Siralim Ultimate – Dev Blog: Sorcerer Specialization

In this week’s dev blog, I’m going to reveal yet another specialization in Siralim Ultimate: the Sorcerer! I know the name of this specialization doesn’t seem particularly interesting to players who have been playing this series for so long, but I’m pretty excited about the way it works from a mechanical perspective.

This post is also a great time to show off some of the changes made to various buffs and debuffs in the game. Let’s get right into it!

Sorcerer Playstyle

In short, the Sorcerer is a control-oriented specialization that focuses on manipulating the battlefield to your benefit. If your enemies aren’t able to attack, cast spells, or otherwise take a turn, how can they ever hope to defeat you? What I like about the Sorcerer is that many of its perks feel very “deliberate”, in that you won’t need to rely much on random chance in order to take your enemies down. Instead, you can plan your strategy around these perks in order to capitalize on them and ensure victory.

Sorcerer Perks

Please note that the numerical values shown for each of these perks is not final yet. Any values shown in {brackets} increase as you level up the perk, but for the sake of clarity, I’ve provided you with their maximum values already.

If a buff or debuff is different in Siralim Ultimate compared to Siralim 3, I’ll make a note of it below each perk’s description. Otherwise, you can assume the buff/debuff works the same way that it always has.


Blink – After the order of the Timeline is determined at the start of battle, your creatures are moved up the Timeline {3} positions higher.

  • Note: “Timeline” is what we’re calling the “Action Queue” now.

Comfortable Proximity – When your creatures take damage from an enemy, they take {10%} less damage for each creature between the two creatures on the Timeline.

Deep Freeze – After an enemy takes damage from a spell, they have a {15%} chance to be afflicted with Frozen.

  • Frozen creatures are unable to act until they thaw, and have a 25% chance to thaw at the start of their turn. This chance doubles after each of their turns.

Fade – After your creatures take damage that exceeds 15% of their Maximum Health, they gain Invisible.

Flabbergast – After your creatures deal damage with attacks or spells to an enemy directly below them on the Timeline, that enemy has a {20%} chance to be sent to the bottom of the Timeline.

Gravity’s Void – When your creatures damage an enemy, they deal {15%} more damage for each other creature between the two creatures on the Timeline.

Mental Fortitude – At the start of battle, your creatures gain Shelled.

  • “Shelled” is simply “Shell” as you remember it from the previous games. Many buffs/debuffs were renamed so that they make more grammatical sense when you’re reading about them in trait descriptions and things like that.

Perplex – After an enemy takes damage from an attack, they have a {15%} chance to be afflicted with Confused.

  • Confused creatures have a 50% chance to attack or cast harmful spells on their allies.

Psychic Scream – After an enemy casts a spell, they have a {50%} chance to be afflicted with Silenced.

Ruin – Your creatures deal 1% more damage and take 1% less damage for each debuff each enemy has.

  • For example, if each of your enemies have 3 debuffs, that’s a total of 18 debuffs, meaning your creatures would deal 18% more damage to them and take 18% less damage from them.

Singe – After an enemy attacks, they have a {50%} chance to be afflicted with Scorned.

Solidarity – When your creatures deal damage, they deal {10%} more damage for each consecutive ally that is adjacent to them on the Timeline.

Spell of Roots – At the end of an enemy’s first turn, they are afflicted with Snared.

  • Creatures with Snared are stuck at the bottom of the Timeline until they break free. They have a 10% chance to break free at the start of each creature’s turn.

Spell of Slumber – At the end of an enemy’s second turn, they are afflicted with Sleeping.

  • Creatures with Sleep cannot act until they either take damage or this debuff wears off.

Spell of Stone – At the end of an enemy’s third turn, they are afflicted with Stone.

  • Stone replaces Stun from previous games. Creatures with Stone cannot act until this debuff wears off. They also take 50% less damage from attacks and spells, and 100% less damage from all other sources.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.

9 thoughts to “Siralim Ultimate – Dev Blog: Sorcerer Specialization”

  1. thats good to read through so the sorcerers are using time powers and include heavy de-buff counters on every action taken so far so. its good so.. does sorcerers still can recharge their mana or charges through with Meditation (old command skill from siralim 2 or Defend command skill from siralim 3)?

    1. There won’t be anything exactly like that this time around, but another one of the Sorcery-oriented specs does have some perks that help with Charge efficiency on your Spell Gems.

  2. This is such meticulous work! The debuffs and buff make sense and appear very thoroughly planned. I’ve always thought Siralim would make a super nice rogue-like and I’m seeing evidence of that here once again. Imagine what your weapon ego’s could look like, drool.

    Looking forward to playing this! P.s.: Is there a kickstarter?

    1. Thanks, glad you like it! Yes, there will be a Kickstarter in the somewhat-near future. I’m currently targeting April for that, but it all depends on how much progress I make with development – I’d like the core game to be mostly finished by the time the Kickstarter launches so that backers can get access to an alpha testing version immediately after the campaign ends.

  3. If the shutdowning in Ultimate will be the same as in Siralim 3, this class will be useless against debuff-immune nemesis or mobs.
    Also the meta is to kill mobs on t0 or t1, but I do not see that potential here.

    1. Believe it or not, a lot of players don’t feel the need to conform to a “meta” (in a single player game, of all things) and just play to have fun with their own strategies.

      1. True, true. They can ignore meta, but they CANNOT ignore shutdowning, which eradicates so much possible builds from the board. In Siralim 3 I would like to play poison or burn builds, or others, but I know that for almost any build there will be hard counter (not like -90% dmg, thats, okay, but full total stop of the build by either nemesis or few random perks). I propose that you include some sort of anti-shutdown mechanics, I was thingking about this a long time, – maybe rune enchanting: each rune can be enchanted to either neutralize one specific perk or nemesis property. The whole situation resembles old Path of Exile situation – players were incentivised to make builds, but any build that would deal damage directly (70% of builds) will die from random reflect mob. So nobody was making these in endgame (not speaking of engame meta).

  4. Similar to creature fusion, will there be any way to cross pollinate our mage classes, as a sort of very, very late game development? Like, fully maxing one class’s abilities unlocking one of its more mundane perks for all classes?

    Not only would this promote trying new styles, but it would also promote a serious grind for your diligent players. Implementation could be rough, but perhaps an optional pseudo-prestige system?

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