And now, here are the three remaining relic previews: the Eye of the Dragon, the Faithful Heart, and the Orb of Power.
The Eye of the Dragon provides a breath weapon: no matter which primary element you pick, you’re getting one as the second ability. Depending on the element chosen, it will have any of a variety of secondary effects: stunning, extra damage over time, or a lingering debuff. The other abilities offered by the primary elements tend to be powerful single target attacks or multi-target melee attacks you can use to finish what the breath weapons start.
The Eye’s secondaries offer a variety of additional effects to support the high damage, group-smashing approach of the relic: life-steals, a variety of hindering effects that all can be applied to multiple enemies, and some self-buff options.
The Faithful Heart specializes in directly targeted effects, allowing you to stay safely behind your allies while targeting any unit you wish… so long as you meet the conditions of the abilities in question. Faithful Heart’s primary provide basic damage and healing options in this vein.
The Heart really opens up on secondaries, offering options that include damage, crowd control, healing, buffs, and debuffs. Regardless of which option you choose, as with the primaries, you will be able to target through allies and enemies alike. Unlike the primaries, the options here do not have conditions: think of your secondary as your Plan B that you can use when your primary’s abilities are on cooldown or no targets meet their requirements.
Finally, the Orb of Power: the Orb’s primaries offer long-ranged nukes and various area effect attacks for the most part, though Buff and Debuff are worth calling out as exceptions: they may not get damage, but they start with abilities that can greatly improve or reduce the damage output of other units respectively.
The secondaries for the Orb follow the primaries in flavor, allowing you to focus in on a single element or strategy or branch out and dabble in a second. Two different defensive options are also provided: deflect elemental attacks with the Triad Ward, or pick up Short Jaunt for access to a staple of roguelike caster gameplay: blinking.
Since this covers the previews for all six relics, it shouldn’t be a secret that things are moving along pretty well and I’m closing in on a release. Main tasks left are to knock out a few more bugs, do some balance testing, and (whimper) re-type the ability descriptions in a new format so that they will be a more transparent. This will include (when space allows) having status effect descriptions directly mentioned in abilities. A bit of an undertaking, yes… but I want to do it with this build, since there will so many more abilities front facing due to the relics coming online. I want everyone to be able to see the myriad possibilities the various combinations of relics, elements, and their abilities allow.
I’ll keep everyone updated on my progress towards the next release. Until then, don’t forget to visit the newly opened forum. Still pretty quiet in there, but maybe we’ll get some more new blood with the relic build. See you soon.