Hey folks, I’m just about ready to release a new blog post that’ll share a bunch more Cleric info! Expect it early this coming week. I’m afraid I won’t be releasing a beta with that post, but that’s not too far off either.
In the meantime, here are two more innate spells that the Cleric gets: Holy Weapon and Holy Ward! These spells grant temporary enchantments to weapons and armor, slightly boosting damage dealt and damage blocked. They last for a little while too, perfect for casting right before a drawn out fight.
The effects these spells give don’t stack with existing enchantments and glyphs though, so their usefulness falls off as the game progresses.
They temporarily override existing enchantments (not curses though), although I’m consdering giving the player a way around that later on…
When you say not curses, do you mean that you can’t spell cursed equipment or that the spell stacks with the curse? The latter could potentially be strategically interesting, but might not be balanced considering Curse Infusion is a thing.
For the moment you get both the bonus damage and the curse effect. Not letting you get the spell’s effect felt overly punitive.