…After finally managing to pre-order Siralim for no more grinding Sorcery/Chaos, I, ironically, found myself exploring frantically other aspects of game other than long-awaited catching them by catching them all. Namely, artifacts. That being said, out of all three project’s main selling points, equipment systems is leanest so far. Sure, it accumulated plenora of rather nice ideas, but as whole it still fail to deliver enjoyable experience outside of forworn number hunting:

  1. Shields. Quite a fair idea, which bumped into Siralim’ current inertness right from start. What shielding supposed to be used for, might I ask ? Covering weakpoints or protecting from specific monster. Unforunately, former is rarely a wise decision in world with +HP/Luck artifact, while later is once again met with omnipresent randomization. Since there is no regional prevalence of damage types (which is somewhat a problem by itself), wasting single available slot on focused protection seems inadequate decision. +HP. +Luck.

…On other hand, there are closely to no love for speed stat, which currently is only one to lack any boosting equipment. So what if… say, we change amulets into granting it ? Speed and Luck, while all shields gonna take pride of being HP bossters. Aside from looking much more logical, such a change would finally make all of artifact type more or less equally desirable. assault, frtification and utilitarity – sounds like a good equipment differentiation.

What’s even more: shields may even grant some resistance against negative statuses. Why exactly not ?

  1. Weapons. Especially usefully and frighteningly bland. While bumping attack is prevalent option in Siralim, whole armament process is reduced to looking at highest +atk. Whip, sword, katar, et cettera – just look for highest bonus and that’s all. And this is for weapons, mind you: arguably most versatility item kind of RPGs. So what if atk modifier amount wasn’t only stat of weapon artifacts ?

Say, how about weapon, that mititgate % of defences ? Ones with low chances of ailment causing ? May be even arm with different type of attack ? All in all, that gonna make prowling through domains of Life a little more varied, if nothing else.

  1. Stat slots. Disenchant them first, ask questions later. Rarest sure, in rarest of occasions they may grant bonus to desired stat, yet why bother ? It’s nearly universal decision to roll all slots manually for best results. If only it was possible to meet anything actually unique here…

So how about some non-augmentable secondary stats ? Like ones, that grant low chances of spontaneous spell casting on amulets ? Or, may be, one, that block minon’s own exp gain for sake of granting it to player instead ? How about percentile bonuses to enchantments of other slots ? Questions, questions… At any rate, I prefer looking for specials while powering thing up myself. Instead, very instead, of dolour for missing “disenchant it all” button.

…to be continued…

Items are getting an overhaul and several of the issues you brought up are going to be included in this (or already exist) in a relatively close manner to what you are suggesting just only on unique artifacts.

Your not the first player to have an issue with shields on the forum and I’ve personally avoided almost all shields I’ve gotten (although i believe there are some pretty cool unique ones that give resist and health plus awesome tank like abilities)

Not saying anything in this post is wrong or anything, just saying read up on planned updates and see if that changes how you choose to present your feedback.

I completely agree that shields are pretty horrible right now. I like the idea of having a different type of artifact for offense, defense, and utility, but for balancing purposes I think it’d be best to nerf the primary health bonus on charms and switch shields to cover all types of defenses.

The new crafting system should make things much more interesting. There will also be plenty of new properties (most of which will be harder to obtain, since you need to find the specific materials for them first). Some of these include better loot found in chests, 10-20% chance to afflict the target with a status ailment (like poison, burn, confusion, etc), and even some unique abilities that no creature has by default.

You can read a brief summary of what crafting will soon become: . Please let me know what you think! Thanks for taking the time to provide your feedback. I hope you’re otherwise enjoying the game!

Hm, missed your yesterday post – quite interesting. 1 day of lapse…
That being said, I delighted with uniques being gone (how would it be reflected for existing saves, though ?). Just thought about smelting minions into crafting components (for passives and/or fraction of stats), btw. Is such system planned at any point ?

On a side note: shoudn’t forging consume some crafting materials too ? At very least, making whips out of raw brimstone sounds rather… extravagant for me.

Unique artifacts that you already have will persist - you just won’t be able to find any more after the update.

At some point after the game is released, a castle upgrade will be added that allows you to build a sacrificial altar. You can sacrifice your creatures there in exchange for rewards. I’m still working on the fine details of the system, but that’s the gist of it.

I know it’s a bit weird to be crafting whips out of brimstone and things like that, but at the end of the day, the base name of the artifact is just flavor text.

Well, what’s insterest me most is ability to mix any and every ability in game, at least in pair. Other types of minion customization follows closely, though.

I know it's a bit weird to be crafting whips out of brimstone and things like that, but at the end of the day, the base name of the artifact is just flavor text.
That being said, why not link eventually all those base namings to more-or-less defined bonuses ? It would sort things out a little.

I have lot’s of artifacts I don’t use would multiple slots for creatures perhaps help, this would also allow more creature customisation.

The crafting overhaul will make those artifacts pretty useful, since you can salvage them and receive crafting materials. The original idea of having so many artifacts drop was to give the game a Diablo-like loot system, but the current implementation doesn’t quite hit the mark. It should feel much better in the coming update.

Sounds good I’m looking forward to the next update, love how deep the game becomes the more you play.

…Just a 2 random thoughts in my head after crafting follow-up set of artifacts today:

  1. It could as well be my pure arrogance and squander inclination, yet +resource materials simply does not seems to make any worth for rare tier (especially since they are so common) . As for now, I only misuse their rank for chance of transmuting into some actually useful and rare alternatives. +granite vs +burn is just really 2 distant weight categories.

  2. While legendary materials being… well, legendary seems quite legit, current inability to obtain them with full confidence from major sigil encounters kinda discouraged me. Why not just break former reward tables into full set of materials to mimic corresponding uniques ?

I agree with both points, especially about major sigils. I am going to remove the rare materials from their loot table so that they only drop legendary materials in the next patch.

Just a small flavor suggestion, “sacrificial altar” feels appropriate only for Death and Chaos mages - maybe something more neutral, or a different name per class?