Mini-devlog Update #21

Hey, folks! Before I sit down to enjoy the end of a productive week with some coffee and a little afternoon snack, I want to bring you the next Cities of Gold and Glory update! Let's pick up from where we left off. Last time with the Mini-Devlog Update #19 we talked about economy and weaponry. Now it's time for...
https://store.steampowered.com/news/app/1299620/view/2855835579608900787
[h2]Part 3: Skills & Spells[/h2]
Sometimes ability rolls are just not enough to avoid conflict, or a character is just better prepared and built up for raw display of power. Then we enter the tactical hex-grid combat.
With the addition of more and more game areas, new options unlock and new possibilities for me to add and expand upon the current system in place. Let's show some of the new active skills in action!

I always wanted to make a Whirlwind Warrior and I am super happy I finally had the chance. It's a cheap spell to use in terms of Action Points to allow better positioning. Now combine this with the Brawler passive and a fine weaponry's exquisite damage boost and you have some devastating area of effect burst of damage.

The Priest is joined by the dead. Both of the gods Tyrnai and Nagil have the power to resurrect the dead and characters with high Sanctity can make the best out of this by summoning a skeleton warrior to aid them in battle. This will give the chance for Priests to kite more effectively if they are in a dangerous spot.

The Troubadours' ability in the art of music and knowledge of fine musical instruments can go both directions, with either chants that boost the morale of both them and their allies or with shrieking thunderous sounds that can hurt their enemies and daze them.

Finally, Mages can continue to bombard their enemies from afar even more. With another elemental damage added to their arsenal, they can hurl a molten hot fireball from the skies to burn their enemies. The spell, however, has a positional penalty and can only be cast from a minimum range of 4 to a maximum range of 5 cells. Still, lightning strike and meteor strike you foes like a boss.
In Conclusion
I will keep Rogues' and Wayfarers' newest additions in the repertoire a secret for now. Keep in mind that all those active spells and skills are accessible for learning by any profession if your character can meet the requirements. That way I leave to you to figure out powerful combinations based on how you choose to build your character.
These are the next tier of active spells and skills that one can acquire from the merchant cities in Golnir (for a beefy price of course).
The Discord discussions in the last days had some additional info revealed. I do plan to make enemies a bit tougher, especially in groups by introducing Flanking and status affects that some of the more unique ones can apply to you.
So, prepare to up your wits, get poisoned, burned, and chilled to the bones, but survive and prevail!
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