
SIRALIM ULTIMATE GODS UPGRADE
The Enchanter can be upgraded twice to a maximum of Rank 3, each upgrade increasing the spell gem’s upgrade cap by 5, to a maximum of Tier 15. The projects for upgrading the blacksmith may take a few realms to complete generally, ingots and coals have a chance to be found by breaking resource nodes in realms, and mallets can spawn on the ground in realms – if the mallet doesn’t spawn in a realm, don’t worry the game will keep giving you another chance to find it until you’ve picked it up. The Blacksmith can be upgraded four times to a maximum of Rank 5, and each upgrade to the blacksmith increases the upgrade level cap for artifacts by 10, up to a maximum of Tier 50.

Each rank the crafting station is upgraded by increases the level you can upgrade that station’s products to – artifacts for the blacksmith, spell gems for the enchanter. They begin at Rank 1 each, and you can begin to upgrade them both after defeating the boss at Realm Depth 6 and unlocking projects.

So having 6 copies of the trait would not result in 6 casts of shatter.Įrgo, the bit in the codex saying the trait is not fully effective is accurate.When you start a new game, you begin with the Blacksmith and Enchanter already placed in your castle and available for use after the tutorial. The second part, "After your creatures attack a frozen enemy" is the bit that doesn't stack. 2 creatures with the trait would mean those two creatures would cast snowstorm on their turns but the other 4 wouldn't. The "at the start of this creature's turn" bit is creature specific so having wintermaul on all 6 of your creatures would cause this effect to work whenever any of your creatures take a turn. After your creatures Attack a Frozen enemy, they Cast Shatter on it. Wintermaul: At the start of this creature's turn, it Casts Snowstorm. One which is not stackable and one which is trait-dependent making multiple copies of the trait useful. To further explain with an example.Īzural's trait, Wintermaul, has two effects that occur. It aren't many traits that work this way but this is why "not fully effective, if at all" is in the codex. There are some traits where part of the effect is not stackable but part of it is.

More likely there's either no additional effectiveness from the duplicate or a second chance to chance to activate is checked independently, the same way many dodge/crit chance bonuses are. It would be amazingly useful if the activation chance stacked additively, but I doubt it works that way. I've been meaning for a while to test what effect, if any, two copies of Cana have on the same creature. It aren't many traits that work this way but this is why "not fully effective, if at all" is in the codex.Īnother thing I wonder about is multiple copies of the same trait on the same same creature.

More likely there's either no additional effectiveness from the duplicate or a second chance to chance to activate is checked independently, the same way many dodge/crit chance bonuses are.Īnother thing I wonder about is multiple copies of the same trait on the same same creature. Perhaps because a duplicate of a non-stacking trait can still serve as a backup in case the creature with the first copy dies.Īnother thing I wonder about is multiple copies of the same trait on the same same creature. I'm curious why it says "not fully effective, if at all" instead of just "not effective". "If a trait description says the trait doesn't stack, that means you should try to only have one copy of this trait in your party because multiple copies of it won't be fully effective, if at all." In the Codex, under Game Information > Combat > Additional Tips Are you saying when a trait says it doesn't stack, that means it doesn't stack with any other trait that has a similar effect? Originally posted by Steve Killbane:I always assumed that when a trait says it doesn't stack, it only meant it doesn't stack with a duplicate of itself.
