or this debuff wears off.

Spell of Stone – At the end of an enemy’s third turn, they are afflicted with Stone.

  • Stone replaces Stun from previous games. Creatures with Stone cannot act until this debuff wears off. They also take 50% less damage from attacks and spells, and 100% less damage from all other sources.

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.