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?

5 thoughts to “Siralim 3: Perk Design, and Death Mage Perks Revealed”

  1. I really like that Saia-mechanic! So far the class rework sounds great, more interesting perks are obviously a good thing. ^-^
    I usually played a Life Mage in Siralim and Siralim 2, but right now I feel like giving Death a try. ^-^
    Unless of course, the other classes are as, or even more awesome. 😀
    With that being said, I vote for the Life Mage as the next reveal!
    Also, just a randow idea, what would be your thought on the possibility to combine two classes? Like a Nature/Chaos Mage or something like that. If changing your class can have such heavy drawbacks as losing a creature (and with it all the stats upgrades it received, I assume), being able to pick a sub class could be cool.
    Anyway, nice update! I can’t wait! ^-^

  2. This sounds awesome, I’ve only just started playing Siralim 2 this week, but it’s so addicting I’ve gotten around 40 hours in so far, I just chose Life since I wanted that creature to start (and I like the sound of Life mage, idk why) but looking at the traits of others, it’s already super incredible (and I kind of wish I started with a different one, lol).
    Anyways, looking forward to everything, but I feel like even bigger differences will make it hard to choose in different ways for me, lol.

    For example, Chaos and Nature classes sound the coolest to me, but Saia sounds crazy awesome…

  3. Saia sounds really cool, but I’m worried that its so strong, that death players will feel like they need to use it. Saia with a summon gem being your whole party (plus a nether creature or avatar, later on) sounds neat, but it also seems really limiting. I suppose you could just not take those perks, but its several big perks all focused on that strategy. A couple more non-Saia options would be nice. Otherwise, I would just want to stay away from Death Mage, though I suppose there isn’t anything wrong with that.

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