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You can burn a tear to get one "devotion" point. Having the first devotion point is what gives you access to the various trackers.
You can get up to 12 devotion points per god for performing tasks / deeds.
You can spend devotion points to gain gifts. Each god has 7 gifts costing somewhere around 16-18 devotion points.
Each gift (regardless of devotion point cost) gives 5 attribute points, for a total of 35. I think the highest gear requirement is 30? And only Finesse and Perception are described as offering passive bonuses in addition to the equipment unlocks.
I'm not sure how rare the tears are, seems like you need a lot of them to max everything out and if this is like Ultima IV you probably need to get high ratings with all gods and maintain balance to follow the Archon path?
Endurance has a pretty important passive bonus as well. Endurance indirectly increases your movement allowance by increasing your capacity to have heavier gear equipped. I don't know what the official names of what I call "movement allowance" and "gear capacity" are, but the icons look like a pair of running legs and a kettle-ball, respectively. Both are in the upper left of the inventory screen, if I remember correctly. Having better movement lets you do hit-and-run attacks more easily, which so far as I know is the only way to defeat some enemies, especially early game.
That's what the aforementioned "running legs" are. Then weapons also have a melee speed, and ranged weapons have a pre-fire speed and a post-fire cooldown.
While the game plays in turns, it only stops processing turns when yours is up. And it's not just a "everyone gets one turn" system. You can get multiple turns before an enemy does, and vice versa, depending on the speed of your actions.
This is why sneaking is half speed, webs allow the thing not in the web to take multiple turns before it acts, etc.
Sadly, using faster weapons doesn't seem as highly beneficial for the player as it does the enemy. And using abilities gained from devotion don't care about the speed of your weapon. I.E. star shot doesn't care about whether you use a short bow or a great arbelest for speed, only for damage.
If you've ever played Final Fantasy Tactics, it's like, the opposite of CT. Instead of charging up to 100 based on your speed stat... doing an action gives you a cooldown you need to drain before you can act again. Higher endurance and lighter equipment allow you be faster overall, and having weapons that attack faster can allow you to more frequently get multiple turns before an enemy does.
Edit: As for other stats uhhhhh....
Strength increases your shove force. You can instantly kill lighter weight enemies no matter if they have a ton of HP (scarabs will instantly die from shove if you have like 25 str), and even some of the midweight ones can be pushed into hazards.
I think intelligence makes it cost less scrap to repair constructs? But I don't remember if you need to devote for that or not.
Progression/Level up:
1) Press G to go to the god page. Hover over the god icon to see what they are all about (stat related to the skill tree, what benefits/restrictions you get for worshipping the god.)
2) Hover over the "paper scroll icon" next to the fancy symbols. That shows missions and devotion (skill points) for the respective god (you get 2 per mission).
3) You completed a mission and now you have skill points to spend for that specific skill tree.
4a) Each learned skill gives +5 to the respective stat. (Wolf gives +5 strength per skill; Blind Angel gives +5 endurance; Dust gives +5 intelligence; Vampire gives +5 perception; Clown gives +5 whateverthatstatis). This is +5 PER SKILL LEARNED; it doesn't matter if the skill costs 1 skill point or 5, you will get +5 stats all the same, so learn skills for their usefulness.
4b) You can find puzzles/minibosses in the overworld to get skill points that can be allocated to any god.
4c) You can find skill points in multi-floor dungeons.
5) You aren't worshipping any god. You don't need to, so you can hold off. If you want to worship a god, then click on their icon. You will then get whatever benefits/restrictions the god will impose on you, and MORE IMPORTANTLY... Skills related to the worshipped god will cost 50% less.
6) If you make a god mad (switching gods) then they will lock you out of skills. If that happens you can just burn an icon of the respective god to make them happy again. Find icons in occult shops.
7) You can learn/use skill irrespective of what god you are currently worshipping.
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I started off with a the first blood spell (the one that collects blood) and a couple Wolf skills (especially the jump) went neutral for a long time. (Blood Phials are good source of income and potions) I wanted a summon, but as a neutral summons are expensive so I chose the blind angel summon because I could actually use it, but it's almost a glass cannon and disappears if you attack.
I did the "make all other gods mad" quest for the clown by doing the devotion swapping and decided I needed a summon with slightly more oomf, so I started worshipping the vampire god since she offers very little drawbacks and the summon is basically AoE.
If I were to recommend a god to worship early, then I have to say go Vampire. Phials of Blood are decent early money, allow access to potion brewing and are plentiful long-term food source (as long as you worship) that you won't use often because you feed off of making enemies bleed.
I will say that having a summon (that isn't Blind Angel's) that cost 60 points is really useful for spamming. I tend to get 2-8 summons out on the field depending on how aggressive I'm fighting (and how large the enemy HP pool is).
You don't need to worship to repair broken constructs and the intelligence bonus still applies. I think you need to worship to be able to restore devices (I haven't bothered to try it).
The same thing with perception and potion brewing. I think perception also makes it easier to collect Phials of Blood. Now that I have near-full perception, I'm collecting phials every skill cast when before it was something like 30-50%.
I know you didn't need to devote for potion brewing, but interesting about the perception thing. Though I guess it makes sense since stats sometimes makes other relevant abilities stronger (like the strength for push that i mentioned earlier). I think devoting makes it 1 phial instead of 2 though.
I know you can start campfires without devoting, but I can't remember if that one made it cost less or not. I recall that scaling on strength too.
It's been a little bit since I've played. I beat the game a bit ago, and when I checked out beta recently, I didn't get far enough to see the gods screen again lmao