After an extensive closed beta-test, quality-assurance as well as the reevaluation of the development roadmap, we want to announce important news - Early Access launch of Stoneshard is being moved to February 6, 2020.
This decision was not easy to make. We wanted you to go explore the lands of Aldor as soon as possible. The current quality of the game at this milestone is up to our standards, however we couldn’t implement some of the important mechanics that we think are crucial to the first public build yet.
Even though the game in its current state is fun to play, we saw areas where we could make improvements in regards to replayability of ingame content, it ends too fast - we wanted to make the core loop more thorough and that’s what we are working on currently.
Right now in the beta there are three categories of enemies (not types), ten skill trees and fully developed first settlement called Osbrook, including its environment, contract system, two types of dungeons and lots of unique equipment.
With more time to improve our systems, February will introduce several new and updated features:
The foundation for Caravan mechanics and several possible followers.
Expansion of the map and an additional new settlement.
Stoneshard: Prologue, updated and connected with the main game, providing players with proper tutorials to our systems and allowing you to get accustomed to the world of Stoneshard.
Revisitable dungeons and contracts in earlier settlements.
First real boss of the game that will test your build and character in glorious battle.
Updated and polished gameplay mechanics - fully realised dual-wielding and stealth.
Additional unique encounters in the world, making exploration more interesting and rewarding.
Additional skill trees, making playstyle and development of your character more personal
Additional content - new equipment, enemies and more.
These important updates will allow us to expand upon them and provide much more smooth experience for world progression.
We want to deliver you almost all core features when it hits Early Access, so that we can continue to collect feedback and improve upon our vision with our community involved until full release.
It is in our best hopes that the extension to February 2020 will help us to provide you with an enjoyable experience with Stoneshard.
Thank you for your patience, Ink Stains Games.
Devlog: Weapon Skills
Greetings everyone!
Over the last month we’ve got lots of news to share. Since September 20th we’ve been conducting a Closed Beta Test. Thanks to our testers, we’ve collected a lot of feedback and fixed many bugs. Therefore, this devlog is split in two parts: we’ll present weapons and weapon abilities for those, who haven’t seen beta version gameplay, and then we’ll get to our future plans for the game.
Overall there are 13 types of weaponry planned for the game: swords, axes, maces, daggers, greatswords, greataxes, greatmauls, spears, bows, crossbows, staffs and shields. In turn-based games the majority of weapons functions in a similar manner, so we tried our best to bring as much variety to stats, crit effects and abilities as possible. Specifics go as follows:
At the moment we’ve implemented 8 skill trees out of planned 12. Skill trees more or less share the same structure: one-handed weapons have 8 abilities – 4 actives and 4 passives. Two handed weapons have slightly more abilities, 10 of them overall. It’s been designed this way to compensate for more narrow build paths. While a player with an one-handed sword can also learn shields (or dual-wield with any other one-handed weapon), two-hander warrior has fewer options.
The same principle applies to daggers – they are more effective when dual wielded, so their skill tree also has 2 extra abilities. Other than that, we’ve combined bow and crossbow abilities into a single large skill tree. This will provide archers with an extensive and engaging leveling path and will allow them to use two weapon types.
Now let’s have a closer look at the abilities in question. We are striving for a reasonably realistic setting, so weapon skill trees are mechanically and conceptually more limited than magic. Though each skill tree is built around distinct mechanics and implies special skill rotations which you discover as you invest your skill points. Unfortunately, abilities are quite numerous and we wouldn’t want to stretch out this devlog, so we’ll skip passives and have a quick look at active abilities, supplementing it all with gifs, showing complete skill rotations for each skill tree. Please keep in mind that character is overpowered to make GIFs shorter and more entertaining to watch.
Swords
Swords are distinguished by their versatility and mobility.
Onrush – a swift dash towards the enemy. Keeping Distance – a defensive maneuver with an attack on retreat. Cleaving Strike – a mighty AoE attack, which increases you Counter Chance. Fencer’s Stance – a powerful buff to Block and Counter chances, which stacks on successful attacks.
Axes
Axes are focused around crippling enemies with injuries.
Mutilating Lunge lets you open a fight with an injury. Cut Through does bonus damage to armored and wounded enemies. Massacre increases Bleed Chance and Bodypart Damage with each strike. Execution deals tremendous damage to injured foes.
Maces
Maces are the best crowd weapon as most of their abilities are focused around Dazing and Stunning your opponents.
Onslaught allows you to burn enemy’s Energy, Knock them back, move one tile forward and then apply Daze. Armor Break does significant damage to Armor, especially if the target is Stunned or Dazed and also increases further damage taken by the enemy. Finish Off does bonus damage for each remaining turn of Stun or Daze affecting the enemy and also puts their abilities on cooldown. Hammer and Anvil does bonus Armor Damage with a chance to Daze – as with the rest of the weapon buffs, it’s stacked by delivering attacks.
Clarification: Stun forces enemies to skip their turn. Daze is comparable to “silence” effect, preventing enemies from using abilities.
Daggers
Dagger abilities were designed to rely on skillful execution to compensate for their low damage.
Double Lunge allows to deliver two strikes with high Bleed Chance. Deadly Trick switches places with an enemy, burns their Energy and grants you 100% Dodge Chance for the next turn. Gaping Wound applies an effect, which makes enemies bleed when they use their abilities. Coup De Grace deals bonus damage to wounded and bleeding enemies. And finally, Painful Stabs is a stacking buff to Bleed and Crit chances.
Greatswords
Greatsword is a powerful and self-reliant weapon. Inability to wield it with a secondary weapon or a shield is compensated by high damage output and a wide variety of abilities.
Feint Swing lets you trick an enemy with high Block or Dodge, delivering a guaranteed strike with slightly lower damage. Heroic Charge allows you to instantly close the distance to an enemy, dealing bonus damage for each tile traveled. Feast of Steel lowers you damage but increases your Crit Chance to 100%, granting AoE cleave for your attacks. Parry increases Block Chance and Block Power with each blocked attack. It also allows you to perform a guaranteed Counter on block. And finally, Arc Cleave strikes up to five adjacent enemies with high Bleed Chance – an indispensable skill for when you find yourself surrounded.
Staffs
Staffs mostly serve as a support weapon. This idea is reflected in their skill tree, mostly built around mobility and crowd control.
Hail of Blows delivers three blows with special properties: Energy Drain, Daze Chance and Knockback Chance. Step Aside! charges towards a target with a chance to Knock all adjacent enemies back on arrival. Unwavering Stance decrease Damage Taken and increases Fortitude and Block Chance. And Peacemaker Dazes all adjacent enemies and lets you retreat a tile back without triggering Attacks of Opportunity.
Ranged Weapons
A fairly extensive skill tree which consists of 14 abilities – just like skill trees for magic.
First ability, Taking Aim, increases damage and Accuracy, compensating for the inherently low Accuracy of ranged weapons. Distracting Shot is essential for archer’s survival, allowing you to retreat two tiles while shooting a parting arrow at an enemy with lower damage and Accuracy. Long-Range Shot increases firing distance and grants bonus damage for each tile between you and your target. Piercing Shot deals damage to all targets standing in the way of an arrow and causes Bleeding. Headshot always targets the head (unexpected, isn’t it?) and has bonus Bodypart Damage. Suppression is a stacking buff which adds Knockback Chance to your arrows. Hunter’s Mark is well suited for lonely, resilient targets as it increases damage to them with every subsequent shot.
Shields
Yep, double shields are an option. Though probably not very viable.
Not a weapon per se, but they sure deserve a mention.
Raise Shield provides high Block Chance against incoming blows and arrows for a few turns. Shield Bash deals small damage with a chance to Daze. Breakthrough strikes three adjacent enemies with a shield, dealing damage and Knocking them back. And finally, Defensive Stance will decrease Damage Taken and raise Counter Chance when your character is hit.
CURRENT PLANS
At the moment we've released the final (or semifinal) patch for the Closed Beta, so now we're giving the Prologue a makeover. Don’t expect radical changes, but some things will actually be very different – and we are not talking about all these new mechanics which appeared in the game over the last year and a half.
We plan to complete it in a few weeks. At the same time, we also plan to update some of the existing mechanics... But it’s a story for another time. For now, here’s a teaser for the updated main menu:
Here’s what’s awaits both new and old players in the The Wild Eight 1.0:
The conclusion to The Wild Eight's story - continue the main questline to uncover the mystery of the Dark Matter
Discover new side-quests and locations in an all-new biome, filled with exciting creatures and resources
Find and make use of the new ranged weapons and equipment;
Stability improvements & optimization fixes
The Wild Eight Supporter Pack
Want to give some extra love to the creators of The Wild Eight - and get some awesome stuff in return? We've got just the option!
The Wild Eight Supporter Pack is reserved for the biggest fans of The Wild Eight, and includes:
The Wild Eight Digital Artbook
The WIld Eight Original Soundtrack
The Wild Eight Exclusive In-Game Content: Animal Hat Pack
Message from the HypeTrain team!
We’d like to thank each and every one of our fans and Kickstarter backers - without them, this journey wouldn’t be possible! You helped us shape our game along every step of the way - providing valuable feedback on bugs and errors in Early Access, sharing your thoughts on the game’s balance and content, and just giving our team enough motivation for us to pull ourselves towards Version 1.0!
It’s been a long, tough road - but it’s just a single step in the game’s history. The PS4 and Xbox One versions are currently in the works, and we’ll be able to share more info about them very soon. But after that - what awaits The Wild Eight in the future? Only time will tell.
Closed Beta Announcement
Hello!
We are glad to announce that the Closed Beta will begin in just two days – on Saturday, September 21st (1:00pm EST)
Closed Beta is only available to Kickstarter/HumbleBundle backers with Caravaneer (and above) pledges. If you’re eligible, don’t forget to check your mail on Saturday - there you’ll find a game key to activate. And if you’ve previously participated in the Alpha Test, you’ll just need to download an update to start playing.
Beta isn’t going to be under a non-disclosure agreement, so feel free to stream, record videos and spread the word!
A new dungeon type, the Ruined Bastion, and 2 new bounties to complete
Major expansion of brigand roster
Revamped pain and injury system
Revamped ranged combat
Expanded and partially revised stat system
Save system! Visit local inn to save the game
Unlock the most powerful skills by buying, finding and reading corresponding treatises
Improved map navigation – thanks to the road system
Interiors for Osbrook houses
Log
Support of most common resolutions
Lots of UX and QoL improvements, such as revised hovers, item comparison and more
Improved optimization
See you in Osbrook on Saturday!
Check out Police Stories — Out Now
Greetings everyone!
Today we would like to share some exciting news with you: our friends at Mighty Morgan has released their first game Police Stories!
Police Stories is a top-down tactical shooter in which you play as on-duty police officers. It allows you to create a unique loadout from multiple equipment choices. Shooting first is not an option, they say, as you need to carefully coordinate actions with your partner to complete the mission.
[previewyoutube="o4AcYJEtHZA;full"]
Top Features:
The Surrender System - Apprehend the suspects without resorting to violence and gain more points.
Complex Tactical Gameplay - Use tactical equipment, such as under-the-door cameras, door blast charges and issue commands to your fellow partner Rick to overcome the odds.
Different each new run - Randomly placed criminals, hostages and evidence make every run feel unique.
Support our fellow indie developers and join the crime hunt!
Our monthly devlog has arrived. As was promised, we present the second magic skill tree – Geomancy. In fact, the development progress over the last month was rather substantial (overall we have finished or have nearly finished a dozen of skill trees), so it doesn't all fit in a single devlog. As a result, we settled on presenting one of the more interesting skill trees.
To be frank, creating Geomancy wasn't easy. Each skill has gone through at least a couple of reworks and many of them now differ greatly from the original intent. Nevertheless, the skill tree benefited greatly as a result. As we see it, we have achieved our goal – to make an interesting and visually impressive magic school, backed up by some unique mechanics. The main idea behind geomancy is that most spells of this school require a conductor, a runic boulder which has many uses. All in all the skill tree ended up fairly versatile: there are buffs, disables, an extremely effective single target spell and some powerful AoE effects.
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Runic Boulder
A foundation for the entirety of the skill tree. A caster raises a boulder from the ground, knocking back adjacent enemies and dealing some magic damage. Runic boulders don't have a cooldown, so they can be raised in a quick succession though only three can exist simultaneously.
These summoned entities have three possible functions:
Support. Each runic boulder within your range of vision grants a single tier of Runic Empowerment to the character, increasing magic power and energy regeneration. It also reduces received damage and your cooldowns.
Positioning. Boulders can strategically shape the battlefield, serving as obstacles wherever required. However this option should be used with care. If the boulder is destroyed, a sudden severance of the link with it will stun the caster for three entire turns.
Magic. Boulders are used as a resource for some of the more powerful geomancy spells . However maintaining the buff or blocking an enemy can sometimes prove more strategically sound than an opportunity for direct damage. The choice is yours.
Stone Armor
This spell is useful for a variety of builds. It can serve well to a mage (to boost their limited survivability) or to help a warrior who decides to dabble in magic. In addition to greatly raising the resistances to all types of damage, Stone Armor also explodes at the end of its duration, delivering the more damage the more attacks it absorbs. A great finishing move for a large fight.
Stone armor's duration is directly linked to the tier of Runic Empowerment. Raising new boulders prolongs this spell automatically.
Petrification
A fairly effective AoE disable which has a chance to turn all enemies within its area of effect into stone for few turns. The damage dealt to petrified enemies is greatly reduced which makes Petrification more suitable for creating an opportunity to escape and catch your breath than to finish the enemy off immediately. In addition, nearby petrified enemies grant you a benefit of increasing the power of other geomancy spells.
Stone Spikes
This spell destroys a targeted runic boulder, summoning stone spikes on its adjacent tiles. Affected enemies receive decent physical damage with a chance of knockback. The spikes formed on the emptied tiles remain there for 20 turns, allowing you to block off large areas. However, you shouldn't rely on this effect too much – it doesn’t take long for a strong enemy to bash through spikes.
Earthquake
A very effective AoE debuff & disable, this spell synergises well with many other skills and even entire skill trees. It destroys a targeted boulder, creating an earthquake which slightly damages everyone within its area. Earthquake also burns energy of the affected targets each turn with a chance to stun while lowering stun and knockback resistances.
Boulder Throw
This is perhaps my personal favourite method to initiate a fight. Or to effectively end it. This spell rips a targeted boulder from the ground and launches it at the enemy, delivering significant blunt and arcane damage. The enemy has a high chance to be knocked back and stunned. The power of this spell is affected by the distance – the further the throw, the more damage the boulder inflicts.
Runic Explosion
Destroys a boulder, provoking an immensely powerful magic explosion within a large area. Surviving enemies have a high chance to be stunned and knocked backed by the resulting blast wave. Caster'll also restore some energy per each enemy killed by the explosion.
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Now lets get to the second part – passive abilities:
Rune of Enfeeblement – reduces physical and stun resistances for enemies adjacent to runic boulders.
Rune of Binding – raising a boulder slightly decreases energy cost of the skills used during the next turn.
Rune of Absorption – reduces geomancy spells' cooldowns by 1 for each enemy hit by Stone spikes.
Rune of Fortification – increases base duration for Stone armor, increases blunt damage delivered by stone spikes as well as improves maximum durability of runic boulders and stone spikes
Rune of Destabilization – enemies affected by Earthquake take increased damage and have a higher fumble chance.
Rune of Cycle – reduces geomancy spells' cooldowns for each enemy affected by Runic explosion.
Rune of Sustention – killing an enemy restores durability of runic boulders. Also reduces energy cost for skills used during the next turn.
That's all for now. Expect news about the start of closed beta very soon. As for now, here is a gif demonstrating a certain other skill tree:
Special thanks to @WatcherOfArabia for translating this devlog
Verren has something to give
Hello everyone!
Recently Verren, the protagonist of the Prologue and the one who employs you in the main game, started sending peculiar letters to everyone who accepted the contract.
He may sound grumpy but he is trying to prepare you for the quest ahead by sharing his numerous stories and other valuable information. He also intends to give you his heirloom ring with his last letter.
Maybe it’ll aid you on your journey… and there’s only one way to know how!
Devlog: Equipment
Hello!
There was a period of silence recently, but for a good reason – we are very busy adding and calibrating new skills. There’re still some tweaks to be done, so in meanwhile we decided to show another important aspect – equipment. So let's not protract the introduction any longer and jump right to the interesting stuff.
Press F for Fashion
All this time our game’s setting was smoothly drifting towards a rather realistic and gritty low fantasy – which of course affected the equipment. Over the past weeks we have added a huge number of new items (100+!) – and most of the old ones you’ve encountered during your Prologue runs were reworked from scratch. Now we try to rely mostly on historical sources for references and inspiration: specialized literature, museum exhibits or some historical re-enactment. Of course, there are exceptions too – this is especially true for various legendary and set items, which will feature a more fantasy-ish design.
Chestpieces are, of course, the most important part of your armor. We gave up the idea of independent light, medium and heavy armor rosters, and instead decided to take a more logical approach, redistributing all armor by the defense level in a single roster. Thus, the high-level Royal Ranger’s Gambeson won’t protect your better than some starter tier heavy armor – it will be superior to the rest of the light armor but won’t match even mediocre chain mails or brigandines.
In addition, different armor will differently protect against various types of damage – for example, chain mail is very resistant to slashing blows, but is almost useless against spears; while plate armor offers well-balanced protection against most physical weapons. But be wary: plate armor is incredibly expensive, so maintaining it in good condition will cost a pretty penny too.
There are some other disadvantages as well: hostile pyromancers and electromancers will possess much more danger to you. Heavy secondary equipment will also have some drawbacks: visoreal helmets reduce visibility (though you’ll be able to lift the visor up), the sabatons are significantly noisier, and plate gloves make fencing a bit more difficult.
The same applies for weapons. Swords, for instance: home-made blades and cheap falchions will be your starting point, but in the endgame you’ll have a possibility to wield some mighty arming swords. We’ve also created a whole bunch of so-called Exotic items – equipment of non-Aldor origin in other words. The idea is to encourage world exploration: randomly met elven merchant may offer you some famous Jibean scimitars, and a group of dwarven hirelings may be armed with some well-crafted nordic swords. Such items are usually slightly superior to their Aldor counterparts stat-wise.
And now something for all you shield-lovers – shields initial roaster is represented by unpretentious wooden samples, but at high levels there will be more choices: from elaborate bucklers and heater shields to pavises and kalkans.
Could you guess the magic schools these staves belong to?
And, of course, mages. At the game’s start their equipment progression isn’t very diverse; however, everything changes during endgame, when you will be able to purchase more expensive garments. A wizard dressed in his Circle’s mantle and wielding an appropriate staff will receive a significant boost to his school’s spell power.
From left to right: apprentice, arcanist, pyromancer, electromancer, geomancer, psimancer, cryomancer
That’s all for today! Well, not quite: here comes this sweet little GIF, demonstrating swords skill rotation in action (WIP). By the way, what weapons skills would you like to see next? Let us know in the comment section!
See you soon!
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In this devlog we will talk about the health system changes – since the Prologue’s release, we’ve made lots of fundamental changes.
Almost from the very start, the health system was one of the main features of Stoneshard. Its main purpose isn’t about realism and difficulty for the sake of realism and difficulty, but to help you immerse in your character. It's one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects. We wanted even survival outside the battle to require well-considered and thought-out decisions, since it drastically changes the general gamefeel.
In the Prologue, the injury system was almost entirely based on randomness. You took damage; the injury chance depended on its amount; after receiving a trauma there was a chance for it to worsen or stabilize. Such an approach left little of planning – you could only stock up as many consumables as possible, and hope you wouldn’t need them too often.
Since then, the health system has gone through many iterations, changing drastically during the process. Let’s start with the recently added health tab, showing all aspects of your character’s health:
Each body part now has its own health pool, decreasing upon receiving damage. If the bodypart condition falls to half or less, you will receive an injury that reduces some stats. Upon reaching 25%, this injury will turn into a wound with increased effect, and upon reaching 0% you will receive a maim with a special property. Maimed head makes it impossible to cast spells, and maimed hand means you can’t wield weapons with it anymore. Maims still can be reverted though, but it’s much harder.
Attacks now also inflict damage not only to your health pool in general, but also damage specific body parts. The damaged body parts, in turn, reduce the Health Threshold – the stat responsible for the maximum limit of your current health. Thus, a character with multiple injuries won’t be able to restore health to the maximum, even after using some healing potion – first he will have to treat all damaged body parts. Also, being low on health increases the maximum Pain Limit – so being badly battered means you’ll suffer from stronger pain as well. Because of these changes, injuries, health points and pain began to work as a coherent and consistent system.
Passive injury healing now depends on any healing your character receives, including natural regeneration. If your character has restored health to the maximum threshold, all the excess healing will be evenly distributed between all damaged body parts. This makes it possible to survive, even if you run out of medicines – for example, by huddling in a safe corner to rest and recover. Also this change Vitality builds more viable, since boosted Health Restoration and Received Healing stats allows to heal injuries much faster.
The bleeding mechanic was also reworked. First of all, it isn’t some abstract status effect caused by skills anymore – now bleeding is tied to body parts. If your injured limb takes some damage, there’s a chance it’ll start bleeding – thanks to this, bandages aren’t situational vampire dungeon consumables anymore.
Some aspects of the health system are still to be implemented (like maladies), but most part of it is already working the way we like it.
That’s all for today. Stay tuned!
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By the way, we've recently created a Steam page for our development studio. Follow us so you won't miss any updates from us!
Finally, we’ve polished our first abilities branch well enough, so this devlog will be completely devoted to the mighty fire magic – Pyromancy. Beware though: many heavy GIFs!
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First we’d like to tell you how the ability system has changed in general in a recent year. As you remember, the Prologue used a so-called Tier-system – all ability branches were divided into 4 tiers, with each including one active and one passive ability. By investing a single SP you could unlock both skills at once.
Before & Now
However, the feedback was mixed, so it became clear for us it wasn’t our best idea: many players wanted more flexible system of levelling. Perhaps the old system would be just great if we were making short-sessional dungeon-crawler of some sort... But we aren’t, therefore we decided to take a more traditional approach.
Thanks to this, we made trees more diverse and interesting, since we were no longer strictly limited by rigid linear progression of exactly 8 abilities. Now each Sorcery branch contains 14 abilities – 7 active and 7 passive ones. Weapon and Utility abilities branches have fewer abilities: around 8-10.
And now let us explain the design philosophy behind the abilities branches – especially magical ones. There were lots of heated arguments over the general vision, but in the end we concluded that we should aim to make all magic branches as tactically different as possible. After all, it’s very boring if every magic school uses the same pattern of 2 AoEs, 2 nukes and some occasional debuffs, or something like that. So we tried to diversify magic branches in terms of intended playstyle.
For instance, Pyromancy is all about powerful AoE-spells, dealing tremendous damage when used at the right time in right combinations. If you love killing crowds of enemies with just several skillful casts, look no further – this’s the branch for you.
So, the most interesting part – the actual abilities! Also, unbelievable truth: we managed to do just great without even a single fireball.
Fire Barrage
Fire Barrage is the only non-AoE pyromantic ability. It consequentially launches three firebolts at the target, each dealing some minor damage. However bolts do increased damage, if the target is already on fire – so if you’re lucky to have your target set aflame by the first bolt, the other two will deal much more damage. Or maybe you’d set the target on fire with some other spell. It’s up to you, really.
Hellbreath(aka Firewave – RIP 2018-2019)
Prologue’s not so silent workhorse, the Firewave, has been reworked. This spell still deals decent area damage, but the shape of the zone was changed. We’ve also improved it with an interesting property: each target damaged by Hellbreath reduces active cooldowns of other pyromantic spells by 1 (including Hellbreath itself). An irreplaceable spell for keeping your spell rotation always ready for action.
Flame Ring
Doomsday weapon of some sort. This spell sets all neighboring cells aflame– along with the enemies, of course. Enemies affected by Flame Ring also have their Fire Resistance significantly reduced. You need to use this spell wisely – the pyromancers aren’t fully immune to fire, so an unthoughtful cast could lock you between the raging flames and cut off all possible retreat routes.
Melting Ray
This spell releases a fiery ray into the target tile, igniting and damaging everything on its trajectory. At the end point the beam explodes –the more targets were hit during the ray phase, the more damage the explosion would cause.
Incineration
Incineration is quite an interesting spell. It allows you to extinguish the selected enemy ... and then use the released thermal energy to cause an explosion of terrible power. The longer the extinguished burning lasted, the stronger the explosion – and the higher the chance that it will set aflame all affected enemies.
Magma Rain
Fiery rain covers the chosen area, leaving a magma puddle afterwards. Each turn enemies caught in the magma take minor damage and have their Fire Resistance slowly reduced – with a chance to be set aflame.
Inferno
Finally, the apex spell of Pyromancy – a terrifying Inferno. It creates a fire storm in the large area, dealing great damage each turn – what’s even better, the more enemies are trapped within Inferno, the hotter are the flames.
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And, of course, some passive abilities insight:
Feed the Flames – if the enemy’s on fire, each Fire Barrage’s bolt increases burning duration for 1 turn.
Flame Saturation – restores some energy each time an enemy is set aflame within the vision range.
Scorch – causes Hellbreath to debuff Fire Resistance of all damaged targets.
Excess Heat – each enemy killed with Pyromancy restores some energy.
Safe Distance - increases casting range of pyromantic spells by 1 tile.
Baptism of Fire – taking fire damage reduces the duration of all active pyromantic cooldowns.
Pyromania – increases Magic Power and Crit Chance for every burning enemy in sight (yes, casts can also become critical).
Well, that’s all for today. Can’t wait to show you the other branches and some other progress we’ve made. So stay tuned, and until the next time!