The Sigil system will work much differently than it does in Siralim 1. There are three tiers of sigils in Siralim 2:
- Minor Sigils
- Major Sigils
- Primal Sigils
Sigils still spawn an instant battle when you use them like they do in Siralim 1, and are still one-time-use items.
Each sigil contains a certain number of properties. Minor Sigils can have 1-2 properties, Major Sigils can have 3-4 properties, and Primal Sigils can have 5-6 properties. These properties drastically affect the battle you’ll fight when you use a sigil. Some properties work directly against you (Enemies have +56% Attack), while others can sometimes benefit you if you strategize effectively beforehand (All creatures swap their Attack with their Intelligence). Properties are randomly generated, so you’re unlikely to find two of the same exact sigils at any point in the game. The resource bonus, experience bonus, and item bonus you receive from defeating these sigils is increased if the sigil’s properties are more difficult.
The level of sigil enemies is determined the moment you find that sigil. If you’re fighting in realm level 6 (which contains level 14 enemies) and find a sigil there, that sigil will always spawn level 14 enemies regardless of where and when you use it. But if you out-level a sigil, the rewards will diminish, so be sure not to horde them!
To obtain a Minor Sigil, you need to pay some resources to convert a Core. If you use a Silver Imler Core, you’ll receive a Minor Sigil of the Imler. If you use a Brownie Brute Core, you’ll receive a Minor Sigil of the Brownie. Major and Primal Sigils are now named similarly - if you beat a Minor Sigil of the Imler, you’ll receive a Major Sigil of the Imler. If you beat a Major Sigil of the Imler, you’ll receive a Primal Sigil of the Imler. Just like in Siralim 1, the boss of that sigil would be a random creature from the Imler race.
To obtain a Major Sigil, you need to beat a Minor Sigil that has creatures that are of a level similar to that of your creatures or higher. To obtain a Primal Sigil, you need to beat a Major Sigil in the same manner.
Major Sigils also have a chance to drop their leader’s corresponding legendary crafting material, while Primal Sigils have a chance to drop Demonic Elixir - Siralim 2’s version of Demon Dust.
Certain gods also interact with sigils. One god requires players to beat sigils in front of their altar in exchange for Favor. Another god can transmute 3 same-tier sigils and give you a new one at random. And yet another god can re-roll the properties of the sigil of your choice. These services come at a cost, of course.
One final note: sigils will no longer have creature-specific flavor text like the Major Sigils do in Siralim 1, nor will these fights be pre-determined. Major Sigils soaked up the vast majority of my time developing Siralim 1, so now that I won’t have to worry about writing flavor text or coming up with challenging creature combinations, I’ll be able to focus on developing more interesting game features.