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!

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.


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.

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.


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.

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.