Siralim 3: Perk Design, and Death Mage Perks Revealed

In Siralim 3, perks – the bonuses that you can allocate to your character in exchange for Deity Points – will be designed in such a way to make every class feel more distinct than ever before.

First of all, there won’t be as many perks available for you to choose from in Siralim 3. Siralim 2 had too many “filler” perks that weren’t very exciting, and some were practically useless. Aside from that, since some concepts like rituals do not exist in Siralim 3, it is unnecessary to offer so many different perks. I’ll probably add additional perks over time, but I want to make sure each one feels useful rather than mindlessly adding new ones to inflate the list.

Secondly, perks no longer increase in costs as you continue to allocate points toward them. Getting a perk from rank 1 to 2 costs the same number of points as it takes to get from rank 49 to 50. A minor change.

As I said before, my ultimate goal is to make each class feel as distinct as possible. To start, I decided what core concepts each class should focus on when it comes to battles and party composition. Here’s what I came up with:

  • Death: focus on summoning temporary creatures, debuffs, and stat-decreasing effects.
  • Nature: focus on dodging and adaptability – a “jack of all trades” class.
  • Sorcery: focus on casting spells better than any other class in the game.
  • Life: focus on healing and survivability.
  • Chaos: focus on dealing critical damage, attacking, and taking control of battles.

Aside from that, I decided to take a lot of perks from Siralim 2 that every class had access to and allocated them to only one class in Siralim 3. For example, as you’ll see today, Death Mages are the only class that receives a boost to the amount of Granite they gain from winning battles. Such a subtle change will drastically affect the way you play the entire game since you will have an abundance of one type of resource and a scarcity of all the others. One class might always have access to the best artifacts and enchantments, while another class will be able to breed their creatures more efficiently. Keep in mind that the new Goblet of Giving allows you to convert your resources into different ones (for a price), so you won’t be completely out of luck when it comes to finding a different resource.

With that explanation out of the way, let’s take a look at the Death Mage class!


Below is a list of perks that Death Mages can choose from. In italics, I’ve added my own commentary as needed. Numbers surrounded in {brackets} increase as you invest additional points into its respective perk.

1) Granite – Increases Granite gained from battles by {5%}.
2) Defense – Increases your creatures’ Defense by {1%}.
3) Saia – Gives you exclusive access to Saia, the Grave Leper.

Saia cannot be given a nickname. It always has a unique artifact equipped called Death’s Edge which is more powerful than normal artifacts. It cannot be bred and therefore has no level cap. It cannot become a Nether Creature. As Saia kills enemies, it feeds on their bodies and gains additional base stats – permanently! If you change your class or reset your Deity Points, Saia will disappear, so don’t try to cheat the system.

4) Stat Decrease – Increases the potency of your creatures’ spells that reduce enemies’ stats by {2%}.
5) Living Nightmare – Your temporary summoned creatures have {2%} more Health, Mana, Attack, Intelligence, Speed, and Defense.
6) Necromancy – Your creatures have a {1%} chance to resurrect as a random Death creature with {4%} Health when they die.
7) Unholy Night – When your creatures are resurrected, they gain {1.5%} Attack, Intelligence, Defense, and Speed.
8) Horror Show – At the start of battle, your creatures cast their Summon spells. These spells are cast repeatedly until you have 6 creatures fighting for you, and they cost 0 Mana.
9) Damnation’s Edge – Saia’s artifact is upgraded to Damnation’s Edge.

This is a better version of Death’s Edge. It has more stat slots and even more powerful effects. In addition, the rate at which Saia gains base stats from killing enemies increases thanks to Damnation’s Edge.
10) Blood Spatter – When one of your temporary summoned creatures die, enemies take damage equal to 20% of its Maximum Health.
11) Nighttaker – Saia gains a new trait called Nighttaker: Your creatures’ attacks afflict their targets with a random debuff.
12) Daybreaker – Saia gains a new trait called Daybreaker: This creature has access to your temporary summoned creatures’ traits and Spell Gems.


What do you think about the Death Mage class? What class are you excited to see revealed next week?

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Siralim 3: Avatars of the Gods

Avatars were added to Siralim 2 as a free content update almost a year after the game was released. For that reason, they were more of a “tacked-on” feature than I would have preferred since they weren’t integrated into the game as well as they could have been. I hope to rectify this issue in Siralim 3.

Avatars are still obtained by defeating gods at the Gate of the Gods. However, when you collect enough Glimmer, you will now receive a Core for the Avatar rather than a Tome. This means that you will no longer convert a creature into an Avatar; instead, you’ll summon them at the summoning brazier just like any other creature. These Cores have a few restrictions compared to normal ones, though; for example, you can’t create a Charm with them. You still can’t breed Avatars, and you can still only have one in your party at a time.

Each god now comes pre-equipped with a unique artifact that cannot be unequipped or modified in any way. Each artifact has a custom name to add a bit of roleplay flavor to the game. These artifacts start with only one property, but they will gain more properties over time as I’ll explain later.

Along with Glimmer, defeating gods at the Gate of the Gods gives you a chance to obtain an exclusive item that you can use to upgrade your Avatar. Each god can drop a different item, so there are 15 different items you can collect. You’ll need to defeat each god several times in order to fully upgrade your Avatar. One item decreases the Mana cost of your Avatar’s ultimate spell. Another upgrades its trait. Some items unlock new properties for your Avatar’s artifact, while others allow you to re-forge those properties. There’s even an item to change an Avatar’s color scheme to a different one.

In addition, several Avatar traits and spells have been changed or re-balanced to make each one more appealing to use compared to how they were in Siralim 2. I’ll keep an eye on feedback from players and make adjustments to Avatars as needed to ensure each one is useful.

 

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Siralim 3: Nether Creatures

For the most part, I’m happy with the way Nether Creatures turned out in Siralim 2. In Siralim 3, the idea behind Nether Creatures is largely the same, although the method by which you acquire the items to enhance your Nether Creatures is different.

You’ll be able to acquire your first Potion of Transforming, the item used to convert a creature into a Nether Creature, simply by completing one of the game’s story quests. This will give players the opportunity to create their first Nether Creature early on without needing to grind favor with various gods. If you want more Nether Creatures after the first, however, you’ll still need to attain a certain level of favor with a certain god in order to purchase potions from that god’s shop.

Several other gods now also sell items related to Nether Creatures, such as scrolls that change your Nether Creature’s aura. Some other items, however, can only be found as random loot drops. The goal is to give players a reliable way to create a basic Nether Creature with the help of some of the gods’ shops, while the most powerful items that will take your Nether Creatures to the next level will be found as item drops.

Remember a few posts ago, I mentioned that the Altar of Blood now allows you to use any of three different types of knives to sacrifice a creature? Previously, I only mentioned the Slaughter Knife which can be used to sacrifice a creature and obtain its legendary crafting material. Today, it’s time to reveal the two remaining knives: the Blood Knife and the Gore Knife.

Blood Knives can be used to sacrifice a creature to obtain its trait’s respective Catalyst. Catalysts are used to grant a Nether Creature a new trait. Just like in Siralim 2, a Nether Creature can only learn traits from 3 Catalysts. Of course, you can always delete one of these traits in favor of a new one using the Gift of Forgetting, a consumable item that can be purchased from one of the gods.

Gore Knives can be used to sacrifice a creature to obtain a new item called a Nether Chrysalis. Since you can’t breed your Nether Creatures to increase their Heredity and boost their level caps, you’ll need to give them Nether Chrysalises in order to increase their Heredity instead. Each Nether Chrysalis increases a Nether Creature’s Heredity by 1 (which increases its level cap by 10). You’ll obtain more Nether Chrysalises from creatures you sacrifice that have a higher Heredity, so it’s beneficial to sacrifice creatures that you’ve already bred a few times – especially since you don’t want your rare Gore Knives to go to waste.

If you haven’t figured it out already, all these changes mean that you’ll no longer craft items at the Nether Goblet. In fact, the Nether Goblet is now called the Goblet of Giving which can be used to create one resource into another… at a steep cost.

Lastly, creatures now retain their innate trait when you transform them into a Nether Creature.


Oh, and Nether Creatures can no longer turn into Avatars. We’ll talk about those next week!

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Siralim 3: Spell Gems

Overall, I’m pretty happy with how the Spell Gems system worked in Siralim 2. It accomplished exactly what I envisioned: a deep, itemized spellcasting system that had modifications to affect the way the spell works. With a few subtle (and not-so-subtle) changes, I think this system can be even better in Siralim 3.

Spell Gem Properties

In Siralim 3, there are no more properties that allow your creatures to automatically cast their spells. These properties made spells far too powerful, and since spells that are cast automatically did not cost mana, it allowed players to ignore the concept of the mana stat entirely.

In their place, I’ve added some new Spell Gem properties that I think you’ll find very useful:

% Chance to Provoke – After casting the spell, the caster has a chance to provoke.

% Chance to Attack – After casting the spell, the caster has a chance to attack a random target.

% Chance to Defend – After casting the spell, the caster has a chance to defend.

Class Swap – Changes the Spell Gem’s class. This means that any creature can potentially equip any spell in the game. In addition, bonus damage based on class strengths/weaknesses is now based on the spell itself rather than the caster, so this property allows you to strategize a lot more in that regard.

% of Potency is Based On Current Health – Instead of a spell’s potency being based on Intelligence, some of its potency will be based on the caster’s Current Health. There are already similar properties for Attack, Defense, and Speed, but since Health is typically double these stats, I’ve made this property half as powerful as those similar to it.

Generous – Your other creatures can cast this Spell Gem as well, but it costs more Mana.

Supercharged – Increases the potency of the spell by 200%, but when the gem is destroyed when it’s used. This property is extremely rare, but will be useful if you’re struggling against a particularly difficult boss. These will also be hilarious to see in Otherworldly Sigil realms.

In addition, the old “Casts 1 Additional Time” property now only has a chance to activate, rather than being guaranteed.

Balance Adjustments

Obviously, many spells from Siralim 2 will receive balance adjustments. Aside from that, though, some of the fundamentals surrounding spells were flawed. Spells that increased or reduced stats were far too powerful, so those have been toned down significantly. In addition, area-of-effect spells (which affect 6 creatures at once) have had their potency cut down to about 25% of their original values. Conversely, single-target spells are now 50% more powerful than before. The goal of these changes is to make single-target spells more appealing while slowing down battles a bit since area-of-effect spells are now less likely to wipe out enemies with one cast. I’ll probably have to adjust these values a bit during Early Access, but from my personal testing, spells feel much better now.

In addition, damage dealt by creatures has been decreased across the board – not just for spells, but for attacks and other effects as well. It will now be much more difficult for creatures to one-shot each other, which will hopefully compel players to be more thoughtful about which actions they choose.

I can already hear the vocal amongst you crying, “Ugh, but Zack, I HATE when battles last longer than 2 seconds!”. That’s why turbo mode is now the default behavior in battles, and the actual turbo mode option is now much faster than before. I’ve also made other subtle changes to reduce the number of floating battle messages that appear. I have a few other tricks up my sleeve to make battles faster, more fun, and more efficient, but that’s a topic for a separate blog post.

Crafting

The process of enchanting Spell Gems will pretty much remain the same as it was in Siralim 2. However, you’ll unlock the ability to enchant your gems much earlier on in Siralim 3. In addition, you can now acquire Spell Gem crafting materials from all sources, so you don’t need to rely on Daily Realms and tasks from Elize to gather them.

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Siralim 3: Artifacts and Artifact Realms

Artifacts and Artifact Realms work a little differently in Siralim 3 than they did in Siralim 2. One of the most common complaints I saw about Siralim 2 was that Artifact Realms were very boring. Not only that, but the “Quality” system (which served as a multiplier for artifact stats) wasn’t very useful since artifact stats became obsolete later on as your creatures’ stats scaled with Gene Strength, while artifacts did not. I have addressed these issues and many others in Siralim 3.

Artifacts

First, artifacts no longer have levels. It was an interesting idea, but ultimately it didn’t really serve the game in the right way and was yet another thing for players to unnecessarily worry about. Instead, artifacts now all have the following stat slots:

  • 1-2 Primary Stats (just like in Siralim 2. Also, artifacts with 2 primary stats are now much stronger than they were in Siralim 2)
  • 5 Secondary Stats (which you can enchant yourself using “common” or “rare” crafting materials)
  • 1 Trait Slot (which you will enchant using a “legendary” crafting material)
  • 1 Spell Slot (I’ll explain more about this in the “Artifact Realms” section)

As you can see, the number of secondary stat slots has been reduced to 5, down from 10 in Siralim 2. However, there’s now a dedicated “Trait Slot” that is used specifically for legendary crafting materials. After all, no one in their right mind would create an artifact without a trait anyway. The reason why the number of stat slots was decreased is so that players actually have to think about what they enchant their artifacts with – when there are too many slots available, your choices aren’t as impactful.

In addition, artifact properties now use percentage-based values rather than straight values. For example, an “Attack” enchantment now might increase your creature’s Attack by 20% instead of some arbitrary value like 300.

Legendary Crafting Materials

The Altar of Blood now allows you to sacrifice your creatures using 1 of 3 different types of extremely rare Knives you’ll find during your travels. Depending on the type of Knife you use, you’ll receive a certain item. Today, I’m only ready to reveal one such Knife, since it’s the only one that is relevant to this post: the Slaughter Knife.

Simply put, Slaughter Knives allow you to sacrifice a creature to receive its trait’s corresponding legendary crafting material. After you use a Knife, it will be gone forever, so choose the creature wisely.

This system was implemented to replace (and improve on) the old Sigil system in Siralim 2, which was previously the best way to target a specific legendary crafting material.

Crafting Artifacts vs Finding Artifacts

One of the things I dislike the most about the Artifacts system in Siralim and Siralim 2 is that the artifacts you find in the wild are hardly ever useful. Unless you get extremely lucky, you’re almost always better off using an artifact you crafted yourself. I hope to fix that in Siralim 3.

Artifacts you find in the wild will now have higher stats than the ones you craft. The tradeoff is that you can’t modify the artifacts you find in any way, aside from enchanting them with a trait. This means that, if you want some control over what stats your creatures have on their artifacts, you’ll have to settle for lower stats. Conversely, you might eventually find a really powerful artifact that is better than anything you could make on your own. Hopefully, this will make the loot hunt much more enticing and you won’t look at every artifact you find as salvaging fodder. Another nice side effect of this change is that Itherian Artifacts will be much more powerful.

Another small but important change is that reforging your artifacts now costs materials as well as resources. If you want to reforge your “Attack” enchantment, it will cost some resources and some common crafting materials. This change was made to compensate for artifacts offering percentage-based bonuses since you won’t have to constantly reforge your artifacts anymore to maintain their stats as your creatures level up.

Lastly, the Blacksmith now offers an additional option: “Craft”. Crafting an artifact works exactly like Forging, except it’s more expensive, and the artifacts it produces come pre-enchanted with randomized properties. Unlike artifacts found in the wild, you can modify these artifacts any way you want. But remember, they’ll have lower stats than those you could find in the wild.

Artifact Realms

Artifact Realms are no longer as easy as they were in Siralim 2. Now, enemies scale to your creatures’ levels (this is one of the few areas in the game that have scaling enemies). The number of floors you’ll have to clear is still 20, and each floor will be more difficult than the last. These floors are still meant to be cleared quickly, though, so all the fluff will still be absent from them such as Realm Quests and certain events and objects.

After you defeat the boss (yes, they have bosses now) at the 20th floor of the Artifact Realm, you’ll awaken your artifact, enchanting its “Spell Slot” that I mentioned at the top of this post. The enchantment will offer the equipped creature a chance to automatically cast a spell when it attacks. The exact chance varies based on how powerful the spell is, and these spells do not cost any Mana when they’re cast. As you might have guessed, this system serves as a smaller, less-overpowered replacement for Siralim 2’s automatic casting properties found on Spell Gems.

If you don’t like the spell that your artifact was enchanted with, you can try again with a new Artifact Realm.

And yes, you can awaken any artifact in the game – even those you find in the wild.

In addition, several exclusive rewards can now be found in Artifact Realms, such as Itherian Artifacts, legendary crafting materials, creatures, and more.

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Siralim 3: Knowledge

Siralim 3 features a new method of progression called “Knowledge”.

To put it simply: you can expand your knowledge about a particular type of creature by killing more and more of them. As your knowledge about a certain creature increases, you and your creatures will be better-suited to fight them in battle.

The amount of knowledge you have about a certain creature is depicted by a “rank”, ranging from Rank F all the way to Rank A, with the ultimate rank being Rank S.

Let’s assume we want to acquire knowledge about Iron Golems. If I kill one Iron Golem, my knowledge of Iron Golems will be at Rank F. Then, if I kill 10 Iron Golems, my knowledge will be promoted to Rank E. At 50, 100, 250, 500, and 1000 kills, I’ll reach Ranks D, C, B, A, and S, respectively. The exception to this rule is with Itherian Creatures: you only need to kill one of them to immediately obtain Rank S knowledge about them since they’re so incredibly rare anyway.

Each rank unlocks a new bonus for that particular creature. Let’s continue with the Iron Golem example:

At Rank F, I’ll be able to read the lore about Iron Golems; a few flavorful sentences for you to read in order to get a better understanding of the Iron Golem’s origins.

At Rank E, I’ll be able to see a health bar and mana bar for Iron Golems when I fight against them. This won’t display actual numbers, but you’ll be able to see how close they are to death, whether or not they’re out of mana, and things like that.

At Rank D, my creatures will cause 30% more damage to Iron Golems.

At Rank C, my creatures will take 30% less damage from Iron Golems.

At Rank B, my creatures will gain 50% more experience points from Iron Golems.

At Rank A, I’ll gain 50% more resources from killing Iron Golems in battle.

At Rank S, I’ll have a small chance to find Iron Golem cores, as well as some of the artifacts and spell gems the Iron Golem had equipped in battle when I kill them.

Furthermore, certain ranks allow you to extract cores from that creature as long as you’ve already obtained that creature through other means. For example, the only way to obtain a Diabolic Rebel is by breeding one. But after I breed one, and if I obtain Rank A knowledge about Diabolic Rebels, I’ll also be able to extract cores from them when I encounter them in battle.

Lastly, each knowledge rank you gain for a creature increases your chance to find its respective Card (an item that benefits your creatures just by having it in your inventory) after battle.

That’s a lot of information to keep track of, so the in-game Creature Bestiary has been expanded to include all the benefits you’ve unlocked through the knowledge system. This is also where you’ll read about each creature’s lore.

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Happy New Year! 2017 Retrospective

I can’t believe this is the 4th year that I’m privileged to write one of these. What a busy year it’s been! Let’s take a look at what we accomplished together:

  • We announced our most ambitious game to date: The Negative! Look forward to this game in late 2018 or early 2019.
  • We announced Siralim 3. You’ll be able to play it soon enough, and it’s going to blow you away.
  • We released a new game as a side project: Learn Kana The Fun Way!
  • We released Siralim 2 on PlayStation 4 and PlayStation Vita.
  • We launched a free content update for Siralim called “Invasion”.
  • We launched a free content update for Siralim 2 called “Renaissance”.
  • We overhauled our website and started a blog to share more details about our games, as well as general game development.
  • We launched a merchandise shop.
  • We expanded our team to bring you even more games at a much faster pace than ever before.

These accomplishments are nothing compared to what is to come in 2018:

  • Siralim 3 will be released on all platforms.
  • The Negative will (hopefully) enter Early Access testing.
  • Another RPG is in the pipeline that should be out in mid- to late-2018.
  • We will support additional platforms with our games. Specifically, we hope to support Xbox One. It’s too soon to talk about Nintendo Switch, but we are trying very hard to make it happen. And by “trying”, I mean that I’m sitting around and hoping GameMaker supports it soon.
  • Siralim and Siralim 2 will be released on physical media for PlayStation 4 and PlayStation Vita.

I have a lot of people to thank this year. My thanks extend far beyond what words can convey, but I’ll do my best:

I want to thank Maarten Boot for his dedicated work on The Negative’s graphics. His passion fuels what promises to be one of the most satisfying games we’ve ever made.

I want to thank Tim Bongiovanni for creating some of the most evocative video game music I’ve ever heard. I can’t wait to share some of the work he’s done. This also marks the 4th year I’ve been working with Tim.

I want to thank JC Malapit for doing such an amazing job on graphics for The Negative (battle effects), Siralim 3, and Learn Kana The Fun Way. This is now the 4th year I’ve been working with JC.

I want to thank Joshua Queen for creating such nostalgic, high-energy music and sound effects for Siralim 3 and Learn Kana The Fun Way.

I want to thank Janette Ramos for the amazing, hand-painted app icons, title screens, and marketing media she’s created for Siralim 2, Siralim 3, and The Negative.

I want to thank Mario (Umaro) and Sergio for their timely and professional work on writing Siralim 3’s creature lore.

I want to thank Shaun Musgrave and everyone at TouchArcade for continuing to support our games on their website. In turn, we plan to do our part and support them next year as they’re struggling to survive due to a volatile industry climate. (You can do your part to support them as well.)

I want to thank Doug, Josh, and everyone else at Limited Run Games for making it possible even for small developers like us to publish our games on physical media.

I want to thank all the content creators out there who published reviews and videos to showcase our games.

I want to thank all the people on our forums, Discord, and social media for helping us to maintain an active community. I’d also like to thank many of those same people for their color palette contributions for Siralim 3’s Singular Creatures.

And finally, and absolutely most importantly, I want to thank you for being the best customer and player anyone could ever ask for. Your passionate feedback and the excitement you show toward our games is the primary reason I’m still able to write this retrospective 4 years later. I promise to make each year better than the last, and I can’t wait to show you what we’ve come up with for Siralim 3, The Negative and our other unannounced projects very soon.


I hope you have a safe and happy New Year!
Zack Bertok

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Siralim 3: Talismans

Siralim 3 has a new type of item called “Talismans”. In short, talismans provide you and your creatures with passive bonuses just for being in your inventory. In that regard, they’re a lot like cards… but unlike cards, talismans can be upgraded.

While runes and runewords provide players with in-battle bonuses, talismans provide players with out-of-combat and utility perks.

Let’s start with a few examples:

Gonfurian’s Beckoning – Increases the amount of treasure earned by completing Realm Quests by {1%}.

Grim Dawn – You have a {1%} greater chance to find Spell Gems.

Ianne’s Left Eye – Increases your chance to obtain better stats when reforging artifacts by {1%}.

I really want to show off some more interesting talismans here, but I want to keep them a secret for now. Anyway, you’ll notice that in each talisman’s description, there’s a number wrapped in {curly brackets}. This means that, whenever you upgrade a talisman, that number increases by a certain amount. For example, a Rank 1 Gonfurian’s Beckoning offers a 1% bonus, and a Rank 2 Gonfurian’s Beckoning offers a 2% bonus. There is no hard cap on the number of ranks a talisman can have.

So how do you upgrade talismans? After completing an Itherian Realm, and that Itherian Realm is the highest depth you’ve ever cleared, you’ll be given 5 chances to upgrade the talismans of your choice. The chance to successfully upgrade a talisman is based on the Itherian Realm’s depth in relation to the talisman’s rank. Therefore, in order to upgrade your talismans to very high ranks, you’ll need to complete Itherian Realms that are at higher depths.

Alternatively, you can now take your unwanted runes to the Artificer NPC who can grind them down into Rune Dust. You can use Rune Dust to upgrade your talismans, but again, there’s a chance that the upgrade will fail. Additionally, the higher a talisman’s rank, the more Rune Dust it will require to attempt an upgrade.

After a talisman reaches rank 100, a new bonus will be unlocked. Here are the bonuses for the talismans I mentioned earlier:

Gonfurian’s Beckoning – You are given 1 additional Realm Quest in normal realms.

Grim Dawn – Spell Gems you find now always have 3 properties.

Ianne’s Left Eye – The reforging stat range now has a 25% higher floor.

There are 30 different talismans for you to find. Some can be purchased from the gods after you attain a very high level of favor with them, while others must be acquired as arena rewards, by defeating certain bosses, or even as rare drops in treasure chests. Some are kept secret, and only the most resourceful of players will be able to find them. You can only acquire one of each talisman.


Next time, I’ll reveal yet another new system coming to Siralim 3: Knowledge.

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Siralim 3: Otherworldly Sigils

Last week, I revealed the new Sigils system in Siralim 3. I also left you with a bit of a cliffhanger: what are Otherworldly Sigils?

After you defeat the boss of a Sigil Realm, you’ll have the option to take control of that realm… for a modest price of several thousand resources. After you take control of a Sigil Realm, you’ll be given a code that you can give to your friends (or more likely, strangers on our forums, social media, and Discord).

When another player approaches the Teleportation Shrine, they can input the code to view the Sigil’s properties before they commit to entering the realm. After that, they’ll be sent to the exact same realm you just conquered. If the original owner of the Sigil Realm found a certain Itherian Creature, you’ll be able to find it too. If the owner found a really awesome and powerful artifact, you’ll be able to get your hands on it as well. Even the realm layout and enemies are the exact same. This means that players can work together and help each other to collect ultra-rare creatures and items.

Normally, after you complete the Realm Quest of a Sigil Realm, a portal will appear that takes you to a powerful boss. However, in Otherworldly Sigil Realms, there’s a bit of a twist: when you teleport to the boss’ room, instead of encountering that realm’s original boss, they’ll find a replica of the owner (another player!) of that Sigil Realm instead!

The boss will look just like the owner of the realm’s character, and even have the same name and gender. In addition, players can unlock “Titles” in Siralim 3 which replace the standard “King” and “Queen” titles you’re accustomed to from the previous games. There are dozens of titles to unlock, and whatever title you have equipped when you create the Otherworldly Sigil Realm is what other players will see when they fight you. Zack the Drunkard is coming to get you!

Most importantly, however, other players will have the opportunity to fight against your own party. If they win, they’ll receive exclusive rewards including access to unique traits and items. If they lose, they can’t re-enter that realm again, so the opportunity to gain exclusive treasure is lost. Statistics will be tracked for all Otherworldly Sigil Realms so everyone can see how many players conquered that realm, how many players died, and much more. In addition, other statistics will be tracked on a monthly leaderboard that shows the most popular Otherworldly Sigils for that month. If your Otherworldly Sigil Realm is especially popular, you’ll unlock exclusive titles, wardrobe costumes, and more – so it’s definitely in your best interest to share as many Otherworldly Sigils as possible!

Otherworldly Sigil Realms disappear after 72 hours. Otherwise, you’ll clog up my server, and I can’t have that.


Next week, I’ll reveal a new type of item called “Talismans”.

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Siralim 3: Sigils

In Siralim 3, Sigils work much differently than they did in the previous games.

Sigils now serve as keys to the Itherian Realms, which can be unlocked at your Teleportation Shrine after completing a post-story quest. Each Sigil has a set of randomized properties that affect the way the realm behaves. For example, one property might grant all the enemies in the realm a large boost to their Attack stat. Another might give enemies 3 additional spell gems. Another yet might transform all the items in treasure chests into resources. Some properties are extremely rare but very valuable, such as this one: “Realm is inhabited by Treasure Golems”. The more properties a Sigil has (they can have up to 8, but that number might change during development), and the more potent those properties are, the better the treasure, and the more experience points and resources you’ll earn in the realm.

Sigils can be modified by the Sigil Shaper, a character you’ll unlock during your travels. Modifying a Sigil costs resources, and the amount of resources required to modify a particular Sigil increases each time you do so.

After you defeat all the enemies in an Itherian Realm, a portal will spawn near you that will take you to the boss of that realm. Most bosses will drop exclusive Itherian Realm materials, or even unique creatures cores. Some bosses are very rare to find and have unique traits that no other creature has (similar to the Pandemonium King or Lord Zantai from Siralim 2). These bosses drop their own, exclusive items as well.

Enemies in Itherian Realms do not scale to your creatures’ levels, which is an important distinction from the Sigils you found in Siralim 2. Instead, here’s how it works: you’ll start at Itherian Realm Depth 1. If you defeat the boss at this realm depth, your maximum Itherian Realm Depth increases by 1. The next time you use a Sigil, you can either choose to use it at Realm Depth 1 or 2, depending on how challenging you want the realm to be. In this way, you can continue to climb to higher Itherian Realm Depths which will give you a higher chance to find awesome treasure. It is important to note that you’ll receive a massive bonus to the number of items you’ll find, as well as the experience points and resources you’ll gain, for conquering your highest Itherian Realm Depth.

Itherian Realms are also home to some really cool new items and creatures. These realms are the only way you can acquire any of over 100 Itherian Creatures, each with their own, unique traits. On average, you’ll encounter one Itherian Creature per Itherian Realm, and you can extract cores from these creatures. Several of the rarest creatures in the game can only be bred using Itherian Creatures, so you’ll want to extract cores from as many of them as possible. If you’re at your current maximum Itherian Realm Depth, you’ll have a much higher chance to find Itherian Creatures.

In addition, you might occasionally find an Itherian Artifact. These artifacts work just like the normal ones, except they will be enchanted with an Itherian Artifact-exclusive trait that you can’t find anywhere else. They’ll also have a cool name. There are no materials for these traits, and no creature in the game has access to these traits without having the Itherian Artifact equipped. I am hoping to have around 50 different Itherian Artifact traits.

Ah, and there’s one other important reward you’ll receive for conquering an Itherian Realm: you’ll be able to upgrade your Talismans. What are Talismans, you ask? I’ll explain in another post.


In my next post, I’ll reveal and discuss a multiplayer component that relates to Sigils called “Otherworldly Sigils”. Can you guess what those are?

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