Welcome back! At long last, it’s time to reveal one of the Chaos-oriented specializations in Siralim Ultimate: the Hell Knight.

Hell Knight Playstyle

Generally, Hell Knights favor attacking over casting spells. They enable their creatures to attack multiple times, and these attacks have a high chance to deal massive, critical damage to their opponents. Hell Knights also afflict a handful of useful debuffs on their enemies, as well as capitalizing on buffs such as Splashing to cause their attacks to devastate all your enemies at once.

When I designed each specialization in the game, I tried to make sure there was something available for players of all levels of experience. Some specializations are intended for advanced players (such as the Animator), while others are meant to be more accessible. The Hell Knight is a great choice for new players because most of their perks are fairly straightforward. Of course, straightforwardness doesn’t insinuate weakness, and I think you’re going to like what the Hell Knight’s perks have to offer.

Hell Knight Perks

Please note that the numerical values shown for each of these perks is not final yet. Any values shown in {brackets} increase as you level up the perk, but for the sake of clarity, I’ve provided you with their maximum values already.

If a buff or debuff is different in Siralim Ultimate compared to Siralim 3, I’ll make a note of it below each perk’s description. Otherwise, you can assume the buff/debuff works the same way that it always has.

Blazing Soul – When your creatures afflict enemies with Burning, their Attack is used to determine the potency of this debuff if it is higher than their Intelligence.

Bolster – Your creatres take 1% less damage from attacks and spells for every 1% of Health they’re missing.

Deadly Calm – Enemies cannot provoke.

Death Sentence – Your creatures’ critical attacks deal {60%} more damage.

Dreadnaught – Your creatures’ attacks cannot be dodged.

Enduring Rage – Your creatures attack an additional time.

Executioner – Your creatures deal {50%} more damage with attacks.

Indomitable – Your creatures are immune to Scorned.

Inner Focus – When your creatures cast a spell, {25%} of their Attack is added to their Intelligence to determine the amount of damage dealt.

Kindling – At the start of battle, the first creature in your party casts Firestorm.

Firestorm: Enemies take a moderate amount of damage and are afflicted with Burning.

Magma Diver – Your creatures’ attacks deal additional damage equal to {20%} of the target’s Current Health.

Massacre – Your creatures’ Splashing buff now deals damage to all enemies.

Splashing: Creatures with Splashing deal 100% of their damage to enemies adjacent to the target they attack.

Pyromania – After your creatures attack, they have a {20%} chance to cast Flamestrike.

Flamestrike: Enemies take a small amount of damage. This spell casts a number of times equal to the number of enemies afflicted with Burning.

Reckless Abandon – Your creatures’ Savage buff now causes them to have a 100% chance to deal critical damage.

Savage: Savage creatures have an additional, independent chance to deal critical damage with attacks. [This replaces the “Critical” buff from Siralim 3.]

Touch of Chaos – After your creatures attack, they have a {25%} chance to afflict the target with a random debuff.

Bonus Reveal

I have another major quality of life improvement to share with you that is related to specializations:

There’s a new object you can place in your castle called the Enchanted Wardrobe. This is where you’ll go to change your character’s name, title, wardrobe costume, and specialization.

Your character’s title, wardrobe costume, and team of creatures will be saved between specializations. Thanks to these improvements, players will be able to easily change their playstyles with just a few presses of a button. Some content will probably be a little easier to tackle for some specializations than others, so I’m expecting many players to use the Enchanted Wardrobe to change their strategies on-the-fly.

Development Progress and Timeline

We’re making great progress on Siralim Ultimate so far, and we’re finally at a point where I can more accurately predict when we’ll launch our Kickstarter, as well as release an alpha version of the game to backers for testing.

I am now planning to launch the Kickstarter on May 1 of this year.

An alpha version of the game will likely be available to backers some time in June. The alpha version will include the game’s entire set of main story quests, as well as plenty of end-game content to keep you busy.

I am hoping to transition the game to its beta phase a month or two after all the bugs and crashes are worked out in the alpha version. I’ll focus on adding some new content, as well as implementing suggestions from the community at this point.

Roughly a month after that, I hope to release the game on Steam Early Access.

Your progress won’t be lost at any point during this release cycle. Also, please keep in mind that the game will only be available through Steam for Windows up until it is fully released.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.