Siralim 3

Siralim 3

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Character Class Guide
By gay moth aunt
A guide that describes the starting creatures and perks 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 3.

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, 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 itself doesn't provide you with all the information on mage classes other than the one you selected.

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 actually receive two creatures from the short tutorial - one at the very beginning, and one given by Aeolian after clearing the fight in the stables. You also receive one free spell gem from Zonte after clearing the library battle, to get you started with spellcasting.

Each section also includes my notes and observations on each class in general - feel free to skip these if you would rather discover things for yourself, of course.

This guide was last updated on 12/01/2018, and is current as of game version 1.2.4.
Chaos Mages
"Chaos Magi empower their creatures' attacks to deal additional damage. They are especially proficient at turning the tide of battle when all hope seems lost."

As a Chaos Mage, the gods that share your class are Vulcanar the God of Fire, Gonfurian the God of War, and Tartarith the God of Punishment. The free spell gem you receive during the tutorial is Chaos Bolt, a moderately damaging spell that ignores 50% of the target's defense.


Chaos Mage Starter Creatures
Ottum (Godspawn/Chaos)
Health
30
Mana
30
Attack
35
Intelligence
15
Defense
15
Speed
15
Trait: Elimination Process
After this creature attacks, it attacks a random enemy 2 times. These extra attacks deal 75% normal damage.

Mutated Vampire Bat (Bat/Chaos)
Health
26
Mana
21
Attack
21
Intelligence
6
Defense
16
Speed
21
Trait: Vampiric Aura
After an ally attacks, your creatures recover Health equal to 25% of the damage dealt.

Chaos Mage Exclusive Perks
Attack Damage
Ranks: 100
Increases your creatures' damage with attacks by 1% per rank.

Chaos Guardian
Ranks: 1 (Costs 50 points)
While your creatures are Defending, they have 100% more Defense.

Chaos Magic
Ranks: 35
When your creatures attack, they have a 1% chance per rank to cast a random spell.
(Maximum Chance: 35%)

Critical Chance
Ranks: 100
Increases your creatures' chance to deal critical damage with attacks by 1% per rank.
(Maximum Chance Bonus: 100%)

Critical Damage
Ranks: 100
Increases your creatures' damage dealt with critical attacks by 1% per rank.
(Maximum Damage Bonus: 100%)

Magma Diver
Ranks: 40
Your creatures deal additional damage equal to 0.5% of the target's Current Health per rank. (Maximum: 20% of target's current Health)

Mania
Ranks: 50
When your creatures cast a spell, 1% of their Attack per rank is added to their Intelligence to determine the damage dealt.
(Maximum Attack Contribution: 50%)

Pandemonium Presence
Ranks: 3 (Cost starts at 35 points)
Your creatures start battles with 1 random buff per rank.
(Maximum Buffs: 3)

Threat Signal
Ranks: 1 (Costs 50 points)
Your creatures' Provoke command has a 100% chance to divert enemies' attention.

Touch of Chaos
Ranks: 50
When creatures attack, they have a 2% chance per rank to afflict the target with a random debuff for 1 turn.
(Maximum Chance: 100%)

Chaos Mage Notes
Your starter creatures as a Chaos Mage are both excellent physical attackers, with Ottum being able to attack several targets per turn, and the Mutated Vampire Bat being an extremely quick creature with good attack, who supports its allies by allowing them to get small, incremental heals by launching physical attacks.

Chaos Mages overall lean heavily into matters of physical attacking - their perks both making their creatures' physical attacks more potent as well as lending them perks such as debuffing enemies they strike. They are also adept at controlling incoming physical damage via perks such as Chaos Guardian and Threat Signal, allowing them to redirect damage away from softer targets, or have them bunker down to take hits if damage can't be avoided.

A pair of spell-related perks do exist in Chaos Magic and Mania however, so Chaos Magi aren't entirely inflexible on their approach to combat. This is fortunate as when facing much higher leveled monsters, it can often be difficult to land physical blows due to the difference in speed between your attackers and their defenders.
Death Mages
"Death Magi summon powerful creatures from the land of the dead to serve their needs. They boast powerful magic that enfeebles their enemies, allowing their creatures to pick off foes one by one."

As a Death Mage, the gods that share your class are Erebyss the Goddess of Darkness, Friden the God of the Sea, and Vertraag the God of Time. The free spell gem you receive during the tutorial is Ghoul's Grip, a significantly damaging spell that afflicts the target with the Snare debuff, which prevents the enemy from acting until it is removed.


Death Mage Starter Creatures
Mumu (Godspawn/Death)
Health
30
Mana
30
Attack
20
Intelligence
15
Defense
30
Speed
15
Trait: Revolt
After this creature attacks or is attacked, it afflicts the enemy with a random debuff.

Shadow Carnage (Carnage/Death)
Health
37
Mana
22
Attack
22
Intelligence
7
Defense
12
Speed
17
Trait: Augmentation
After this creature kills a creature, your creatures gain a random buff for each debuff the target had before it died.

Death Mage Perks
Blood Spatter
Ranks: 1 (Costs 50 points)
When one of your temporary summoned creatures die, enemies take damage equal to 20% of its Maximum Health.

Damnation's Edge
Ranks: 1 (Costs 50 points)
Saia's artifact is upgraded to Damnation's Edge.

Dark Ascension
Ranks: 1 (Costs 50 points)
You can now use Catalysts and Gifts of Forgetting on Saia.

Daybreaker
Ranks: 1 (Costs 50 points)
At the start of battle, Saia gains a new trait called Daybreaker: This creature has access to your temporary summoned creatures' traits and Spell Gems.

Harbinger
Ranks: 50
Your creatures' minimum stat limit is increased by an additional 1% per rank.
(Maximum Increase: 50%)

Heartbleed
Ranks: 50
When your creatures attack, 0.5% of their Current Health per rank is added to their Attack to determine the damage dealt. When your creatures cast a spell, .5% of their missing Health per rank is added to their Intelligence to determine the potency.
(Maximum Bonus: 25%)

Horror Show
Ranks: 1 (Costs 50 points)
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.

Living Nightmare
Ranks: 100
Your temporary summoned creatures have 1% more Health, Mana, Attack, Intelligence, Defense and Speed per rank.
(Maximum Bonus: 100%)

Necromancy
Ranks: 25
Your creatures have a 1% chance per rank to resurrect with 4% Health per rank when they die.
(Maximum Chance: 25%)

Nighttaker
Ranks: 1 (Costs 50 points)
At the start of battle, Saia gains a new trait called Nighttaker: Your creatures' attacks afflict their targets with a random debuff.

Saia
Ranks: 1 (Costs 50 points)
Saia the Grave Leper joins your party. Comes with a unique artifact and trait. Gains permanent stat bonuses after it kills enough enemies. Has no level cap. Cannot be bred or nicknamed. Cannot turn into a Nether Creature. Cannot be given Tomes.

Stat Decrease
Ranks: 100
Increases the potency of your creatures' effects that reduce enemies' stats by 1% per rank.
(Maximum Extra Potency: 100%)

Unholy Night
Ranks: 50
When your creatures are resurrected, they gain 2% Attack, Intelligence, Defense and Speed per rank.
(Maximum Stat Gain: 100%)

Death Mage Notes
Death Mages start with two creatures with rather different approaches to combat - Mumu's solid defenses and trait make it a patient, slow and manipulative force that gradually whittles down and weakens enemies with a constant flow of random debuffs, whereas the Shadow Carnage is a hard-hitting brute that should try to finish off anything that debuffs have brought low, in order to turn them into buffs for its allies.

The general perk setup for Death Mages is somewhat oriented towards specific gimmicks. Temporary Summoned Creatures are creatures that you call up in battle itself rather than summoning them permanently in the castle like other mages do - you have little control over what might show up so every battle essentially becomes much more unpredictable than usual - which is where the Death Mage traits relating to them come in, in order to give you more of an edge when using them. This approach to the game would likely be much easier on your resource pool however, since you would likely only be outfitting one or two permanent creatures, and then filling out your roster in battle with temporary summons.

Many of the other perks relate to Saia, a specific creature with the following stat line when first summoned:
Saia (Leper/Death)
Health
19
Mana
19
Attack
26
Intelligence
24
Defense
4
Speed
24
Trait: Puppet Master
This creature deals 10% more damage and takes 10% less damage for each temporary summoned creature fighting on your side.

Saia is of the Grave Leper species specifically, and as with most Leper monsters, is a glass cannon - fast and hard hitting, but unable to take a hit. She comes with a unique and powerful artifact called Death's Edge that can be altered only through the Death Mage traits relating to it, which greatly enhances Saia's stats and allows her to gain stats permanently by killing 800 creatures. It can also cast Rapture on hit, which is a hard-hitting spell that inflicts Weak and Vulnerable on all enemies. Several perks exist to enhance Saia even further, so if you want to use her, you can max out her potential that way.

There are a few general-purpose perks: Necromancy and Unholy Night both relate to your creatures dying or being revived, playing into the iconic "won't stay down" we've all come to expect from the undead. Heartbleed makes your creatures better at attacking while at high health and better at casting while at low health, giving them some interesting flexibility, while Harbinger makes you less vulnerable to stat reduction.
Life Mages
"Life Magi grant their creatures nearly unlimited longevity. They utilize enhanced healing techniques and powerful wards, ensuring that their creatures are able to withstand anything that comes their way."

As a Life Mage, the gods that share your class are Surathli the Goddess of Light, Yseros the Goddess of Illusion, and Lister the God of Fortune. The free spell gem you receive during the tutorial is Heaven's Thunder, a moderately damaging spell that inflicts Silence, which prevents the victim from casting spells.


Life Mage Starter Creatures
Emlai (Godspawn/Life)
Health
40
Mana
40
Attack
20
Intelligence
15
Defense
15
Speed
15
Trait: Release the Cure
After this creature attacks or is attacked, it gains a random buff.

Valkyrie Scout (Valkyrie/Life)
Health
31
Mana
21
Attack
16
Intelligence
11
Defense
16
Speed
21

Trait: Fight or Flight
After your other creatures are attacked, this creature attacks the enemy for 50% normal damage.

Life Mage Perks
Apotheosis
Ranks: 50
When your creatures are healed, they have a 1% chance per rank to gain a random buff.
(Maximum Chance: 50%)

Censure
Ranks: 25
Your creatures deal additional damage to 0.5% per rank of the healing they've received in the current battle.
(Maximum Bonus: 25%)

Chastise
Ranks: 50
When your creatures heal an enemy, they instead cause damage to the enemy equal to 1% per rank of the amount of healing the enemy would have received.
(Maximum Damage: 50% of Potential Healing)

Damage Reduction
Ranks: 35
Your creatures take 1% less damage per rank from all sources.
(Maximum Reduction: 35%)

Greater Healing
Ranks: 100
Your creatures' healing effects are 1% more powerful per rank. In addition, your creatures gain 1% more benefit per rank from healing effects.
(Maximum Empowerment: 100%)

Guardian Angel
Ranks: 35
When your creatures are about to die from damage, they have a 1% chance per rank to prevent that damage.
(Maximum Chance: 35%)

Luminesce
Ranks: 1 (Costs 50 points)
When one of your creatures are healed, and the amount healed exceeds the creature's Maximum Health, store the extra healing in a Barrier.

Overheal
Ranks: 1 (Costs 50 points)
Your creatures can trigger healing effects even while they're at full Health.

Perseverance
Ranks: 25
You have a 1% chance per rank to negate enemy attacks and spells.
(Maximum Chance: 25%)

Shining Force
Ranks: 50
Your creatures deal additional damage equal to 2% of their Barrier's potency per rank.
(Maximum Bonus: 100%)

Life Mage Notes
Emlai is a rather odd starter creature - it seems to be set up to be a tanky threat that gradually grows in power over time, but the low defense does not initially lend itself well to this purpose, nor does the fact the buffs are randomized, giving you little control. The Valkyrie Scout is a solid support creature that will get a free counterattack every time one of your other creatures is attacked physically. It is also quite fast and has decent physical attacking stats.

Overall, Life Mages are "the defensive class" for the most part - many of the perks relate to healing away damage, or preventing it from having as much impact in the first place. A properly kitted out Life Mage can survive absolutely ridiculous amounts of punishment by just blocking incoming damage in a multitude of different ways. Life Mage perks also synergize very well with each other with a bit of creativity - Overheal and Luminesce in tandem can turn any "wasted" heals into barriers, especially from the Mend buff. For more offensive options, Chastise and Greater Healing can turn your heal spells into a source of high damage without compromising the healing function of the spells at all.
Nature Mages
"Nature Magi are resourceful as they are strategic. They enable their creatures to dodge and counter incoming attacks, while also employing insurmountable tactics both in and out of battle."

As a Nature Mage, the gods that share your class are Torun the God of Anger, Meraxis the God of Bliss, and Regalis the Goddess of Poison. The free spell gem you receive during the tutorial is Frost Arrow, a moderately damaging spell that freezes the target, preventing them from acting until the debuff is removed.


Nature Mage Starter Creatures
Ugat (Godspawn/Nature)
Health
30
Mana
20
Attack
20
Intelligence
15
Defense
15
Speed
30
Trait: Karma
After this creature attacks or is attacked, it gains 50% of its lowest stat.

Troll Knife Juggler (Troll/Nature)
Health
35
Mana
20
Attack
25
Intelligence
10
Defense
15
Speed
15

Trait: Fan of Knives
After an ally attacks, this creature deals damage to the target equal to 20% of its Speed.

Nature Mage Perks
Acrobatics
Ranks: 50
Your creatures deal additional damage equal to 1% of their Speed per rank.
(Maximum Bonus Damage: 50%)

Adaptation
Ranks: 100
Your creatures take .5% less damage per rank and deal 1% more damage per rank to creatures of their own class.
(Maximum Damage Reduction: 50%
Maximum Damage Bonus: 100%)

Dodge
Ranks: 100
Increases your creatures' chance to dodge by 1% per rank.
(Maximum Bonus Chance: 100%)

Druidism
Ranks: 100
Your creatures' maximum stat limit is increased by an additional 3% per rank.
(Maximum Increase: 300%)

Forest Pact
Ranks: 3 (Cost starts at 35 points)
Traits and spells that are affected by the number of a certain creature race or class act as if you have 1 more of those creatures in your party per rank.
(Maximum Bonus: 3 Creatures)

Hybridization
Ranks: 1 (Costs 50 points)
Your creatures have 10% more Health, Attack, Intelligence, Defense and Speed for each different class of creature fighting on your side.
(Maximum Bonus Stats: 60%)

Lone Wolf
Ranks: 1 (Costs 50 points)
Your creatures deal 30% more damage, take 12% less damage, and have 30% more Health for each creature missing from your group. In addition, your creatures have a 20% chance to resist debuffs for each creature missing from your group.
(Maximum Bonuses:
+150% Damage bonus
+60% Incoming damage reduction
+150% Health bonus
100% Debuff resist chance)


Purebred
Ranks: 1 (Costs 50 points)
Each of your creatures have 10% more Health, Attack, Intelligence, Defense and Speed for each creature of the creature's same class fighting on your side.
(Maximum Bonus Stats: 60%)

Raid
Ranks: 3
After the Action Queue order is determined, your creatures are moved up 1 slot higher per rank.
(Maximum Priority Bonus: 3)

Stat Increase
Ranks: 100
Increases the potency of your creatures' effects that increase your creatures' stats by 1% per rank.
(Maximum Increase: 100%)

Survival Instincts
Ranks: 50
When your creatures dodge an attack, they have a 2% chance per rank to counterattack for 2% extra damage per rank.
(Maximum: 100% chance of counter, 100% extra damage)

Nature Mage Notes
Ugat's base stat line marks it as a quick and moderately bulky physical attacker, but its trait is truly its defining characteristic: it is constantly boosting its lowest stat, making it a generalist that gradually grows more and more powerful the longer a battle goes on. The Troll Knife Juggler is a hard hitter who adds bonus damage to allied attacks, though its middling to low speed means you should likely equip the troll with some speed boosting artifacts to get more out of the trait.

The perks of Nature Mages are at once both very specific and very general - many of the perks are there to support whatever gimmick team build you might choose to run with, be it all of one class, or perhaps going with as diverse classes as possible, or even just having one creature in your party! Some perks such as Forest Pact also tie into already-existing gimmicky creature lines such as Waspids or Diabolic Horde.

Beyond that, the more generalized perks seem to heavily relate to Speed - Raid allowing slower creatures to get a jumpstart, and Dodge/Survival Instinct both relating to the dodging mechanic, which is already based around the difference in speed between two combatants.
Sorcery Mages
"Sorcery Magi are masters of the arcane. They grant their creatures power beyond imagination by allowing them to cast amplified versions of any spell in existence."

As a Sorcery Mage, the gods that share your class are Azural the God of Frost, Aeolian the God of the Wind, and Zonte the God of Wisdom. The free spell gem you receive during the tutorial is Mind Blast, a moderately damaging spell that stuns the target for one turn.


Sorcery Mage Starter Creatures
Aja Birku (Godspawn/Sorcery)
Health
30
Mana
30
Attack
20
Intelligence
30
Defense
15
Speed
15
Trait: Dimensions
After your creatures manually cast a spell, this creature casts a spell that belongs to the same class, chosen randomly.

Spider Occultist (Occultist/Sorcery)
Health
22
Mana
32
Attack
12
Intelligence
17
Defense
13
Speed
23
Trait: Apprenticeship
After your creatures manually cast a spell, this creature casts Magic Missile on a random enemy.

Sorcery Mage Perks
Battlemage
Ranks: 50
When your creatures attack, 1% of their Intelligence per rank is added to their Attack to determine the damage dealt.
(Maximum Bonus: 50%)

Echo
Ranks: 25
Your creatures' spells have a 1% chance per rank to cast an additional time. This effect can repeat multiple times in a row.
(Maximum Chance: 25%)

Mana
Ranks: 50
Your creatures have 1 more Maximum Mana per rank.
(Maximum Mana: 50)

Meditation
Ranks: 1 (Costs 50 points)
When your creatures defend, they recover 100% Mana.

Outspoken
Ranks: 1 (Costs 50 points)
Your creatures are immune to Silence.

Spell Damage
Ranks: 100
Your creatures deal 1% more damage with spells per rank.
(Maximum Bonus: 100%)

Spell Mastery (Chaos)
Ranks: 1 (Costs 50 points)
Your creatures can equip Chaos Spell Gems, regardless of their class.

Spell Mastery (Death)
Ranks: 1 (Costs 50 points)
Your creatures can equip Death Spell Gems, regardless of their class.

Spell Mastery (Life)
Ranks: 1 (Costs 50 points)
Your creatures can equip Life Spell Gems, regardless of their class.

Spell Mastery (Nature)
Ranks: 1 (Costs 50 points)
Your creatures can equip Nature Spell Gems, regardless of their class.

Spell Mastery (Sorcery)
Ranks: 1 (Costs 50 points)
Your creatures can equip Sorcery Spell Gems, regardless of their class.

Spell Slots
Ranks: 5 (Cost starts at 35 points)
Your creatures can equip 1 additional Spell Gem per rank.
(Maximum: 5 Extra Gems)

Wild Magic
Ranks: 1 (Costs 50 points)
At the start of battle, your creatures are given 3 random Spell Gems that belong to their class. These spells cost 0 Mana.

Sorcery Mage Notes
Aja Birku is very much a spellcaster through and through, with stats to back it up - be cautious about its trait however, especially when casting Death spells, which often have sacrificial tradeoffs such as losing stats or even killing your creatures. The Spider Occultist is a fast but fragile spellslinger too, with a highly offense-oriented trait that can put out incredible amounts of damage in the right circumstances.

As you might expect, Sorcery Mages are all about spellcasting. Most of the perks relate to making the use of magic much more flexible, such as circumventing the class restrictions on spell gems or granting extra mana to cast with. Some perks even shut down attempts to prevent them from casting, such as immunity to silence, or allowing them to replenish their stocks of mana.

Outside of spellcasting however, Sorcery Mages don't have very many tricks, with the only perk being to turn intelligence into attack. If an opponent can find a way to shut down any spell-based trickery, a Sorcery Mage could be in serious trouble.
9 Comments
MalkavianProphet 26 Aug, 2024 @ 12:59pm 
Thank you, Now I know which class to start as for my video. (Malkavian Prophet)
Mittens the Maleficent 12 Feb, 2019 @ 9:45pm 
Thanks fam! :lunar2019grinningpig:
wasdf999 10 Aug, 2018 @ 5:14pm 
Thanks a lot!
I felt this was quite necessary, as it saves you from restarting the game 5 times just to see what you actually get from picking a class. Was considering making a guide like this myself, but you did a way better job than I ever could have done anyway
gay moth aunt  [author] 16 Jul, 2018 @ 4:02am 
@Velhalv:
Fixed, thanks!
Jaxevrok 16 Jul, 2018 @ 1:33am 
Saia's trait changed to "This creature deals 10% more damage and takes 10% less damage for each temporary summoned creature fighting on your side."
BuildTheWall 11 Jun, 2018 @ 2:22pm 
You should point out that Saia's upgraded artifact gives a 20% to cast rapture on hit.
Louis Cypher 2 Jun, 2018 @ 2:52pm 
@Phantom
No,
- async PVP only creatures, Spell gems and artifacts count
- everything will be at lvl 100
- no class perks, cards, runes, talisman etc. will influence the battles
Phantom 31 May, 2018 @ 6:47pm 
#4 - Death - Argueably #3. Some people rave about the unique summon. Haven't played it for any period of time so I'm dropping it lower.

#5 - Life - Argueably #1... probabaly will be for the PvP a-syncronous battles... but takes the last spot because time = money... and this class doesn't efficiently end battles
Phantom 31 May, 2018 @ 6:47pm 
Nicely done, my thoughts on them

#1 - Chaos - Absurdly good attack abilities, the 35 attack on the godspawn is unreal, great perks, no wonder people talk about chewing everything with this class. Pretty much wins.

#2 - Nature - Argeuably #1 if you are willing to take a couple turns to win a battle... the character + lone wolf = wrecking ball. Solid perks and stuff. Amazing godspawn. Can't lose if you build right.

#3 - Sorcery - Very flexible, kinda meh godspawn. Not a lot of creatures have good int and good traits for casters which is a downside. Ability to use the gems from other classes is what makes this guy shine. 25% echo is nice. This is by far the glass cannon version of mages. And a lot of things stuff it