Siralim

Siralim

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Character Class Guide
By gay moth aunt
A guide that describes the perks, starting creatures and realms of each class of mage.
   
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Preamble
Hello and welcome to my guide on the classes you can choose for your mage in Siralim.

This guide will provide you with the information on what each class of mage in the game gets for starting creatures, as well as their unique perks and their starting realm, in case you are beginning the game, thinking of restarting or are simply curious as to what each mage is capable of, since the game doesn't provide all the information you need on the new game screen.

The game tells you a rough outline of what your class does and shows you one creature you can get before beginning your adventure, but you can actually recieve two creatures before ever setting foot in an adventure realm if you finish all your castle quests before heading out.

It should be noted also that spells get a boost in power if they are of the same class as your mage - for instance Healing will be more powerful when cast by a Life Mage.
Death Mages
"Death Magi enjoy strength in numbers when constructing an army or outfitting their spellbooks."


Death Mage Starter Creatures
Lich Priest
Health: 34
Attack: 34
Speed: 13
Luck: 17
Defenses: 13 Life, 16 Nature, 16 Sorcery, 19 Chaos, 19 Death
Ability: Blood Magic
Before attacking, sacrifice 10% of Maximum Health and gain 150% of it as Attack.

Blood Hound
Health: 37
Attack: 38
Speed: 19
Luck: 14
Defenses: 11 Life, 14 Nature, 10 Sorcery, 14 Chaos, 16 Death
Ability: Wolf Army
After attacking, one of your creatures gains 3 DireWolves. Creature starts each battle with 3 DireWolves.
(DireWolves deal 15% of their master's damage each time it attacks, and can learn new abilities from certain creatures. Maximum of 3.)

Death Mage Perks
Black Mirror
Each rank grants you a 1% chance to negate enemy spells when they are cast. (Max: 25%)

Necromancy
Each rank grants your creatures a 1% chance to resurrect as a random Death creature with 50% health when they die. (Max: 25%)

Pact of the Damned
Your creatures split 1% of the damage taken from incoming attacks for each rank. (Max: 25%)

Plaguebearer
Each rank grants you a 2% chance to afflict each enemy with Infection or Disease at the start of battle. (Max: 50%)
(Creatures with Disease take damage equal to 50% of the inflictor's Luck at the end of each turn.)
(Creatures with Infection take damage equal to 50% of the inflictor's Speed at the end of each turn.)


Unholy Consumption
Each rank increases your chance to find Pills whenever you acquire items. (Probability not stated)

Death Mage Starter Realm
The Death Realm is a grim world filled with huge piles of bones. Dead trees, graves and
other such spooky things can be found here.

Death Realm Battle Effects
Small chance for provoking creatures by be grabbed by a ghoul, inflicting Disarm on them.
Small chance for any creature that dies to return as a random death creature with 50% health.

Death Realm Objects
Chalice: Break it to get resources or items.
Stone Pile: Harvest it to get granite.
Grave: Interact with the grave to be given an item.
Demonic Circle: Rare. Interact with the circle to unequip spell scrolls without destroying them.

Death Mage Notes
The creatures you start off with are great attackers, but can be rather fragile due to Lich Priest's constant health loss and Blood Hound's low defense against life, and they need time to survive in battle to reach their full potential. Consider getting yourself a defensive/provocative creature like a Springtime Aspect or Stronghold to let them do their job without being knocked out.

Ironically, a Death Mage's overall perks and set lend themselves best to survival - negating spells, ignoring death, and putting the burden of damage more on the whole team than the individual being attacked. It should be noted that Unholy Consumption only really comes into effect at higher levels of play and will have very little use at lower levels.
Nature Mages
"Nature Magi are well-rounded survivalists who always seem to have an answer to anything standing in their way."


Creatures
Springtime Aspect
Health: 39
Attack: 29
Speed: 16
Luck: 16
Defenses: 16 Life, 16 Nature, 15 Sorcery, 13 Chaos, 13 Death
Ability: Call of the Bloom
When attacked, 30% chance to dodge and recover 25% of missing health.

Servant Hunter
Health: 35
Attack: 40
Speed: 20
Luck: 15
Defenses: 14 Life, 15 Nature, 11 Sorcery, 11 Chaos, 11 Death
Ability: Razorsharp
After attacking, deal 35% damage to two other enemies and afflict them with Bleed for 3 turns.
(Creatures with Bleed take damage equal to 30% of their current health at the end of each turn.)

Perks
Feral Brilliance
Each rank causes 0.2% of the exp you earn to also be given to the creatures in your stable. (Max: 5%)

Raid
Each rank grants your creatures a 3% chance to start each battle at the top of the Action Queue.
(Max: 75%)

Reflexes
Each rank causes 1.5% more of your creatures' speed to apply to their attacks. (Max: 37.5%)

Scavenging
Each rank increases your chance to find crafting materials inside breakable objects.
(Probability not stated)

Survivalist
Each rank grants your creatures a 1% chance to dodge incoming attacks and recover 10% of their maximum health. (Max: 25%)

Nature Mage Starter Realm
The Nature Realm is an overgrown jungle with mushrooms, flowers and trees decorating the landscape.

Nature Realm Battle Effects
Provoking creatures have a chance to be grabbed by roots, inflicting the Snare status effect.

Nature Realm Objects
Roots: Break the roots for resources and items.
Treasure Piles: Collect five of these for a new charm artifact.

Nature Mage Notes
The creatures give you a very balanced start - the Springtime Aspect is an excellent defensive provoker that survives by negating damage done to it, and the Servant Hunter is a vicious attacker that excels in larger battles due to its bouncing glaive being able to soften up multiple targets at once.

As the ingame text implies, the perks also lend themselves towards Nature Mages being very balanced in approach. Getting the first strike in battle can be a tremendous advantage, and the other perks complement your creatures' offenses and defenses, while the rest get you better loot and help to slowly power up creatures you aren't currently using. A great class for both beginners and experts looking to ameliorate any potential weaknesses.
Chaos Mages
"Chaos Magi are calculated risk-takers who capitalize on uncertainty and discord to overwhelm their foes."


Creatures
Twisted Devil
Health: 38
Attack: 33
Speed: 13
Luck: 13
Defenses: 16 Life, 16 Nature, 17 Sorcery, 16 Chaos, 13 Death
Ability: Angel's Horror
Creature has additional attack equal to 50% of their Luck.

Berserker Fiend
Health: 41
Attack: 36
Speed: 18
Luck: 18
Defenses: 12 Life, 10 Nature, 13 Sorcery, 13 Chaos, 12 Death
Ability: Outrage
Creature is always Berserk. After attacking, recover 10% health.
(Berserk creatures deal 100% more damage and take 30% of the damage they deal as recoil.)

Perks
Abolish
Each rank grants your creatures a 4% chance to remove a random buff from their target before they attack. (Max: 100%)

Bloodbath
Each rank grants your creatures a 2% chance to deal 100% additional damage when attacking, and recover health equal to 20% of the extra damage dealt. (Max: 50%)

Pandemonium Presence
Each rank grants 1% chance for a much more powerful effect to occur when using a Pandemonium Token. (Max: 25%)

Psychopath
Each rank increases the chance for your creatures to apply debuffs from their artifacts by 1%.
(Max: 25%)

Sadistic Pleasure
Each rank causes your creatures to deal additional damage equal to 0.5% of their target's Maximum health. (Max: 12.5% of max health)

Chaos Mage Starter Realm
The Chaos Realm usually manifests as a stone island floating in a sea of lava. Volcanoes and bones litter the hell-like landscape.

Chaos Realm Battle Effects
Small chance any creature that attacks is forced to reposition by lava and skips its turn instead.

Chaos Realm Objects
Orbs: Break orbs to find resources or items.
Brimstone Piles: Harvest these to get brimstone.
Devil Statues: Interact with them for a random event. This can include battles, so be careful!
Pandemonium Tokens: Pick it up to get a pandemonium token.
Skulls: Grants your creatures experience points.

Chaos Mage Notes
The Twisted Devil is a consistent and reliable hard hitter with no particular tricks or gimmicks up its sleeve, rather ironically for a Chaos Mage. The Berserker Fiend on the other hand is simply an absolute monster capable of putting out insane amounts of damage, and actually mitigates its own disadvantage somewhat by healing off a portion of Berserk's recoil.

With the perks and monsters of a Chaos Mage combined, it seems that contrary to the description, Chaos Mages aren't really opportunistic chancers but are instead simply outright brutes concerned with doing as much damage as possible and removing the opponent's ability to avoid said damage. Application of debuffs and removal of buffs combined allow Chaos Mages to sieze control of the flow of battle, and use their other two perks to amplify the already shocking amounts of damage they can do even further.
Life Mages
"Life Magi rely on amplifying their creatures' endurance, and use restoration spells to remain steadfast in battle."


Creatures
Firewound Angel
Health: 40
Attack: 30
Speed: 18
Luck: 20
Defenses: 14 Life, 14 Nature, 14 Sorcery, 14 Chaos, 14 Death
Ability: Pyre
When attacking, 50% to dealt 50% more damage and afflict target with Burn for 5 turns.
(Creatures with Burn take damage equal to 5% of the inflictor's Attack each turn. Damage doubles for each stack. Gains one stack per turn, up to a maximum of 5 stacks.)

Unicorn Vivifier
Health: 42
Attack: 30
Speed: 16
Luck: 16
Defenses: 17 Life, 15 Nature, 14 Sorcery, 14 Chaos, 19 Death
Ability: Reinvigoration
After attacking, 50% chance to resurrect one of your dead creatures with 50% health.

Perks
Calmness
Each rank reduces the amount of damage your creatures take from spells by 3%. (Max: 75%)

Guardian Angel
Each rank grants your creatures a 1.5% chance to prevent damage from an incoming attack if the attack would kill your creatures. (Max: 37.5%)

Holy Defiance
When your creatures are attacked and they would take damage greater than 60% of their max health as damage, reduce that damage to 60% of their Maximum Health.
Each rank reduces this threshold by 1%. (Max: 35% of max health)

Reinforce
When your creatures are healed, 1% of the amount healed is added as a Barrier for each rank.
(Max: 25%)

Saving Grace
Each rank grants each of your creatures a 2% chance to start battles with Rebirth. (Max: 50%)
(Creatures with Rebirth do not die when they suffer fatal damage from an attack, and recover 25% health.)

Life Mage Starter Realm
A world in the sky, with clouds serving as the terrain, also featuring large marble pillars and trees made of clouds.

Life Realm Battle Effects
Small chance any creature that gets attacked will be given the Protect status effect.

Life Realm Objects
Clouds: Break them open to find resources and items.
Essence Apples: Collect these to get essence.
Swords: Collect five of these for a new weapon artifact.
Energy Portals: Gives energy to any rituals you are currently conducting.
Star Pieces: Improves the next set of loot you find in both quality and quantity.
Emblems: Chance to get an exalted emblem.
Mirrored Orb: Rare. Duplicates spell scrolls in your inventory.

Life Mage Notes
The Firewound Angel is a pretty balanced creature with good all-round stats and decent damage output, amplified by its ability to inflict Burn, a status that is improved by the angel's good attack stat. Balancing this is the Unicorn Vivifier, a supporter that has a 50% chance to bring back one of your slain creatures any time it hits with an attack. Finding a defensive provoking creature to add to your party would compliment these two rather well.

Life Mages are all about being hard to both put down and keep down. Three perks are all about reducing the amount of damage taken, and one can potentially allow them to simply ignore death once. Combine this with the Unicorn Vivifier a Life Mage starts with and you have not only solid defenses, but creatures that simply won't stay dead. With this approach you'll have lots of time and chances to wear the enemy down with whatever offensive you choose to go with, be it stacking debuffs or simply dealing damage.
Sorcery Mages
"Sorcery Magi are resourceful spellcasters that can manipulate the environment to their benefit."


Creatures
Iron Golem
Health: 47
Attack: 32
Speed: 9
Luck: 13
Defenses: 16 Life, 20 Nature, 20 Sorcery, 12 Chaos, 16 Death
Ability: Whetted Fists
After attacking, gain 25% Attack.

Dragon Soldier
Health: 43
Attack: 27
Speed: 16
Luck: 13
Defenses: 16 Life, 17 Nature, 17 Sorcery, 16 Chaos, 16 Death
Ability: Piercing Dragon Claws
After attacking, reduce target's Max Health to its Current Health.

Perks
Brilliance
Each rank grants yout spells a 2% chance to refund their mana cost when cast. (Max: 50%)

Diligence
Each rank decreases the Power Balance cost of using the Teleportation Shrine or a Portal.
(Cost reduction not stated)

Echo
Each rank grants your spells a 1% chance to not consume the caster's turn. (Max: 25%)

Mania
Each rank increases your Spell Power by a percentage equal to 2% of your Power Balance.
(Max: 50%)

Sorcery
Each rank grants your spells a 1% chance to not consume a charge when cast. (Max: 25%)

Sorcery Mage Starter Realm
The Sorcery realm is a blue building interior filled with bookshelves and other objects
and paraphernalia related to research.

Sorcery Realm Objects
Cauldrons: Empty them out to find resources or items.
Shields: Collect five of these for a new shield artifact.
Book Piles and Lecterns: Small chance of finding a spell scroll in each.
Telescopes: Grants your character experience points.

Sorcery Mage Notes
The Iron Golem starts off rather slow, but has solid defenses and its power increases the more it is able to land attacks successfully: if it manages to stay in battle long enough, it will start putting out hilariously obscene amounts of damage per hit. The Dragon Soldier is an all-rounder that comes with the added perk of reducing the maximum health of anything it hits, rendering them unable to heal the damage.
It should be noted however that a significant potential issue comes with using the Dragon Soldier - since extracting cores is based on percentage of remaining HP compared to maximum HP, the Dragon Soldier can actually ruin your chances of extracting successfully since it essentially returns the target to 100% health left every time it hits. The target might have 5hp left when it started with 500hp, but that doesn't matter since 5/5 is still 100%, meaning you'll be tremendously unlikely to extract a core from the target. This can be a huge pain in the early game when you need cores to add more monsters to your army.

Sorcery Mages are all about spells and trickery, as might be expected. Fully four of their perks affect their spell usage, both augmenting the power of spells and reducing the cost of using them. This means to get the most out of a Sorcery Mage you'll want to be using spells as much as possible; thankfully the Sorcery Realm you start with makes this much easier as a lot of the objects present give you more spells to use.