Siralim 3: Sorcery Mage Perks

Welcome back! Last week, we revealed and discussed perks for the Death class. Today, we’ll reveal the Sorcery perks. I wanted the Sorcery class to focus primarily on casting spells in battle. In Siralim 2, every class relied on spells quite a lot, but I think Sorcery will make much better use of them in Siralim 3.

Before I begin, I want to address one small change made to the perks system since the Death perks were revealed. Previously, I said that each class would have a perk that increases one particular stat. For example, Death Mages would have a perk that increases Defense, while Sorcery Mages have a perk that increases Intelligence. I’ve changed my mind about this, and now every class has access to boosts for all five stats in the game. I’ll leave these perks out of the list in future reveals, so keep that in mind.

With that out of the way, below is a list of perks that Sorcery 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) Essence – You gain {1}% more essence from battles.

2) Mana – Your creatures have {1} more Maximum Mana.

This perk ensures that your creatures have plenty of Mana to cast even the biggest, most expensive spells in the game. Increased Mana also works well with a lot of traits, and benefits from percentage-based mana regeneration effects.

3) Spell Slots – Your creatures can equip {1} additional Spell Gem.

While there are many ways to increase the number of Spell Gems your creatures can equip, Sorcery Mages will always have the ability to equip more spells than any other class thanks to this perk.

4) Spell Damage – Your creatures deal {1}% more damage with spells.

5) Spell Mastery (Chaos) – Your creatures can equip Chaos Spell Gems, regardless of their class.

6) Spell Mastery (Death) – Your creatures can equip Death Spell Gems, regardless of their class.

7) Spell Mastery (Life) – Your creatures can equip Life Spell Gems, regardless of their class.

8) Spell Mastery (Nature) – Your creatures can equip Nature Spell Gems, regardless of their class.

9) Spell Mastery (Sorcery) – Your creatures can equip Sorcery Spell Gems, regardless of their class.

Thanks to the Spell Mastery perks, your creatures can equip any spell in the game, regardless of their class. In addition, since Spell Gems can now have properties that change their class, these perks allow you to ignore those properties, freeing them up for a more useful property.

10) Echo – Your creatures’ spells have a {1}% chance to cast an additional time. This effect can repeat multiple times in a row.

11) Battlemage – When your creatures attack, {1}% of their Intelligence is added to their Attack to determine the damage dealt.

This is the only perk that that Sorcery Mages have access to that improves their attacking capabilities. This will be useful in a pinch when your creatures face a large number of enemies that can block spells, or if you run out of Mana during long battles.

12) Outspoken – Your creatures are immune to Silence.

This ultra-powerful perk ensures that a team of spellcasters won’t get shut down by a simple debuff. Of course, enemies can still block your spells using certain traits like those found in the Tremor family.

13) Meditation – When your creatures defend, they recover 100% Mana.

Your creatures already have large mana pools, but when they run out, they can simply forfeit a turn to regenerate all their mana with this perk.

14) Wild Magic – At the start of battle, your creatures are given 3 random Spell Gems. These spells cost 0 Mana.

Generally, this isn’t a perk you’ll rely on to win battles. However, it should make battles a little more dynamic and can even help you out in a pinch since they don’t cost any mana.

What do you think about the Sorcery class? Is this the class you intend to play first?

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?

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.