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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
RELIGIOUS Social Organization Info Please
Steven mentioned months ago on Twitch that there would be a RELIGIOUS Social Organization within each city and that as a Cleric you would advance up the Hierarchy until your the Head of the religion I'm hoping. Maybe even get access to some QUEST SPELLS. But I just really want to know more about it since nothing has been said about it since then
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Not sure if they have really laid out this type of progression yet, but I am curious too.
It sounds like there will be 2 distinct but perhaps interrelated mechanics. First is the 6 (or so) religions to the 10 gods. These religions can be prosetylized and grow regardless of node type.
Second is divine nodes. Through devotion, you climb a player ladder. That devotion could be tied into spreading religion, other acts of service, or just a quest grind. I don't believe it's totally clear atm.
Hope that helps.
- tug
Get off the keyboard Mr. Furryfeet! Sorry, that was my cat.
Will there be religious artifacts that grant extra power when attacking cities that we need to acquire/steal/fight over/destroy?
Thanks,
How will there be only 6 religions if there are 10 gods? Are 4 of them super-introvert gods that don't want followers?
I don't think each city has a religious social organization.
That depends on what other social organization(s) the citizens of a node have voted to add. Some opportunities and services get shut out depending on player choices.