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.

6 thoughts to “Siralim Ultimate – Dev Blog: Inquisitor Specialization”

  1. I’m pretty worried that with all the automatization/autplay options & so many new mechanics to boost your teams stats, this is turning into a griny semi-idle game 🙁 I played every Siralim for hundreds of hours but I loved when it was more about using the few mechanics in clever ways rather than just stacking everything on top and autocasting turn 0 for the win in turbomode – I wish battles were less frequent, slower and more meaningful & rewarding.

    That said, totally going to try and play this the old way, even if that’ll be really inefficient.

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