Gordian Quest - dwmr
Hey Heroes,

Here are today's fixes, and several requested quality of life features! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 88d] - 2020-04-01
## Added
- Added an option to show a prompt if ending a turn with AP still remaining

## Changed
- Balancing changes to beast minion spawn table
- Reduced the number of enemies spawning in the Bandit Leader battle
- Tweaked Bulwark, Holy Bolt, Righteous Flame, Tempest Bolt, Deliverance AP cost

## Fixed
- We've done some changes to the internal structure of the game to address the issue of players' renown not being reset. The player's renown state was being overwritten in some cases, but it should not happen now. We apologize for any inconvenience caused and progress lost. We will continue to actively monitor for any occurrences of this issue.
- Fixes for Pursuing the Rift Lord questline
- Fixed a bug where heroes would not be recruited if quitting the game directly after finishing the quest node without completing the dialogue
- Fixed Baroque Hourglass not being equippable or showing item type
- Fixed incorrect map index if the party wiped in a dungeon and returned to town on Easy difficulty
- Fixed crafting common items turning them into rares instead of magics if they had 2 in-built affixes to begin with
- Fixed a bug where some nodes would not display the node information tooltip when selected
- Fixed missing Cycle tooltips
- Fixed Waypoint button dock length
- Fixed a bug where the end turn button would remain locked when swapping between heroes in battle
- Various fixes for skills - Balefire, Quick Trap, Smoke Bomb, Thunderwave, Time Warp, The World
- Fixed hero spawn position issues if there was an "ambush" map mod
- Fixed options not automatically saving until after resuming a game


Crafted With Love,
The Mixed Realms Team
Gordian Quest - dwmr
Hey Heroes,

Here are today's fixes, and several requested quality of life features! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 88c] - 2020-03-31
## New
- When replacing a skill, you will now be able to see the stat change counter (similar to learning a new skill)
- You can now view your equipped items in the store by holding down Ctrl
- Added indicator on the town node in the map view when there are quests available to turn in
- Added Thunderwave card art

## Changed
- Improved feedback for selected item cards
- Increased size of values on status effect indicators
- Improved visual feedback on the return to current hero button in battle
- Updated card frame to fit card type label for Russian language
- Cultist Follower's Attack of Opportunity damage reduced to 3 (was 6)
- Righteous Flame AP cost lowered to 5 (was 7)

## Fixed
- Fix for Into The Moors and Into The Valewoods quest activation
- Fixed the Ranger's Arrow cards not adding stat bonuses correctly.
- Fixed a visual bug where circle portraits did not display the starting HP from renown bonuses correctly
- Fixed incorrect item highlighting in sell view
- Fixed passive discard button sometimes being positioned incorrectly
- Various fixes for skills - Bull Rush, Celestial Wrath, Flanking Bola, Steel Hook, Transport, Venomous Edge
- Various material fixes
- Localization fixes for Russian and Spanish


## [Build 88b] - 2020-03-31
## Changed
- Tweaked encounter generation. On the hardest encounters, the number of elite enemies present in any battle will start at 1 and increase at higher encounter levels, instead of being set to 3 at all encounter levels.

## Fixed
- When the Rift Lord's threat increases, nodes within the city walls were also erroneously being refreshed. This has been fixed. The chance of cleared nodes respawning has also been reduced to 50% (from 100%).
- Fixed a bug where Source of Corruption quest could not spawn under certain conditions
- Fixes for several causes of soft locks in battle
- Fixed Thunderwave description
- Fixed Lunge not applying damage if not moving a cell
- Fixed main menu bgm not looping


Crafted With Love,
The Mixed Realms Team
Gordian Quest - dwmr
Hey Heroes,

Here are today's fixes, and several requested quality of life features! In the coming week, we will be preparing a development manifesto to let you know what to expect in the next content patch we have for Gordian Quest. We will continue to address bugs and balance issues in the meantime.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 88] - 2020-03-30
## New
- You can now skip the prologue battle after you've completed Take Back The Storehouse at least once on any hero
- Added option to skip launch cinematic
- When using right click to preview items, you can now hover over their attached skill cards to view the skill's hover terms.
- Item previews now also display a hint bar to highlight the right click to inspect functionality.
- Wynne now sells Portal Scrolls after Breach In The Wall questline.
- Sister Ophelia now sells Medium Health Vials and Medium Stamina Vials after Take Back The Storehouse questline
- Sister Ophelia now sells Large Health Vials and Large Stamina Vials after Investigate The Shrine questline
- Sister Ophelia now sells Potion of Might and Potion of Elusiveness after Pursuing the Rift Lord questline
- Recruited heroes now take on their last selected specialty in the new adventure screen
- Passive and triggers were previously discarded by double clicking to self-play cards, but this function wasn't clear enough. We've added a discard button that appears when selecting a passive or trigger.

## Changed
- When drawing a skill replacement, the original skill will not show up in the possible choices (unless there are less than 3 possible choices)
- Added visual hint for return to acting hero button in battle view
- Added visual hint for consumable use drop zone in hero view
- Adjusted encounter levels for the Moors, Valewoods, and Royal Crypt
- Adjusted Horde map node modifier to only spawn enemy types with lower HP.
- Adjusted Horde Encounter spawn tables. Enemies types with more HP and deadly attacks spawn less frequently together.
- Burning Ground now deals 3 damage (was 2) and applies 5 Burn (was 2)
- Updated splash screen

## Fixed
- Fixed Altar of Transmutation item selection
- Fixed missing trait icons for Exploding Zombies and Immovable
- Fixed an inventory equip bug
- Fixed a camping bug where activities that ended on the same hour did not queue up properly
- Fixed hero's card view not immediately updating after a change to the deck
- Fixed portal scrolls being usable while on the town node, to no effect
- Fixes for incorrect party location on resume under certain conditions
- Fixed a bug where chained Trigger interactions would not discard used Triggers properly
- Fixed hover tooltips not showing correctly on mastered versions of skill, when picking a skill to master
- Fixed a bug where renown bonus view would not remember the selection state of "starting gold +175"
- Fixed a bug where replacing certain cards did not pick from the hero's schools
- Various fixes for Bodyguard, Call To Arms, Commanding Shout, Distract, Divine Form, Dual Wield, Fan of Knives, Flame Dash, Hesitate, Prepared Attack, Sidestep

## [Build 87m] - 2020-03-30
## Fixed
- Fixes for The Moors and Into The Valewoods questline activation under certain conditions
- Fixes for Hidden Blade, Preemptive Action, Poison Thorns
- Fixed "damage with attached spells" item mod
- Fixed a UI issue where rift lord threat UI would overlap with quest dialog


Crafted With Love,
The Mixed Realms Team
Gordian Quest - dwmr
Hey Heroes,

Today we continuing our quest to slay the bugs you've been experiencing. We hope to get the game to a stable state within the week, so that we can begin focusing on the fun and crunchy bits - quality of life changes, new mechanics, and polishing up of further mechanics and gameplay.

For current languages outside of English, we want to let you know that localization will be following up shortly.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 87k] - 2020-03-30
## Added
- Added card art for Summon Spirit Hawk, Summon Spirit Wolf
- Improved feedback on items you can't equip - now displays reason e.g requires requisite talent to equip

## Changed
- Asps Bite staff was buffed. Now boosts the damage and effect of Poison Fang and increases initiative (not retroactive).
- Celestial Wrath damage reduced from 80 to 35 and is no longer expended on use. AP cost reduced from 15 to 6.
- Optimizations to prologue video to address jittery playback for some users

## Fixed
- Fixed Opener AP cost reduction being able to select passives and triggers, to no effect
- Fixed dungeon spawn not working in certain conditions
- Fixed erroneous item mod wording of "Attacks will apply Shock" to "Attached attacks will apply Shock"
- Fixed quest activation issues for Valewoods and Moors under certain conditions
- Fixed Dual Wield and Mastered Stab interaction
- Fixed Opportune Moment and Fade to Shadows interaction
- Fixes for Bull Rush, Challenge, Devotion, Focus Target, Fluid Defense, Intercepting Strike, Lightning Bolt, Lighting Shatter, Phantom Edge, Storm Pulse, Tangleroot, Wind Gust
- Fixed Inflame displaying twice in the Codex
- Fixed camps not registered as cleared if leaving the camp by the map at 0 hours
- Fixed incorrect cards drawn when replacing Spellbinder's Epic skills
- Fixed Alphonse's specializations
- Fixed an infinite AP exploit in battle related to inventory
- Fixed being able to use inventory shortcut key in learn skill animation
- Fixed "Gain HP On Clear" mod affecting dead heroes
- Fixed resource caps not refreshing after reviving a hero, unless they were rotated out and into the party again
- Fixed Ida having the wrong hero crest on her portrait
- Fixes for renown bonus selection (click Reset Points if your spent renown points don't match up with your total)
- Fixed Spanish font appearance
- Implemented possible fix for fullscreen mode crashes experienced by certain users


## [Build 87j] - 2020-03-29
## Changed
- Avert status from Spider Leapers' Shifty trait no longer stacks

### Fixed
- Adjusted gravedigger's position in town to address dialogue being partially concealed by hero portraits
- Fixed a bug where replacing Shield Block displayed the wrong replacement school
- Fixed item enchantment cost check and craft button highlighting
- Fixed "Attached Attacks apply ..." effects applying to cards outside of the item
- Fixed area level label size on map node tooltip
- Fixed incorrect Heart of Winter school icon
- Fixed items missing flavor text
- Fixed Arc Lightning description
- Fixed Master of Hawks
- Fixes for Protected status effect
- Fixed Wind Generator unique (applies to new versions of it)


## [Build 87i] - 2020-03-29
### Added
- Added Movement tag to Battle Maneuver

### Fixed
- Further fixes for map node connections under certain conditions
- Fixed gain HP on Elite kill item modifiers
- Fixed Holy Bolt tags
- More localization fixes


## [Build 87h] - 2020-03-29
### Fixed
- Fixed quest activation issues under certain conditions
- Fixed map nodes not linking up under certain conditions
- Fixed Rift Lord timer's flare effect position
- Fixed Flanking Bola interaction with field obstructions
- Fixed Battle Maneuver mastered AP cost
- Fixed Scent of Blood mastered description
- More localization fixes

Crafted With Love,
The Mixed Realms Team
Gordian Quest - dwmr
Hey Heroes,

A big thank you to all of you who have undertaken the Gordian Quest so far. We know some of you have been running into bugs that have been affecting your gameplay, and we want you to know that we're hard at work to ensure your continue having a great experience. Here is a big list of all the fixes we've implemented so far. We will continue doing our best to solve any teething issues you may have and we ask for your patience.

If there are any further issues, please feel free to use the F8 reporting feature to leave us feedback or suggestions. Thank you once again for your support.

## [Build 87g] - 2020-03-28
### Changed
- Werewolf's Lycan Instinct now resets at the start of every turn, instead of stacking
- Werewolf's Lycan Instinct now grants 2 Armor per allied beast (was 3)
- Sanctuary resurrection cost lowered to 100 Gold.
- Updated revive hero view

### Fixed
- Fixed check for new skill grids (heroes will be retroactively awarded if they don't have the minimum number gained from level up)
- Fixed a bug where you could cancel master/discard animations
- Fixed Altar of Transfiguration always defaulting to the lead hero
- Fixed "New" label on guild hall hero entries
- Fixed Chain Lightning
- Fixed Opportune moment mastered version
- Fixed Shield Bash missing range icon
- Fixed Spike Armor not reflecting damage
- Fixed Flanking Strike
- Fixed Treestep
- Fixed Energizing Zones created by Bed Of Flowers


## [Build 87f] - 2020-03-28
### Fixed
- Fixed a crash when plotting a path on the map under certain conditions
- Fixed Opportune Moment mastered description
- Fixed extra movement tag on Forceful Swipe


## [Build 87e] - 2020-03-28
### Fixed
- Fixed "Area has additional enemy reinforcements" node modifier
- Fixed missing Fling card in the Force tree
- Fixed Sanctuary options in roguelike mode
- Fixed missing hero name in challenges
- Fixed Thundercord missing description
- Fixed UI lockup if completing certain events as the last node of a dungeon
- Fixed Balefire damage value
- Fixed Evoker starting deck for Pierre
- Fixed missing dialogue for "Pursing the Lich" and "United In Purpose" quests
- Localization fixes


## [Build 87d] - 2020-03-28
### Changed
- Improved text input in bug reporter

### Fixed
- Possible fix for a visual bug where skill points would go negative or be able to unlock multiple times
- Fixed a bug where battles would not resolve properly if the main hero died earlier in an event
- Fixed Full Moon and Full Moon werewolf's facing
- Fixed Thundercord missing description
- Fix for Battle Tempo interaction with Pivoting Slash and other movement skills
- Fixed Mastered Kill Streak giving 1 Quick Shot (should be 2)


## [Build 87c] - 2020-03-28
### Changed
- Vendor view will temporarily disable hero and inventory shortcuts

### Fixed
- Fixed a bug where resurrection in Sanctuary would only display dead party members instead of any dead hero
- Fixed dungeons not displaying their entrance flavor text correctly
- Fixed Intervention incorrect AOE highlighting
- Fixed Arcane Enhancement not working if no cards are in the target's hand
- Fixed a lockup issue when pets are killed by their own attacks in Thorns
- Fixed end turn button not refreshing instantly under certain conditions in the prologue battle
- Fixed missing dialogue for "Aid The Cleric" quest
- Fixed Blinding Dust missing description
- Fixed Prowl causing lockups
- Fixed Grounded talent missing description
- Localization fixes for Chinese, Russian, and Spanish
- Fixed VSync


## [Build 87b] - 2020-03-27
### Changed
- Adjusted number of enemies in Horde encounters at lower levels

### Fixed
- Localization fixes

Crafted With Love,
The Mixed Realms Team
Gordian Quest - Aldric


Hey Guys,[/b]

Gordian Quest is launching today at 12pm GMT and we are so excited to finally unveil the game to you.

Here at Mixed Realms, we are great fans of classic RPGs like Dungeons and Dragons, Ultima, Might and Magic and Wizardry. The idea of forming a party of heroes made up of warriors, rangers, clerics, wizards, mages and monks and bringing them on a grand quest has always been appealing and a big draw for us.

So one year ago we challenged ourselves to create a modern version of such games while still preserving the questing and turn-based combat elements that made old RPG games so charming.



The deckbuilding mechanic was an obvious answer. It is a popular and modern game mechanic which allowed us to weave hero progression and turn-based combat naturally into a game.





Next, as we wanted to accommodate a party of at least 3 heroes to bring to adventure, we created a grid-based battleground where heroes can move freely on one side to deploy passive and active skills from a deck strategically to deliver and defend against attacks, and enemies do the same on the other side. And as the game progresses and enemies grow in strength, players will be challenged to continually enhance their deck and develop effective combo strategies to keep the tide of battles in their favor.



For the element of adventure, we created a node-based system where maps, dungeons and events are always procedurally generated to offer a non-linear experience every time a player replays the game.



Finally, players who are looking for an unforgiving roguelike experience can ramp up the difficulty of their game, making the threat of permadeath loom over each battle.

In Gordian Quest, the narrative is about the relentless pursuit of power and resources by ancient humans which incurred the wrath of the Gods, who in turn rained curses upon the lands to punish them and their descendants.

Incidentally, this seems to mirror the events that are currently clouding our world - the pandemic, the worsening global climate and the looming economic crisis.

We believe that in the darkest and grimest of situations, we see the best and the worst in people. This is when the heroes and devils within us emerge. Fortunately in the case of Gordian Quest, heroes stepped forward and rendered themselves to save their world. The enemies are strong and the odds are stacked against them, but they know that it is a fight worth fighting so that later generations get to live free of these curses. And we hope that in these trying times, we will see more of such heroes in our world.


-------------------

Here's a Look at the Game Through Some of Our Favorite Youtubers and Streamers!





-------------------


Features and content during Early Access

  • One Act - The Early Access version features one Act, providing 5-6 hours of playtime per playthrough.
  • Six heroes - At the moment, players can choose from six different heroes each with their own unique class, skills, and playstyle to form a party of three and bring to adventure. At launch, there is a swordhand, a cleric, a ranger, a scoundrel, a druid and a spellbinder.
  • Hundreds of skills - The heroes have a combined total of close to 500 passive and active skills that can be deployed during turn-based battles, allowing players to discover and formulate their favorite combos.
  • Train and equip heroes - Heroes can be upgraded, trained and equipped with a large selection of weapons, armor and enchanted trinkets to enhance their abilities.
  • High replayability - Procedurally generated maps and dungeons and randomized hero skills make each playthrough different from the last.
  • Various difficulty levels - Take on hardcore mode for a teeth-gritting permadeath experience, or play more casually where death is only a setback.
  • Loot galore - Gather items and relics throughout your journey to boost your heroes’ abilities. In the future, you will also encounter mysterious items that can bless your heroes but also cripple them with a curse at the same time.
  • Carryover rewards and progression system - Get rewarded the more you play. Progressing in Acts with each hero lets them start off with a bit more resources, items, or even granting the ability to modify their starting decks.

You can check out our dynamic roadmap over here which we would update from time to time which details additional features and content planned for the full version -
https://steamcommunity.com/app/981430/discussions/0/1869497355997188988/

-------------------

Please Engage With Us!

We're a small indie game studio based in Singapore, known for the hit cyber ninja VR simulator called Sairento.

We love interacting with gamers and one of our mandates is to build games for gamers. Please help us perfect Gordian Quest by giving us your feedback and suggestions through our Discord Channel at https://discordapp.com/invite/tce6YMW.

Please share the game with your friends, streamers or Youtubers you love.
Thank you so much and stay safe, stay home and play more of Gordian Quest :)

Cheers,
Mixed Realms



Gordian Quest - dwmr
Hey Heroes,

This week, we lift the curtains on the skill grid system, which is one of the core progression systems for heroes, alongside itemization.



This diamond block may look unassuming, but it is the very first building block of your heroes. The first block you start with is always semi-randomised - meaning the placement of the inner 8 nodes are always fixed, but the outer 4 nodes will be in different positions in every run.



Every hero has three skill schools, which are essentially three separate pools of card that revolve around a particular play style. Each of these three paths has three tiers of skills (Common, Rare, and Epic).

When you unlock a skill node, you gain a chance to draw one skill from three randomly drawn choices, making every run unpredictable and giving you a unique build on every run. Mix and match between the skills of these three schools to uncover highly potent combinations and effective techniques.



Drawing a new card advances one of three stats - Strength, Dexterity, or Intelligence. This is denoted by the Red, Green, and Blue color of the card's title banner. This means that the more Strength (red) cards you draw, the more you boost the power of cards in that school, as well as granting a higher bonus to Strength rolls in event challenges.

Build your heroes to be strong, fast, or wise in how they handle both combat and out of combat encounters.



As with any deckbuilding game, the right cards can make your deck, and the wrong cards ruin them. If you aren't happy with the luck of the draw, you can always choose to redraw one of the existing cards in your deck. You will get a chance to pick one from three randomly drawn cards from the same school. This keeps every level up fresh as you can find a new card to make a build work, or improve the composition of your existing deck.



Heroes can earn skill points by levelling up, or through completing certain quests. Use these skill points to traverse the grid - nodes can only unlocked if they are adjacent to another unlocked node on the grid, thus you must plan ahead to be able to reach the nodes of interest.



There are more than just skill nodes on your grid. Through the course of the game, you will find ample opportunities to Master or Refine your deck through the skill grid. These highly valuable nodes can boost the power of any card in your deck, making it deal more damage or gain new effects on play; or take out a card from the deck, keeping your draw pile lean and deadly.



After spending 5 points in the skill grid, you will gain access to your next grid. This grid is procedurally generated, but within certain parameters. Within a range of levels, you will be guaranteed a number of Rare and Epic skills from each tree, as well as Mastery and Refine points. Their layout, however, is never the same, making levelling as a mini-game where you must chart your path through the skill grid.



You can choose how the new skill block connects to your existing grid. This is important, as you may recall that you can only traverse the grid by connecting adjacent nodes together. This means that depending on the layout of the new grid, you may choose to connect it straight away, or connect it another side to achieve the shortest path to the nodes you desire.

Over the course of the game, you may also encounter unique grids with special nodes that cannot be attained through the normal course of levelling up...



Your heroes' growth is in your hands. Every run will be something fresh and exciting, every level up an impactful event and an exercise in strategic planning. This is the promise of the skill system in Gordian Quest. No two skill grids will ever look the same, even for the same hero in different runs.

---

We hope that was an exciting look into one of the systems of our game, We look forward to showcasing more cool stuff in the coming weeks!

Join us down in our Discord server for a discussion, or if that isn't your thing, feel free to start a discussion over here.



If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!

If any of the above gets you excited, you'll be absolutely in for a treat with Gordian Quest. We can't wait to show you more, stay tuned!

Drop us a comment, wishlist our game and tell your friends about it :)

Sincerely,
The Gordian Quest Team
Gordian Quest - dwmr


Hey Heroes,

In the past weeks we've showcased the 6 starter heroes - they'll accompany you through the entirety of Act I. This pool of heroes will be expanded as we continually work on the game, and we wanted to share some of our additional hero ideas with you.

While these aren't set in stone, we do foresee them fitting into the lore and the settings of Acts II to IV. Like the heroes we've showcased, each one has access to three unique build paths, and between their skills and the items you find, you'll be able to mix and match between them to create unique expressions of the same hero, whether it's the 1st run or the 99th run.

The Shinobi
Fans of Sairento VR, fear not! As a throwback to our very first VR game involving ninjas and slow-mo bullet time action, as well as a nod to the leading lady Chieko, the Shinobis' core feature is her blinding speed and highly mobile playstyle. Her kit revolves around being able to reposition herself on the battlefield with ease to avoid enemy attacks and execute devasting moves.

The Monk
The Monk's core feature is a combo buildup system, much akin to fighting games. Performing a combination of moves can open up special combo finishers that apply a secondary effect. The Monk fights fluidly, cycling between the way of the open palm and the closed fist, and when the situation calls for it, his trances and mantras can unite a team together.

The Bard
The Bard's core feature is a chord system. By stringing together a series of harmonizing notes, he can work his magic, positively influencing friends. By doing a reverse, The Bard can sow chaos and confusion within the enemy ranks. The Bard is a hero that rewards clever and creative ways of combining these songs.

The Marauder
The Marauder's core feature is his natural fury, making him a vicious fighter. Wounds make him stronger and more violent, as he converts his pain into unbridled fury. The Maurader's kit revolves around being able to use more powerful abilities when he takes damage, and bulldozing any obstacles with sheer willpower. Playing a Marauder is to toe the line between death and power.

The Geomancer
The Geomancer's core feature is his mystical ability to read and manipulate the intangible element of luck and destiny. By studying the environment and his foes, he can determine optimum areas to stand on to become more lucky and to follow up with a chain of attacks, pushing towards the outcome of a successful battle. Luck is a double-edged sword however, and with great luck also comes bad luck, if you aren't positioned correctly.

..and more!
We've got plenty more ideas in store - these are just a few we have in mind. We love and encourage community interaction, so we're keen to hear your ideas too!

Join us down in our Discord server for a discussion, or if that isn't your thing, feel free to start a discussion over here.



If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!

If any of the above gets you excited, you'll be absolutely in for a treat with Gordian Quest. We can't wait to show you more, stay tuned!

Drop us a comment, wishlist our game and tell your friends about it :)

Sincerely,
The Gordian Quest Team
Gordian Quest - choccosama
Hey Heroes,

You've already met five out of our six heroes for Early Access release (more to come in the future), each with a unique set of abilities to bring to every adventure. Our next hero is no different. A true master of beasts and the mighty elements, she proves that Mother Nature is not to be trifled with.



Ida the Druid
Ida is a wild child who seeks to defend her forest home from the evils that encroach upon the land, with both her valiant animal companions and her mastery over the forces of nature.

Starting Talents
Ida's familiarity with the wilderness makes her a formidable ally in challenges and battles involving nature. Moreover, her ability to use various types of weapons allows for flexibility in gameplay.

  • Nature Lore - Receives +2 bonus in events while in the wilderness
  • Observant - Receives +2 bonus during Perception Tests
  • Proficiency : Small Blades - Can use daggers and swords
  • Proficiency : Bows - Can use bows and quivers
  • Proficiency : Spears - Can equip spears
  • Proficiency : Light Armor - Can use light armor
  • Proficiency : Medium Armor - Can equip medium armor

Skill Schools
Every school has around 20-30 unique skills. Shown below is a small sample of the kind of skills Ida can obtain over the course of her adventures...

  • Primal - Primal skills focus on raw fighting power and transformation abilities.


  • Elemental - Elemental skills focus on mastery over the elements of nature.


  • Animal Kinship - Animal Kinship skills focus on summoning and synergy with the familial animals of the wild.
Skill Previews
Here are a couple of preview shots of select skills in action!

Primal Aspect
[/b]

Tornado


Summon Spirit Bear


Build Potentials
Ida is able to focus her builds along three distinct paths, each with a unique playstyle to suit the situation.
  • Primal - A brawler who takes it to her enemies, with the ability to shapeshift into a powerful bear form.
  • Elemental - A caster who pummels her foes with the fury of nature itself.
  • Animal Kinship - A beastmaster who has an army of wild companions at her bidding.
  • Primal + Elemental - A brawler who wields the powers of nature to enhance her combat effectiveness..
  • Primal + Animal Kinship - A beastmaster who fights alongside her wild companions.
  • Elemental + Animal Kinship - A caster who strikes from afar, with her pet companions to guard her.
This is just a taste of what we have to show for our Early Access. We'll be working on this and even more amazing content as we go on!



If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!

If any of the above gets you excited, you'll be absolutely in for a treat with Gordian Quest. We can't wait to show you more, stay tuned!

Drop us a comment, wishlist our game and tell your friends about it :)

Sincerely,
The Gordian Quest Team
Gordian Quest - dwmr
Hey Heroes,

This week, we focus on a hero who boasts a strong command over various schools of magic. Whether it is molding magical energies into evoking elemental spells or telekinetic abilities, he is a force to be reckoned with on the battlefield.



Pierre the Spellbinder
An academic and a keeper of the books, Pierre studies the ancient magicks that the ancestors wielded in their ascent to power. With the recent resurgence of evils in the land, he has taken it upon himself to study these phenomena first hand.

Starting Talents
His knowledge of magic translates into the ability to wield items of such nature. It will also aid the party in scenarios such as deciphering ancient runes, or identifying a mystical effect.

  • Arcane Lore - Has a +2 bonus in events involving magic.
  • Proficiency : Small Blades - Can use daggers and swords.
  • Proficiency : Wand - Can use wands and arcane focuses.
  • Proficiency : Staffs - Can use staffs.
  • Proficiency : Light Armor - Can use light armor.

Skill Schools
Every school has around 20-30 unique skills. Shown below is a small sample of the kind of skills Pierre can obtain over the course of his adventures...

  • Evocation - Evocation skills focus on the elements of fire and ice to lay waste to the battlefield.



  • Force - Force skills focus on defense, utility and control of the battlefield.



  • Conjuration - Conjuration skills focus on creating ethereal objects to protect and to harm.

Skill Previews
Here are a couple of preview shots of select skills in action!

Invoker of Blades


Force Wave


Blizzard


Build Potentials
Pierre operates at his maximum potential when he is able to generate channel charges. By maintaining this status, it enables access to high cost, high impact spells. His schools also synergize strongly with each other, making him a wrecking ball on the battlefield - if he is able to mitigate damage to make up for his low health.
  • Evocation - A wizard who commands fire and ice. Requires buildup, but has high damage potential.
  • Force - A wizard who controls the flow of the battle, with the ability to foresee attacks.
  • Conjuration - A wizard with great offensive flexibility, able to focus on both a melee and ranged fighting style.
  • Evocation + Force - A wizard who can focus on a main element, with the ability to position enemies for best effect.
  • Evocation + Conjuration - A wizard who focuses on pure damage, able to burst down enemies.
  • Force + Conjuration - An agile wizard who can lock down opponents, and then pummel them with spells in rapid succession.
This is just a taste of what we have to show for our Early Access. We'll be working on this and even more amazing content as we go on!



If you've missed out on our previous posts, here is all the teasers we've shown - this list will be growing as we go along!

If any of the above gets you excited, you'll be absolutely in for a treat with Gordian Quest. We can't wait to show you more, stay tuned!

Drop us a comment, wishlist our game and tell your friends about it :)

Sincerely,
The Gordian Quest Team
...