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.

  • @Pickyfan
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    61 day ago

    Awesome, thanks for all your hard work Evan 😌

    Hmm, what do you mean they don’t stack?

    As in, do they stop working when there’s other enchantmens, or do they overwrite the current enchantments?

    • 00-EvanOPM
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      51 day ago

      they temporarily replace the existing enchantment.

      • @Pickyfan
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        31 day ago

        I see

        Sounds interesting 🤔

        Thank you for the answer

  • @chonglibloodsport
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    41 day ago

    These sound really cool! Like simple spells but could have a ton of utility!

    When you say they don’t stack with existing enchantments and glyphs, do you mean the permanent ones block the spells from doing anything? Or do the spells temporarily override the permanent effects? If it’s the latter, I could see some really cool strategic uses of the spells later on.

    For example, if you have an elastic weapon you could cast Holy Weapon to temporarily override the elastic effect when fighting a ranged enemy, then go back to using elastic when the spell’s buff expires.

    Really cool stuff though! The more I hear the more excited I get!

    • 00-EvanOPM
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      51 day ago

      They temporarily override existing enchantments (not curses though), although I’m consdering giving the player a way around that later on…