Preamble
Welcome to my guide on the specializations you can choose for your mage in Siralim Ultimate.
This guide will provide you with the information on what each specialization of mage in the game gets for a starting creature as well as their unique perks, in case you are beginning the game, thinking of restarting, wondering which specialization to unlock next, 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 the creature you can get when you begin your adventure, but you only learn about what your perks do once you've started the game. This guide hopes to give players more information ahead of time and aid in making a more informed choice.
Each section also includes my notes and observations on each specialization in general - feel free to skip these if you would rather discover things for yourself, of course.
Last updated on the 27rd of February 2020, current as of game version 0.8.3.
Starting Out
ClassAestheticsPlay StyleStrong Vs.Weak Vs.GodsSiralim 3 ClassSiralim 3 StrategyClosest Equivalent
es and how they workBefore choosing your specialization, you should be aware of the game's system. es are essentially categories that mages and creatures fit into, with certain common themes between them. Creatures are, under most circumstances, only able to equip spell gems of their own class, which limits the spells they will have access to. Each class is also strong against one and weak against another, in a circular manner. This table should give you a quick rundown on information about each class:
Life Celestial, angelic Defensive, hard to kill Death Nature Surathli, Yseros, Lister, Perdition Nature Animalistic, primitive Adaptive, has an answer to everything Life Sorcery Torun, Regalis, Meraxis, Apocranox Sorcery Mystical, weird Tactical, lots of tricks Nature Chaos Zonte, Azural, Aeolian, Tenebris, Aurum Chaos Demonic, militaristic Offensive, high attack power Sorcery Death Gonfurian, Tartarith, Vulcanar, Venedon Death Undead, occult Weakens enemies, hoards advantages Chaos Life Erebyss, Vertraag, Friden, Mortem
If you're having trouble remembering the class circle (don't worry, most newer players take a little while to memorize it), use this rationalizing aid to help:
Life persists beyond Death
Nature feasts on Life
Sorcery corrupts Nature
Chaos ruins the plans of Sorcery
Death brings an end to Chaos
Starter CreaturesThe specializations you start with each get given their own unique creature at the beginning of the game. For those of you returning from Siralim 3, these aren't particularly rare creatures this time around, so don't worry about being locked out of getting the other specialization's starters. After the short tutorial is finished, you will be given another creature to start you off, effectively giving you two before you ever set foot in a realm. Unlike previous Siralim games however, every specialization gets the same "second starter":
Unicorn Vivifier (Unicorn/Life)
Health31Attack21Intelligence16Defense17Speed22Trait: Reinvigoration
After this creature attacks, it resurrects a random ally with 50% Health.
This is a support creature with decent attacking power, and it will help to keep your other starter alive. It is a Life creature, so it will be effective against Death creatures and weak against Nature creatures, so keep that in mind.
Perk Points and Perk CostsIn this game, you gain Perk Points every time you finish a realm quest at the highest realm depth you've ever done. You gain 10 at a time for finishing your highest realm depth and 25 for defeating a storyline boss, so plan accordingly - unlocking powerful perks takes quite a while in this game and the game gets significantly harder as realm depth increases, so it's best to have a plan of what you want to unlock first.
Players returning from Siralim 3Those among you who played Siralim 3 should very quickly be able to pick back up on this game, as the base game mechanics more or less work the same way. There are only two things to really make note of going into this game.
Firstly, as mentioned before, the starter creatures in Siralim Ultimate are not ultra-rare or super hard to find like the pawn starters in Siralim 3 were. In addition, specializations are now much easier and earlier to unlock and switch between, so the starting choice is really more of a time-saver than anything else. pawn still exist, but are found elsewhere - you can pick up your old friends eventually without too much of a fuss, so don't worry.
Secondly, some of you may wish to keep playing a similar mage to what you played in Siralim 3. In the following table I have noted the closest equivalents to Siralim 3's classes so you can hop right in to whichever one you want:
Siralim 3 Life Mage Defensive Play Cleric Life Mage Offensive Play Inquisitor Nature Mage Lone Wolf Druid Nature Mage Forest Pact Tribalist Sorcery Mage In General Evoker Chaos Mage In General Hell Knight Death Mage With Saia Animator Death Mage Without Saia Defiler
Any Siralim Ultimate class not mentioned in the table is effectively a brand new play style that does not correspond or play similarly to a class from Siralim 3.
Advanced Specializations & SwitchingOnce you defeat a certain boss somewhat early in the storyline, you will unlock projects that, when completed, unlock the other specializations you didn't choose, as well as some advanced specializations that weren't available at the beginning of the game.
Once you've unlocked other specializations, you can switch to them at any time without penalty using the wardrobe in your castle. The total amount of perk points you've earned is available to every class - so for example if you've earned 300 but spent them all on Druid perks, when you switch to Evoker you'll still have the full pool of 300 available for allocating on perks there.
On top of this, you can reset your perks at any time at the wardrobe for free if you want to try out different perks than the ones you selected, or need to rebuild your strategy.
Which Specialization should I pick?
If you're a complete beginner to RPGs/the series and have no idea what you're doing, go with Hell Knight as it is simple and easy to use.
If you're looking for a simple, strong offensive specialization, go with Hell Knight for physical attacks, or Evoker for casting spells.
If you want a specialization with strong defenses, go with Cleric for tanking hits, or Monk for evading hits.
If you like to shut down enemies to stop them from acting, Defiler is the most straightforward, whereas Sorcerer has a more complex and conditional take on the concept.
The rest of the specializations have various unique strategies, so read their descriptions and consider carefully if you're looking for something different.
Hell Knight
Careful planning and uptight caution are nothing but a cause to doubt oneself. Hell Knights realize this fact, and instead opt to send their creatures charging headlong into battle, relying on brute strength and reckless attacks to ensure a swift victory.
As a Hell Knight, you'll favor creatures that specialize in attacking. Hell Knights grant their creatures increased critical damage and cause a variety of effects to occur when they attack. Hell Knights are surprisingly adept at spellcasting in a pinch, as well.
Starter CreatureAsura Heartripper (Asura/Chaos)
Health35Attack25Intelligence15Defense10Speed25Trait: Pummel
This creature deals 200% additional critical damage.
PerksBlazing Soul
Ranks: 1
Cost Per Rank: 100
When your creatures afflict enemies with Burning, their Attack is used to determine the potency of this debuff if it is higher than their Intelligence.
Bolster
Ranks: 1
Cost Per Rank: 100
Your creatures take 1% less damage from attacks and spells for every 1% of Health they're missing.
Deadly Calm
Ranks: 1
Cost Per Rank: 100
Enemies cannot Provoke.
Death Sentence
Ranks: 30
Cost Per Rank: 3
Your creatures' critical attacks deal 2% more damage per rank.
Maximum Bonus: 60% extra damage
Dreadnaught
Ranks: 1
Cost Per Rank: 100
Your creatures' attacks cannot be dodged.
Enduring Rage
Ranks: 1
Cost Per Rank: 100
Your creatures Attack an additional time.
Executioner
Ranks: 50
Cost Per Rank: 2
Your creatures deal 1% more damage per rank with attacks.
Maximum Bonus: 50% more damage
Indomitable
Ranks: 1
Cost Per Rank: 100
Your creatures are immune to Scorned.
Inner Focus
Ranks: 25
Cost Per Rank: 4
When your creatures cast a spell, 1% of their Attack per rank is added to their Intelligence to determine the amount of damage dealt.
Maximum Bonus: 25% of attack stat contributed
Kindling
Ranks: 1
Cost Per Rank: 100
At the start of battle, the first creature in your party casts Firestorm.
Magma Diver
Ranks: 1
Cost Per Rank: 100
Your creatures always have Splashing and Savage.
Massacre
Ranks: 1
Cost Per Rank: 100
Your creatures' Splashing debuff now deals damage to all enemies.
Pyromania
Ranks: 20
Cost Per Rank: 5
After your creatures attack, they have a 1% chance per rank to cast Flamestrike.
Maximum Bonus: 20% chance
Reckless Abandon
Ranks: 1
Cost Per Rank: 100
Your creatures' Savage buff now causes them ot have a 100% chance to deal critical damage.
Touch of Chaos
Ranks: 25
Cost Per Rank: 4
After your creatures Attack, they have a 1% chance per rank to afflict the target with a random debuff.
Maximum Bonus: 25% chance
NotesHell Knights are the specialization with the hardest focus on physical attacks, and they have a handful of other tricks just in case that attack strategies get shut down by enemies - though due to perks like Deadly Calm, Dreadnaught, and Indomitable, you will likely encounter these situations less often than other specializations would.
Getting the most out of this specialization will involve finding creatures that enhance your attacks further, finding ways to use on-hit effects and also launch extra attacks. The Asura Heartripper you are given to start with gets four attacks per turn - your Pyromania and Touch of Chaos perks will be far more likely to trigger in synergy with four hits. In addition it hits fairly hard, and your other perks will only make this damage even stronger.
Hell Knights also have a smaller focus on the Burning debuff, so finding creatures that can use Burning in various ways will benefit you - especially with the Kindling perk that will make your first monster set all enemies on fire at the beginning of each battle. This is also a great way to still damage monsters that have found a way to stop you from attacking or punish you if you do.
Reaver
Perseverance, an iron will, and a touch of insanity are the perfect recipe for victory. Reavers live and die by this mantra, instilling their creatures with a cold and calculated anger that allows them to grow more powerful during battle while their foes tire out.
As a Reaver, your creatures will gain massive benefits in combat as battle continue to drag on. If your creatures manage to survive for just a few extra turns, they'll be able to devastate your enemies.
Starter CreatureInox Apocalypse (Apocalypse/Chaos)
Health37Attack15Intelligence15Defense20Speed20Trait: Naxor Harbinger
Your creatures deal 40% more damage for each turn they've taken in the current battle. This trait does not stack.
PerksBlitzkrieg
Ranks: 50
Cost Per Rank: 2
Your creatures' attacks in the same turn deal 1% more damage per rank than the last.
Maximum Bonus: 50% more damage
Controlled Anger
Ranks: 1
Cost Per Rank: 100
After your creatures take 2 turns, they become immune to debuffs for the rest of the battle.
Mental Clarity
Ranks: 1
Cost Per Rank: 100
After your creatures take 2 turns, they can Cast spells without consuming any Charges for the rest of the battle.
Mercurial
Ranks: 1
Cost Per Rank: 100
After your creatures are Attacked, and they fail to dodge the attack, their chance to dodge attacks is doubled the next time they're Attacked. This effect stacks multiple times in a row until they successfully dodge an attack.
Onslaught
Ranks: 1
Cost Per Rank: 100
Your creatures deal 5% more damage and take 5% less damage for each battle you've won in the current realm. If you're not in a realm, this perk acts as if you've won 5 battles.
Proliferation
Ranks: 1
Cost Per Rank: 100
Your creatures deal 30% more damage for each turn they've taken in battle.
Rapid Exhaustion
Ranks: 25
Cost Per Rank: 3
Battle fatigue accumulates 2% faster per rank.
Maximum Bonus: 50% quicker fatigue rate
Red-eye Flight
Ranks: 25
Cost Per Rank: 4
Battle fatigue starts to accumulates 1 turn sooner per rank.
Maximum Bonus: 25 turns earlier
Reign of Chaos
Ranks: 15
Cost Per Rank: 5
Your creatures have 1% more Health, Attack, Intelligence, Defense and Speed per rank for each battle you've won in the current realm.
Maximum Bonus: 15% more stats per battle
Relentless
Ranks: 1
Cost Per Rank: 100
After your creatures Attack, and the attack fails to deal critical damage, their chance to deal critical damage with attacks is doubled on their next turn. This effect stacks multiple times in a row until the creature deals critical damage with attacks.
Reverberation
Ranks: 1
Cost Per Rank: 100
Your creatures Attack and Cast an additional time for every 2 turns they've taken in battle.
Rigor
Ranks: 1
Cost Per Rank: 100
Your creatures are immune to Snared, Frozen, and Sleeping.
Sap
Ranks: 10
Cost Per Rank: 10
Enemies take 5% more damage per rank from battle fatigue.
Maximum Bonus: 50% extra damage
Skirmish
Ranks: 25
Cost Per Rank: 4
Your creatures have a 1% chance per rank to Attack an additional time. This effect can occur repeatedly until it fails.
Maximum Bonus: 25% chance
Stimulation
Ranks: 1
Cost Per Rank: 100
Your creatures no longer take extra damage from battle fatigue.
Sure-footed
Ranks: 1
Cost Per Rank: 100
Enemies cannot move your creatures down the Timeline.
NotesAn interesting specialization with mechanics that almost nothing else in the game uses, Reavers don't just get stronger as battles wear on, but actually grow stronger from winning prior battles within a realm too using the Reign of Chaos and Onslaught perks. Once you've got a few victories going within a realm, you should find yourself increasingly steamrolling battles - and for those you still find tricky, you can always just hunker down for a few turns, wait for your strength to gather, and then lash out with far more power than you started with.
Reavers are also unique in that they can not just immunize themselves against battle fatigue using Stimulation, but actually thrive off it with Sap. This makes them without peer when it comes to attrition tactics - which, using Rapid Exhaustion and Red-Eye Flight, sets in far sooner than it does for other specializations.
Almost all creatures will benefit from Reaver's perk set, but finding creatures that grow increasingly more powerful as time goes on will have the effects of their traits amplified even further - the Apocalypse you are given to start with gets more powerful the more turns it takes for example, and its somewhat tank-ish stats allow it to last long enough to ensure this happens.
Trickster
Luck is not merely a matter of chance, but instead a force that can be manipulated to a clever man's will. Tricksters capitalize on this fact, enabling their creatures to re-roll the proverbial dice whenever fate doesn't turn out quite they way they hoped.
As a Trickster, you'll heavily inconvenience enemies by preventing them from taking action. You'll also gain the ability to manipulate the element of luck - for example, if a positive effect has a chance to activate but fails to do so, you can try again.
Starter CreatureWicked Carver (Carver/Chaos)
Health27Attack20Intelligence20Defense15Speed20Trait: Cold Blood
When this creature deals damage, it deals between 50% and 250% normal damage.
PerksBafflement
Ranks: 6
Cost Per Rank: 15
At the start of battle, 1 enemy per rank is afflicted with Confused.
Maximum Bonus: All six enemies
Even the Odds
Ranks: 50
Cost Per Rank: 2
At the start of normal battles, you have a 2% chance per rank to instantly kill a random enemy.
Maximum Bonus: 100% chance to kill
Feint
Ranks: 25
Cost Per Rank: 4
After your creatures dodge an attack, they have a 2% chance per rank to afflict the enemy with Disarmed.
Maximum Bonus: 50% chance to inflict
Hidden Hand
Ranks: 10
Cost Per Rank: 10
Your artifacts' Spell Slots have a 1% additional chance per rank to be cast.
Maximum Bonus: 10% extra chance
Intent to Kill
Ranks: 1
Cost Per Rank: 100
When the enemy would dodge your creatures' attacks, the dodge chance is re-rolled one additional time.
Nightstalker
Ranks: 6
Cost Per Rank: 20
At the start of battle, one creature in your party gains Invisible per rank, in order from first to last.
Maximum Bonus: All creatures become invisible
Pilfer
Ranks: 1
Cost Per Rank: 100
At the start of battle, your creatures steal a random Spell Gem from a random enemy.
Prey
Ranks: 1
Cost Per Rank: 100
When your creatures Attack while the target is afflicted with Disarmed, the target's artifact's Stat Slots are applied to your creature for all effects that relate to that attack.
Rebound
Ranks: 1
Cost Per Rank: 100
When your creatures Attack, and their attack would fail to deal critical damage, the critical chance is re-rolled one additional time.
Sleight of Hand
Ranks: 1
Cost Per Rank: 100
Whenever it is one of your creatures' turns, any random effects that fail to occur are re-rolled an additional time.
Spontaneity
Ranks: 1
Cost Per Rank: 100
At random times during battle, your creatures have a 1% chance per rank to cast a random, Ethereal Spell Gem from their spell list.
Stratagem
Ranks: 50
Cost Per Rank: 2
Your creatures deal 2% more damage per rank while they're Invisible.
Maximum Bonus: 100% extra damage
Subterfuge
Ranks: 25
Cost Per Rank: 4
Your creatures' attacks ignore 1% of the target's Defense per rank.
Maximum Bonus: 25% defense penetration
Tools of the Trade
Ranks: 25
Cost Per Rank: 4
Your artifacts' Trick Slots are 1% more powerful per rank.
Maximum Bonus: 25% extra power
Whetbone
Ranks: 1
Cost Per Rank: 100
After your creatures Attack, they gain Proficient.
NotesTricksters do a wide range of things, among them manipulating probability, strengthening artifacts, and weakening enemies - with the overall aim of tipping the odds in your favor.
Intent to Kill, Rebound, and Sleight of Hand all essentially mitigate poor luck by just trying again if things don't turn out in your favor, so you'll likely see favorable outcomes more often and you'll be more able to rely on chance than other specializations - whereas perks like Pilfer or Even the Odds just directly weaken the enemy in your favor.
The Wicked Carver you start with is a solid attacker that has a chance to do even more damage than usual, with a slight chance of doing less instead, playing into the probability theme that Trickster thrives upon. Given Tricksters have a very varied bag of tools at their disposal, there's a great many creatures that Tricksters can find synergy with, so look around and see what fits.
Necromancer
Necromancers prefer to overwhelm their foes by summoning minions to aid their creatures in battle. Enemies are often so perplexed b y the number of undead monstrosities charging at them from across the battlefield that they're dead long before they realize what even happened.
As a Necromancer, you'll summon minions to aid your creatures in battle. These minions can do all kinds of things to support your creatures - they can cause damage, boost your creatures' stats, debuff enemies, and much more.
Starter CreatureDread Hound (Hound/Death)
Health30Attack20Intelligence20Defense15Speed20Trait: Summon the Pack
At the start of your creatures' turns, they gain 1 stack of Dire Wolves. This trait does not stack.
PerksAnimated Dead
Ranks: 3
Cost Per Rank: 35
Your creatures start battles with 1 Zombie per rank.
Maximum Bonus: 3 Zombies
Army of the Damned
Ranks: 1
Cost Per Rank: 100
At the start of your creatures' turns, their minions gain 1 additional stack.
Conquest's Triumph
Ranks: 1
Cost Per Rank: 100
After your creatures Cast a spell, they summon Conquest.
Corpse Eater
Ranks: 3
Cost Per Rank: 35
Your creatures start battles with 1 Writhelings per rank.
Maximum Bonus: 3 Writhelings
Cruel Creation
Ranks: 3
Cost Per Rank: 35
Your creatures start battles with 1 Unstable Horror per rank.
Maximum Bonus: 3 Unstable Horrors
Deadly Vitality
Ranks: 20
Cost Per Rank: 5
After your creatures gain a minion or a minion stack, they recover Health equal to 1% of their Maximum Health per rank.
Maximum Bonus: Heal for 20% of Maximum Health
Death's Claim
Ranks: 1
Cost Per Rank: 100
At the end of your creatures' turns, they summon Death.
Famine's Thirst
Ranks: 1
Cost Per Rank: 100
After your creatures Attack, they summon Famine.
Four Horsemen
Ranks: 1
Cost Per Rank: 100
If your creatures have Conquest, Famine, Death, and War, they cast Apocalypse at the start of their turns. Your creatures are healed by this spell.
Gravewalker
Ranks: 10
Cost Per Rank: 10
After your creatures are killed, they have a 1% chance per rank to be resurrected with 50% Health for each different minion they had before they died.
Maximum Bonus: 10% chance per minion type
Meat Shield
Ranks: 1
Cost Per Rank: 100
Your creatures take 1% less damage per rank for each different minion they have.
Maximum Bonus: 10% less damage per minion type
Midnight Bargain
Ranks: 50
Cost Per Rank: 2
Your creatures' minions are 2% less likely per rank to go away.
Maximum Bonus: 100% reduced chance (Minions never leave)
Servitude
Ranks: 15
Cost Per Rank: 6
Your creatures deal 1% more damage per rank for each different minion they have.
Maximum Bonus: 15% more damage per minion type
Undying Loyalty
Ranks: 1
Cost Per Rank: 100
Your creatures' minions persist beyond their master's death.
War's Victory
Ranks: 1
Cost Per Rank: 100
After your creatures are damaged by an attack or spell, they summon War.
NotesMinions are essentially a special type of buff that offer specific enhancements to creatures that control them, but wear off more quickly - usually after performing their function. Necromancers mitigate this flaw by keeping minions around longer using perks like Army of the Damned, Undying Loyalty and Midnight Bargain. They're also much more adept at calling minions forth than other specializations, with a wide array of perks that summon up new ones.
In addition, they get stronger simply from having minions around - Meat Shield and Servitude stack up to offer power beyond what just the minions in and of themselves offer, which is usually considerable to begin with. They can also summon up the Four Horsemen much more easily, and if they get all four, they will start to snowball the battle in your favor by healing your own team and damaging the enemy team repeatedly.
The Dread Hound you begin with starts with and maintains a stack of Dire Wolves, a minion that enhances its master's attack power. Leverage this using your perks and other creatures that synergize with minion use to start battles with a great deal of immediate strength.
Defiler
The difference between good and evil is often a matter of perspective, but the morality of a Defiler is simple enough for anyone to decide. These dark magi take sadistic pleasure in afflicting their adversaries with crippling diseases, reducing them to weakened husks that no longer have the capacity to defend themselves.
As a Defiler, you'll specialize in debuffs and stat-reducing effects. Enemies will be so weak that your party will be able to easily pick them off, even if they were originally much more powerful than your creatures.
Starter CreatureDread Spectre (Spectre/Death)
Health33Attack23Intelligence23Defense15Speed15Trait: Creation Dirge
After this creature is Attacked, it decreases the enemy's Attack, Defense, Intelligence, and Speed by 25%.
PerksAnemia
Ranks: 20
Cost Per Rank: 2
Enemies' Weak debuffs are 5% more effective per rank.
Maximum Bonus: 100% more effect
Blasphemy
Ranks: 1
Cost Per Rank: 100
Your creatures ignore enemies' Shelled and Barrier buffs.
Curse of Fragility
Ranks: 35
Cost Per Rank: 2
Enemies have 1% less Maximum Health per rank.
Maximum Bonus: 35% less Health
Curse of Futility
Ranks: 35
Cost Per Rank: 2
Enemies have 1% less Intelligence per rank.
Maximum Bonus: 35% less Intelligence
Curse of Impotence
Ranks: 35
Cost Per Rank: 2
Enemies have 1% less Attack per rank.
Maximum Bonus: 35% less Attack
Curse of Lethargy
Ranks: 35
Cost Per Rank: 2
Enemies have 1% less Speed per rank.
Maximum Bonus: 35% less Speed
Curse of Vulnerability
Ranks: 35
Cost Per Rank: 2
Enemies have 1% less Defense per rank.
Maximum Bonus: 35% less Defense
Daybreaker
Ranks: 1
Cost Per Rank: 100
Enemies take 10% more damage for each debuff they have.
Hopelessness
Ranks: 1
Cost Per Rank: 100
Enemies' buffs last for only 1 turn and their minions have double the chance to leave battle.
Horror Show
Ranks: 25
Cost Per Rank: 4
Enemies with Feared have a 1% chance per rank to lose their turns.
Maximum Bonus: 25% chance
Infirmity
Ranks: 3
Cost Per Rank: 50
At the start of battle, enemies are afflicted with 1 random debuff per rank.
Maximum Bonus: 3 debuffs
Languish
Ranks: 50
Cost Per Rank: 2
Increases the potency of your creatures' effects that decrease enemies' stats by 2% per rank.
Maximum Bonus: 100% greater potency
Lingering Sickness
Ranks: 1
Cost Per Rank: 100
Enemies' debuffs last 1 additional turn.
Nighttaker
Ranks: 1
Cost Per Rank: 100
Enemies deal 5% less damage for each debuff they have.
Tenderness
Ranks: 20
Cost Per Rank: 2
Enemies' Vulnerable debuffs are 5% more effective per rank.
Maximum Bonus: 100% more effect
Tragedy
Ranks: 25
Cost Per Rank: 4
Decreases the potency of enemies' effects that increase their stats by 2% per rank.
Maximum Bonus: 50% less effect
Unholy Night
Ranks: 1
Cost Per Rank: 100
After your creatures afflict enemies with a debuff, they deal damage to them equal to 80% of their lowest stat.
Wane
Ranks: 20
Cost Per Rank: 4
At the start of battle, enemies lose 1% Health per rank.
Maximum Bonus: 20% Health loss
NotesRather than making your own creatures stronger with perks like most classes, the Defiler chooses instead to weaken enemies and take away options they may have of defending themselves from you. The Curse perks knock out a significant chunk of enemy stats, so they'll be operating below their true capacity right from the start of battle - and perks like Tragedy, Hopelessness and Blasphemy limit the enemies options in recovering from or mitigating the weakening effects you heap upon them.
An important synergy Defiler has is with debuffs - while their effects are often debilitating to begin with, Defilers take this to another level entirely by ensuring they stick around longer, weaken them further, and with perks like Wane and Unholy Night, just cause direct damage simply by applying them.
The Dread Spectre you begin with needs to be attacked by enemies to leverage its weakening effect, but with your perk set the enemies will be hitting for rather feeble amounts of damage, so this is much less disadvantageous than it would otherwise be. If you can find creatures that apply or use debuffs to their advantage, they will synergize well with Defiler's perk set and weaken enemies even futher.
Animator
There's a fine line between genius and insanity, and it's difficult to say on what side of that line Animators reside. These fanatical magi spend their days perfecting their Animatus creations: unique creatures that grow more powerful as their master's dark experiments unveil new opportunities.
As an Animator, you will always have a unique creature in your party called an Animatus. Your entire battle strategy will likely focus on this creature. You can empower your Animatus, and even use your other creatures to make it stronger in combat.
Starter CreatureAnimatus (Animatus/Death)
Health38Attack18Intelligence18Defense18Speed18Trait: Brilliant Creation
This creature has 15% more Attack and Intelligence for each dead creature on your side, and 10% more Defense and Speed for each living creature on your side.
PerksAnguish Through Awareness
Ranks: 5
Cost Per Rank: 30
Your Animatus starts battles with 1 random buff per rank.
Maximum Bonus: 5 buffs
Cogmind
Ranks: 1
Cost Per Rank: 100
At the start of battle, your Animatus gains copies of your fourth creature's first 5 Spell Gems.
Damnation's Edge
Ranks: 1
Cost Per Rank: 100
At the start of battle, your Animatus gains a copy of your fifth creature's innate trait.
Dancing Blade
Ranks: 1
Cost Per Rank: 100
Your Animatus always has Animated Weapon.
Dark Anima
Ranks: 1
Cost Per Rank: 100
Your Animatus always has Animated Gem.
Death and Decay
Ranks: 1
Cost Per Rank: 100
When an enemy is killed, your Animatus casts Corpse Explosion for each dead enemy.
Desensitization
Ranks: 1
Cost Per Rank: 100
Your Animatus is resistant to debuffs.
Endowment
Ranks: 1
Cost Per Rank: 100
At the start of battle, your Animatus fuses with a copy of the second creature in your party. In addition, its race changes to that creature's race.
Forbidden Magic
Ranks: 3
Cost Per Rank: 100
The first time your Animatus is killed in battle, it resurrects with 100% Health.
Maximum Bonus: Resurrect 3 times
Forged by Pain
Ranks: 1
Cost Per Rank: 100
Your Animatus splits the damage it takes with your sixth creature.
Gray Matter
Ranks: 5
Cost Per Rank: 25
Your Animatus gains 1 Spell Slot per rank.
Maximum Bonus: 5 extra slots
Grimkeeper
Ranks: 1
Cost Per Rank: 100
Your Animatus' buffs and minions persist through death.
Masterpiece
Ranks: 1
Cost Per Rank: 100
After your creatures gain a buff, your Animatus gains that buff as well.
Molecular Betrayal
Ranks: 50
Cost Per Rank: 2
At the start of battle, your Animatus gains 1% of your third creature's stats per rank.
Maximum Bonus: 50% stat theft
Thrive on Death
Ranks: 50
Cost Per Rank: 2
After your creatures are killed, your Animatus gains 1% of their stats per rank.
Maximum Bonus: 50% stat gain
NotesFor Animators, everything hinges around the Animatus - every single perk they have relates to it and enhances it in a broad variety of ways. Some of them such as Cogmind or Molecular Betrayal even weaken your other creatures to strengthen the Animatus even further. Perks that do not relate to the other members of your party strengthen the Animatus in other ways, such as Dancing Blade and Dark Anima making its equipment more powerful, and Desensitization and Forbidden Magic giving it defensive options.
It's a rather all-in strategy and a dark counterpart to the Druid, and your other creatures will find little benefit from the perk set, so try to find creatures that complement the Animatus's strength using the perks that affect creatures within certain positions of the party.
Cleric
The best offense, as some say, is a good defense. Clerics protect their creatures with powerful healing abilities and steadfast barriers, ensuring that not even the most tenacious of foes can overcome them.
As a Cleric, you'll specialize in healing abilities, as well as buffing, resurrection, stat-boosting effects, and providing your creatures with protective barriers. Your creatures will be extremely difficult to kill.
Starter CreatureUnicorn Holycaster (Unicorn/Life)
Health32Attack22Intelligence17Defense14Speed19Trait: Divine Mending
After this creature attacks, it heals a random ally for 200% of the damage dealt.
PerksApotheosis
Ranks: 25
Cost Per Rank: 4
After your creatures are healed, they have a 2% chance per rank to gain a random buff.
Maximum Bonus: 50% chance
Consecrated Ground
Ranks: 1
Cost Per Rank: 100
Your creatures are immune to Blighted.
Greater Healing
Ranks: 25
Cost Per Rank: 4
Your creatures' healing effects are 4% more powerful per rank. Your creatures gain 2% more benefit per rank from healing effects.
Maximum Bonus: 100% healing given and received
Guardian Angel
Ranks: 20
Cost Per Rank: 5
You have a 1% chance per rank to negate enemy attacks and spells.
Maximum Bonus: 20% chance
Guiding Light
Ranks: 50
Cost Per Rank: 2
At the start of battle, your creatures gain a Barrier that absorbs damage equal to 1% of their Maximum Health per rank.
Maximum Bonus: Barrier adds 50% of max health
Holy Might
Ranks: 10
Cost Per Rank: 10
Your creatures deal 1% more damage per rank for each buff they have.
Maximum Bonus: 10% more damage
Inner Light
Ranks: 40
Cost Per Rank: 3
Your creatures take 1% less damage per rank from all sources.
Maximum Bonus: 40% less damage
Lenience
Ranks: 5
Cost Per Rank: 20
Your creatures take 1% less damage per rank for each buff they have.
Maximum Bonus: 5% less damage
Luminesce
Ranks: 1
Cost Per Rank: 100
After your creatures are healed, and the amount healed exceeds the creature's Maximum Health, store the extra healing as a Barrier.
Overheal
Ranks: 1
Cost Per Rank: 100
Your creatures can trigger healing effects even while they're at full Health.
Premonition
Ranks: 30
Cost Per Rank: 4
While your creatures have a Barrier, they take 1% less damage per rank from all sources.
Maximum Bonus: 30% less damage
Radiance
Ranks: 30
Cost Per Rank: 3
Increases the potency of your creatures' effects that increase their stats by 2% per rank.
Maximum Bonus: 60% extra potency
Revelation
Ranks: 20
Cost Per Rank: 5
At the end of your creatures' turns, your dead creatures have a 1.5% chance per rank to be resurrected with 50% health.
Maximum Bonus: 30% chance
Saving Grace
Ranks: 50
Cost Per Rank: 2
After your creatures are resurrected, they gain a Barrier equal to 2% of their Maximum Health per rank.
Maximum Bonus: Barrier adds 100% of Max Health
Strength of Soul
Ranks: 50
Cost Per Rank: 2
Your creatures deal additional damage equal to 1% of their Barrier strength per rank.
Maximum Bonus: 50% additional damage
NotesBy far the most defensive specialization, Cleric revolves all around making it ridiculously hard for your creatures to be brought down. A great deal of Cleric's perk set revolves around Barriers, which are essentially an extra health pool over the top of your main health pool which is depleted first before your actual health. Guiding Light, Luminesce and Saving Grace will allow you to put up and maintain barriers, while Premonition and Strength of Soul make your creatures stronger while they have them.
Outside of barriers, Clerics still have a lot of strong defensive options - Guardian Angel and Lenience mitigate incoming damage, whereas Greater Healing and Revelation ensure that any damage that does get through is quickly reversed. A notable gap in the Cleric's defensive arsenal is a lack of protection from debuffs, so it may be a good idea to find spells and traits that cover this weakness.
You start with a Unicorn Holycaster, another member of the Unicorn race - this one heals rather than revives, so the two can keep each other alive in different ways. Clerics get a lot out of healing and buffing, so try to find creatures that can apply or strengthen buffs or throw good heals around to get the most out of your perks.
Paladin
Eye for an eye, tooth for a tooth. Paladins are patient combatants who prefer to allow their enemies to strike first, and then return the favor tenfold with holy fury.
As a Paladin, your creatures will be able to endure even the most powerful of attacks. Each time your creatures take damage, they'll also damage their enemies.
Starter CreatureBlood Crusader (Crusader/Life)
Health32Attack27Intelligence17Defense17Speed12Trait: Blood Weapon
This creature always has Mending and Leeching, and this creature receives 100% more healing from all sources.
PerksArt of War
Ranks: 30
Cost Per Rank: 3
When your creatures deal damage with Retribution, 1% of their highest stat per rank is added to the amount of damage dealt.
Maximum Bonus: 30% of stat contributed
Crusade
Ranks: 50
Cost Per Rank: 2
Your creatures deal additional damage equal to 2% per rank of the amount of damage they've dealt with Retribution in the current battle.
Maximum Bonus: 100% Retribution damage
Divine Intervention
Ranks: 1
Cost Per Rank: 100
The first time your creatures would take fatal damage in battle, their Health is instead set to 1.
Execution Sentence
Ranks: 1
Cost Per Rank: 100
After your creatures are killed, they deal damage to all enemies equal to 100% of the amount of damage they dealt with Retribution in the current battle.
Glory
Ranks: 25
Cost Per Rank: 4
After your creatures deal damage with Retribution, their lowest stat is increased by 1% of the amount of damage dealt per rank.
Maximum Bonus: Boost by 25% of damage
Hand of Light
Ranks: 10
Cost Per Rank: 10
After your creatures deal damage with Retribution, all your creatures recover Health equal to 1% of the damage dealt per rank.
Maximum Bonus: Heal for 10% of damage dealt
Light's Augmentation
Ranks: 25
Cost Per Rank: 4
Your creatures have 3% more Defense per rank while they're Provoking.
Maximum Bonus: 75% extra Defense
Miraculous Recovery
Ranks: 25
Cost Per Rank: 4
After your creatures Provoke, they recover 2% Health per rank.
Maximum Bonus: 50% health recovered
Perseverance
Ranks: 20
Cost Per Rank: 5
Your creatures take 2% less damage per rank while they're provoking.
Maximum Bonus: 40% less damage
Reckoning
Ranks: 1
Cost Per Rank: 100
After your creatures Provoke, they Attack a random enemy.
Retribution
Ranks: 25
Cost Per Rank: 4
After your creatures take damage from an attack or spell, they deal damage to the enemy equal to 1% of the damage taken per rank.
Maximum Bonus: Retaliate for 25% damage
Seraphim
Ranks: 50
Cost Per Rank: 2
At the start of battle, 1% of your creatures' Defense per rank is added to their Maximum Health.
Maximum Bonus: 50% of Defense contributed
Unbound
Ranks: 1
Cost Per Rank: 100
After your creatures Provoke, they Defend.
Wrath
Ranks: 25
Cost Per Rank: 4
When your creatures deal damage with Retribution while they're Defending, the amount of damage is increased by 2% per rank.
Maximum Bonus: 50% extra damage
Zeal
Ranks: 25
Cost Per Rank: 4
When your creatures deal damage with Retribution while they're Provoking, the amount of damage is increased by 2% per rank.
Maximum Bonus: 50% extra damage
NotesPaladins are a heavily counterattack based class, who do a great deal of their damage simply by responding to incoming damage. The notable core perk is Retribution, which many of the Paladin's other perks work off of, so strongly consider unlocking some ranks in Retribution as your first pick.
After this, there are quite a number of ways that Retribution can be enhanced further - Art of War, Crusade, Wrath and Zeal all increase the damage Retribution does in various ways, whereas Glory and Hand of Light will strengthen the creature each time Retribution is used. Outside of this perk, the Paladin has a lot of defensive options such as Light's Augmentation, Perseverance, and Seraphim. So not only will your team be hard to kill, but enemies are likely to destroy themselves in the process of trying to bring you down.
The Blood Crusader ties into this theme heavily - it hits heavily, and gains heals at the start of its turn and whenever it lands an attack, making it very difficult to kill. The Paladin's perk set is applicable to quite a wide range of creatures, so what kind of team you should build to synergize with it is quite an open question.
Inquisitor
Burn the witch, judge the heretic, and slay the non-believer. Inquisitors make use of healing effects just as much for offense as they do for defense. They enact justice on behalf of the gods, and no one will be spared from holy rapture.
As an Inquisitor, you'll have a solution at your disposal for every problem you encounter. In addition, Inquisitors are able ot use healing effects for offensive purposes - for example, when your creatures heal enemies, they instead cause damage to them.
Starter CreatureValkyrie Scout (Valkyrie/Life)
Health29Attack24Intelligence9Defense21Speed24Trait: Fight or Flight
After your other creatures are Attacked, this creature Attacks the enemy for 50% normal damage.
PerksAdmonish
Ranks: 1
Cost Per Rank: 100
At the start of battle, enemy Sorcery creatures are afflicted with Silenced.
Begrudge
Ranks: 1
Cost Per Rank: 100
After an enemy Casts a spell, that Spell Gem is sealed.
Berate
Ranks: 1
Cost Per Rank: 100
At the start of battle, enemy Life creatures are afflicted with Blighted.
Castigate
Ranks: 1
Cost Per Rank: 100
At the start of battle, enemy Chaos creatures are afflicted with Scorned.
Censure
Ranks: 20
Cost Per Rank: 5
Your creatures deal additional damage equal to 2% per rank of the healing they've received in the current battle.
Maximum Bonus: 40% of healing received
Condemn
Ranks: 1
Cost Per Rank: 100
At the start of battle, enemy Death creatures are afflicted with Vulnerable.
Contrition
Ranks: 25
Cost Per Rank: 4
After an enemy attacks, they have a 2% chance per rank to be afflicted with Scorned.
Maximum Bonus: 50% chance
Defy Evil
Ranks: 10
Cost Per Rank: 10
Your creatures' damage from attacks and spells ignores 1% of the enemies' Defense per rank.
Maximum Bonus: Ignore 10% Defense
Divine Strength
Ranks: 25
Cost Per Rank: 4
After your creatures are healed, they gain Attack and Intelligence equal to 1% of the healing received per rank.
Maximum Bonus: Boost equal to 25% of healing
Flagellation
Ranks: 1
Cost Per Rank: 100
Your creatures' healing effects deal damage at 35% effectiveness when applied to enemies.
Heresy
Ranks: 1
Cost Per Rank: 100
When your creatures Attack, they deal 30% more damage for each debuff and minion the target has.
Judgment
Ranks: 25
Cost Per Rank: 4
After an enemy Casts a spell, they have a 2% chance per rank to be afflicted with Silenced.
Maximum Bonus: 50% chance
Lay to Rest
Ranks: 100
Cost Per Rank: 1
Enemies can only resurrect once per battle.
Miracle
Ranks: 25
Cost Per Rank: 3
After your creatures are resurrected, they deal damage to all enemies equal to 1% of their Maximum Health per rank.
Maximum Bonus: 25% of max health in damage
Rebuke
Ranks: 1
Cost Per Rank: 100
At the start of battle, enemy Nature creatures are afflicted with Feared.
Shining Force
Ranks: 1
Cost Per Rank: 100
After your creatures take damage that sets their health below 40%, they gain Rebirth.
NotesInquisitor is something of an inverse of the Cleric - rather than using healing to augment their defenses, Inquisitors gain more offensive power as a result. In addition, many of their perks such as Admonish, Berate, Castigate, Condemn and Rebuke attempt to target specific weaknesses of classes to limit their available strategies.
Among their mixed options, Inquisitors also have something of an adaptive countering strategy, with Begrudge and Judgment trying to shut down enemy casters, and Contrition countering attackers. Divine Strength and Miracle use your defensive options by enhancing your damage output, and Chastise allows you to outright weaponize heals by making them harm enemies.
The Valkyrie Scout you begin with counterattacks any time any enemy attacks, which will give you an edge especially if you synergize it with your anti-mage options. Beyond this, Inquisitors want to find creatures that can perform heals to get the most out of their perks, though since a lot of their perks weaken enemies rather than strengthen monsters, it isn't quite as paramount as it is with other specializations.
Monk
A strong defense is unnecessary when your foe is unable to strike you in the first place. Monks grant their creatures unmatched agility, enabling them to dodge incoming attacks and spells, and respond with devastating counter-attacks.
As a Monk, you'll boost your creatures' chance to Dodge attacks and spells. When your creatures Dodge, they'll unleash a devastating counter-attack on the enemy.
Starter CreatureSummer Aspect (Aspect/Nature)
Health26Attack19Intelligence19Defense14Speed24Trait: Call of the Solstice
After this creature Dodges an attack, it Attacks the enemy. In addition, this creature has an independent 50% chance to Dodge attacks.
PerksBlurred Strikes
Ranks: 25
Cost Per Rank: 5
After your creatures counter-attack with Celerity, they have a 1% chance per rank to Attack an additional time. This effect can occur repeatedly.
Maximum Bonus: 25% chance
Celerity
Ranks: 1
Cost Per Rank: 50
After your creatures Dodge, they counter-attack the enemy.
Crosswinds
Ranks: 100
Cost Per Rank: 2
Your creatures deal additional damage equal to 1% of their Speed per rank.
Maximum Bonus: 100% of Speed contributed
Dampen Harm
Ranks: 1
Cost Per Rank: 100
When your creatures would receive fatal damage, they have a chance to prevent that damage equal to your Protective Winds' chance to dodge.
Extended Reach
Ranks: 20
Cost Per Rank: 5
After your creatures counter-attack with Celerity, they have a 1% chance per rank to move to the top of the Timeline.
Maximum Bonus: 20% chance
Fake Out
Ranks: 25
Cost Per Rank: 5
After an enemy Dodges your creatures' attacks, they have a 2% chance per rank to Attack again.
Maximum Bonus: 50% chance
Fortified Spirit
Ranks: 10
Cost Per Rank: 10
After your creatures Dodge, they gain 1% Defense per rank for each time they've Attacked with Celerity.
Maximum Bonus: 10% Defense gain per celerity attack
Good Karma
Ranks: 20
Cost Per Rank: 5
Your creatures' Agile buff has a 5% greater chance to activate per rank.
Maximum Bonus: 100% greater chance
Pressure Point
Ranks: 50
Cost Per Rank: 2
Increases your creatures' damage dealt with Celerity by 2% per rank.
Maximum Bonus: 100% damage increase
Protective Winds
Ranks: 25
Cost Per Rank: 4
Your creatures have an independent 2% chance per rank to Dodge attacks.
Maximum Bonus: 50% chance
Ride the Wind
Ranks: 1
Cost Per Rank: 50
While your creatures are Defending, they receive a bonus to their Speed instead of Defense.
Serenity
Ranks: 20
Cost Per Rank: 5
5% of your creatures' chance to Dodge attacks per rank is applied to spells as well.
Maximum Bonus: 100% of dodge chance applied
Spiritual Attunement
Ranks: 50
Cost Per Rank: 2
After your creatures take damage from a source that is not an attack or spell, they have a chance equal to 1% of their Serenity chance per rank to prevent that damage.
Maximum Bonus: 50% of Serenity chance applied
Thylacine's Fury
Ranks: 1
Cost Per Rank: 75
Your creatures deal additional damage equal to 50% of the amount of Speed they have greater than their target.
Vital Strike
Ranks: 25
Cost Per Rank: 5
When your creatures counter-attack with Celerity, the attack has a 2% chance per rank to deal double damage.
Maximum Bonus: 50% chance
NotesSimilar to the Paladin, the Monk revolves around using enemy attacks to launch counterattacks - but where the Paladin takes the hits that come their way, the Monk simply avoids them outright. Many of their perks such as Good Karma, Serenity, and Protective Winds increase the chance to dodge incoming damage, and then Celerity is used to offer counterattacks.
Celerity is a key perk since a number of others work off it - Blurred Strikes, Extended Reach, Pressure Point and Vital Strike all require Celerity to work, so strongly consider unlocking Celerity first. The order you want to unlock things in depends on whether you want to prioritize mitigating damage or dealing it back out, so think carefully about which perk you want to take next.
The Summer Aspect is a creature that has significantly large chance on its own to dodge attacks even before its considerable speed is factored in, playing into the Monk's perk set perfectly. Outside of this one, you may want to seek out other creatures with high speed and dodge-related effects to get the most out of your perks.
Druid
Many people foolishly mistake a Druid's introversion for weakness. These magi believe that quality always trumps quantity on the battlefield. Contrary to tradition, they are often seen with fewer than six creatures at their disposal, but the havoc their limited numbers wreak when augmented by Druidic magic is a sight to behold.
As a Druid, you'll probably only want to have one (or up to three, later on) creatures in your party. Your creatures will gain massive benefits for being part of a smaller party.
Starter CreatureWall Giant (Giant/Nature)
Health42Attack22Intelligence12Defense22Speed12Trait: Hostile Vitality
When this creature Attacks, it deals additional damage equal to 35% of its Current Health.
PerksAdaptation
Ranks: 1
Cost Per Rank: 100
At the start of battle, your creatures gain a random buff for each creature missing from your group.
Ancestry
Ranks: 2
Cost Per Rank: 50
At the start of battle, if you have at least 5 creatures missing from your group, your creatures gain 1 random trait that belong to their race per rank.
Maximum Bonus: 2 random traits
Aptitude
Ranks: 1
Cost Per Rank: 100
Your creatures have a 7% chance to Cast spells an additional time for each creature missing from your group. This effect can occur repeatedly until it fails.
Brood
Ranks: 20
Cost Per Rank: 5
Your creatures have 1% more Maximum Health per rank for each creature missing from your group.
Maximum Bonus: 20% more health
Companion
Ranks: 2
Cost Per Rank: 50
You can have 1 additional creature per rank in your group without it counting against other Druid perks.
Maximum Bonus: 2 creatures
Cornered
Ranks: 20
Cost Per Rank: 6
Your creatures deal 1% more damage per rank for each creature missing from your group.
Maximum Bonus: 20% more damage
Disengagement
Ranks: 1
Cost Per Rank: 100
Your creatures have an independent 7% chance to dodge attacks for each creature missing from your group.
Guerilla Tactics
Ranks: 1
Cost Per Rank: 100
At the start of battle, your creatures have a 7% chance to move to the top of the Timeline for each creature missing from your group.
Killer Instinct
Ranks: 1
Cost Per Rank: 100
Your creatures have an independent 7% chance to deal critical damage with attacks for each creature missing from your group.
Lone Wolf
Ranks: 10
Cost Per Rank: 10
Your creatures have 1% more Attack, Intelligence, Defense and Speed for each creature missing from your group.
Maximum Bonus: 10% more stats
Pack of One
Ranks: 1
Cost Per Rank: 100
Your creatures have a 7% chance to Attack an additional time for each creature missing from your group. This effect can occur repeatedly until it fails.
Reclusive Remedy
Ranks: 1
Cost Per Rank: 100
If you have at least 5 creatures missing from your group, your creatures are resistant to debuffs.
Sole Survivor
Ranks: 10
Cost Per Rank: 10
Your creatures take 1% less damage per rank for each creature missing from your group.
Maximum Bonus: 10% less damage
Sovreignty
Ranks: 1
Cost Per Rank: 100
Your creatures have 1 additional Spell Gem slot for each creature missing from your group.
NotesDruids get stronger the less creatures they bring with them, with maximum synergy achieved when you have only one creature with you. Outside of the Companion perk, every perk the Druid has relates to benefiting from not bringing a full team in just about every possible manner (and even the Companion perk allows you to simply ignore a handful of creatures when it comes to the perk benefits).
Since Druid's perks apply to pretty much everything, almost any creature can be used with it, though you often lose the benefit of team-based synergies in return, though Companion can mitigate this to a degree. Druids start with a Wall Giant, which is already a rather bulky and powerful creature to begin with that would be able to absorb a tremendous beating before going down. Even then, explore around and see if you can find a creature that works better for your own strategy.
Tribalist
Strength in numbers. Tribalists prefer to use creatures that belong to the same race or class, and take full advantage of the synergy and camaraderie they offer each other.
As a Tribalist, you'll want to assemble a party of creatures that belong to the same race. This will provide them with significant benefits that are exacerbated by their racial synergies with each other.
Starter CreatureWaspid Slicer (Waspid/Nature)
Health22Attack20Intelligence20Defense15Speed25Trait: Gore
After your Waspids Attack, they afflict the target with Poisoned and Bleeding.
PerksBattalion
Ranks: 1
Cost Per Rank: 100
At the start of battle, your creatures gain a random buff for each creature that belongs to the same race fighting on your side. Maximum of 6 buffs.
Cogence
Ranks: 25
Cost Per Rank: 4
Your creatures deal 2% more damage per rank to creatures that belong to their own class.
Maximum Bonus: 50% more damage
Familiarity
Ranks: 25
Cost Per Rank: 4
Your creatures take 2% less damage per rank from creatures that belong to their own class.
Maximum Bonus: 50% less damage
Feign Death
Ranks: 10
Cost Per Rank: 10
After your creatures are killed, they have a 1% chance per rank to resurrect with 50% Health for each creature that belongs to the same race fighting on your side.
Maximum Bonus: 10% chance
Fluster
Ranks: 1
Cost Per Rank: 100
Your creatures have an independent 5% chance to dodge attacks for each creature that belongs to the same race fighting on your side.
Forest Pact
Ranks: 3
Cost Per Rank: 30
Traits, spells and other effects 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 group per rank.
Maximum Bonus: Boosted by 3
Harbinger
Ranks: 5
Cost Per Rank: 20
Your creatures' Spell Gems with any "Cast On..." property has a 1% greater chance per rank to activate for each creature that belongs to its race fighting on your side.
Maximum Bonus: 5% greater chance
Hybridization
Ranks: 5
Cost Per Rank: 20
Your creatures have 1% more Health, Attack, Intelligence, Defense and Speed per rank for each creature that belongs to the same race fighting on your side.
Maximum Bonus: 5% more stats
Overwhelm
Ranks: 1
Cost Per Rank: 100
Your creatures have an independent 5% chance to deal critical damage with attacks for each creature that belongs to the same race fighting on your side.
Purebred
Ranks: 5
Cost Per Rank: 20
Your creatures have 1% more Health, Attack, Intelligence, Defense and Speed per rank for each creature that belongs to the same class fighting on your side.
Maximum Bonus: 5% more stats
Survival Instincts
Ranks: 10
Cost Per Rank: 10
Your creatures take 1% less damage and deal 1% more damage per rank for each dead creature that belongs to the same race fighting on your side.
Maximum Bonus: 10% more/less damage
Ties That Bind
Ranks: 5
Cost Per Rank: 20
Your creatures deal additional damage with attacks and spells equal to 1% of your other creatures' highest stats per rank that belong to the same race.
Maximum Bonus: 5% stat contribution
Transformation
Ranks: 1
Cost Per Rank: 100
At the start of battle, your creatures cast their "Morph" spells if they have one of these spells in their top-most Spell Gem slot.
Union
Ranks: 10
Cost Per Rank: 10
Your creatures grant 1% of their highest stat per rank to your other creatures that belong to the same race.
Maximum Bonus: 10% stat contribution
We Are Pack
Ranks: 1
Cost Per Rank: 100
At the start of battle, if you have at least 4 creatures that belong to the same race fighting on your side, the remaining creatures' races are changed to that race as well. This effect does not change a creature's race if it is an Imler.
NotesTribalists like to use creatures of the same race with each other - since creatures within a given race tend to have rather similar abilities to one another, this can often create teams that have a lot of raw power but a somewhat narrow tactical scope.
Where Tribalist really shines however is with particular races of creature that already self-synergize, such as Familiars or Hunters. In these cases, Forest Pact amplifies their already powerful synergies even further. Beyond this, most of Tribalist's perks will work for any team so long as you stick to using one race and class, so look around and find out what works well for you with them.
Evoker
Evokers are the ultimate spellcasters. They excel at casting enhanced versions of spells multiple times in a row to overwhelm their enemies before they can act.
As an Evoker, you'll empower your creatures' spellcasting capabilities. Your creatures will be able to cast the same spell multiple times in one turn, and these spells will be much stronger than if they had cast them without your guidance.
Starter CreatureSpider Occultist (Occultist/Sorcery)
Health29Attack12Intelligence27Defense17Speed22Trait: Apprenticeship
After your other creatures manually Cast a spell, this creature Casts Magic Missile on a random enemy.
PerksArcane Fortitude
Ranks: 5
Cost Per Rank: 20
Your creatures take 1% less damage per rank for each non-Ethereal Spell Gem they have that does not belong to their own class.
Maximum Bonus: 5% less damage
Arcane Power
Ranks: 10
Cost Per Rank: 10
Your creatures deal 1% more damage per rank for each non-Ethereal Spell Gem they have that does not belong to their own class.
Maximum Bonus: 10% more damage
Burst
Ranks: 50
Cost Per Rank: 2
Your creatures' spells that are cast in the same turn deal 1% more damage per rank than the last.
Maximum Bonus: 50% more damage
Chaos Mastery
Ranks: 1
Cost Per Rank: 60
Your creatures can equip Chaos Spell Gems, regardless of their class.
Death Mastery
Ranks: 1
Cost Per Rank: 60
Your creatures can equip Death Spell Gems, regardless of their class.
Echo
Ranks: 1
Cost Per Rank: 100
Your creatures Cast spells an additional time.
Efficiency
Ranks: 1
Cost Per Rank: 100
Your creatures' extra casts no longer consume additional Charges.
Expanded Mind
Ranks: 5
Cost Per Rank: 20
Your creatures can equip 1 additional Spell Gem per rank.
Maximum Bonus: 5 extra Gems
Life Mastery
Ranks: 1
Cost Per Rank: 60
Your creatures can equip Life Spell Gems, regardless of their class.
Mirror Image
Ranks: 25
Cost Per Rank: 2
Your creatures have a 1% chance per rank to Cast spells an additional time. This effect can occur repeatedly until it fails.
Maximum Bonus: 25% chance
Nature Mastery
Ranks: 1
Cost Per Rank: 60
Your creatures can equip Nature Spell Gems, regardless of their class.
Outspoken
Ranks: 1
Cost Per Rank: 100
Your creatures are immune to Silenced.
Sorcery Mastery
Ranks: 1
Cost Per Rank: 60
Your creatures can equip Sorcery Spell Gems, regardless of their class.
Spell Corruption
Ranks: 100
Cost Per Rank: 1
Your creatures' spells affect stats 1% more per rank.
Maximum Bonus: 100% extra effect
Spell Mending
Ranks: 100
Cost Per Rank: 1
Your creatures' spells heal 1% more Health per rank.
Maximum Bonus: 100% extra effect
Spell Power
Ranks: 100
Cost Per Rank: 1
Your creatures' spells deal 1% more damage per rank.
Maximum Bonus: 100% extra effect
Supercharged
Ranks: 5
Cost Per Rank: 20
Your creatures' spells have 1 additional Charge per rank.
Maximum Bonus: 5 extra Charges
NotesEvoker does two particular things very well - offensive versatility, and sheer attack power. With almost no defensive options other than Outspoken (which, make no mistake, is a very important perk for such a magic-heavy specialization), Evokers go all-in on magical attacks with perks like Echo and Mirror Image allowing spells to be cast multiple times in the same turn, then Spell Power and Arcane Power making those casts hit even harder.
An important perk to take note of is Efficiency - without this perk, Echo/Mirror Image will very quickly make you run out of charges, leaving you with your main form of attack depleted. Meanwhile, the five Mastery perks allow free equipping of any class of spell gem on any class of creature, which gives you drastically more options in what spells you can bring and who to equip them on.
The Spider Occultist has excellent caster stats, and joins in with a magic attack any time one of its allies casts a spell - due to Echo and Mirror Image, this attack itself will often be repeated several times. If you can find creatures that synergize well with spellcasting, you will do tremendously well as an Evoker.
Cabalist
Cabalists can conjure Spell Gems out of thin air to be used by their creatures at any given moment. These magi prefer to employ high-risk, high-reward battle strategies to ensure their victory.
As a Cabalist, you'll enable your creatures to cast spells that they normally wouldn't have access to. While other people's creatures might run out of Spell Gem Charges, you'll be able to keep your creatures well-stocked with fresh Spell Gems at the start of every battle.
Starter CreatureDjinn Dreamweaver (Djinn/Sorcery)
Health38Attack13Intelligence28Defense13Speed18Trait: Chain Spells
After this creature manually Casts a spell, it Casts 2 random spells that belong to the same class.
PerksBattle Mage
Ranks: 50
Cost Per Rank: 2
After your creatures Attack, they have a 2% chance per rank to cast one of their Ethereal Spell Gems.
Maximum Bonus: 100% chance
Culmination
Ranks: 5
Cost Per Rank: 20
Your creatures deal 1% more damage per rank for each Ethereal Spell Gem they have equipped.
Maximum Bonus: 5% more damage per gem
Familiar
Ranks: 25
Cost Per Rank: 4
After your creatures cast an Ethereal Spell Gem, they have a 2% chance per rank to summon an Animated Gem.
Maximum Bonus: 50% chance
Hand of the Magi
Ranks: 50
Cost Per Rank: 2
Your creatures' Ethereal Spell Gems have 2% more potency per rank.
Maximum Bonus: 100% more potency
Incantation
Ranks: 1
Cost Per Rank: 100
After your creatures Defend or Provoke, they cast one of their Ethereal Spell Gems.
Invoke
Ranks: 1
Cost Per Rank: 100
At the start of your creatures' turns, they gain an Ethereal Spell Gem.
Mystify
Ranks: 3
Cost Per Rank: 30
After your creatures cast an Ethereal Spell Gem, 1 enemy per rank is afflicted with a random debuff.
Maximum Bonus: 3 enemies afflicted
Prism
Ranks: 1
Cost Per Rank: 100
After your creatures cast an Ethereal Spell Gem, they gain a random buff.
Quickdraw
Ranks: 20
Cost Per Rank: 5
After your creatures gain Ethereal Spell Gems, they have a 2% chance per rank to cast them. Only gems that are acquired after start-of-battle effects can be cast in this manner.
Maximum Bonus: 40% chance
Shimmer
Ranks: 5
Cost Per Rank: 20
Your creatures take 1% less damage per rank for each Ethereal Spell Gem they have equipped, up to 90% reduced damage.
Maximum Bonus: 5% less damage per gem
Spellslinger
Ranks: 1
Cost Per Rank: 100
Your creatures Ethereal Spell Gems cast 1 additional time.
Spellweaver
Ranks: 1
Cost Per Rank: 100
After your creatures cast an Ethereal Spell Gem, they gain Arcane.
Temporal Concentration
Ranks: 1
Cost Per Rank: 100
Your creatures' Ethereal Spell Gems do not consume Charges when used.
Unshackled
Ranks: 1
Cost Per Rank: 100
Your creatures are immune to Silenced.
Wild Magic
Ranks: 5
Cost Per Rank: 20
At the start of battle, your creatures gain 1 Ethereal Spell Gem that belongs to their class per rank.
Maximum Bonus: 5 gems gained
NotesCabalists are somewhat unpredictable, but similar to Reavers will grow stronger as the battle carries on. Wild Magic and Invoke give your creatures random new spells during every battle, so you'll quickly find yourself becoming familiar with figuring out how to use what you've been provided with to your advantage.
On top of this, Evokers gain strength from the spells they're given in battle, with perks like Culmination, Hand of the Magi and Spellslinger synergizing with the amount of Ethereal gems you'll accumulate during battle to give you more power. If you can find spells or creatures that grant you even more spell gems, you'll get drastically stronger and stronger as the battle continues, though beware of strategies that disrupt or prey upon ethereal gem use.
You begin with a Djinn Dreamweaver, a powerful caster that uses an extra, random spell any time it casts a spell manually. This can have all manner of unpredictable effects, so be prepared for anything that might come of this.
Sorcerer
Sorcerers are masters of controlling the battlefield. Why worry about offense or defense when your enemies can't move to begin with?
As a Sorcerer, you'll support your creatures by debilitating their enemies from afar. Generally, your enemies won't be able to act for the first few turns in battle as long as you're around.
Starter CreatureFrostbite Yeti (Yeti/Sorcery)
Health33Attack18Intelligence16Defense21Speed16Trait: Brain Freeze
After this creature is Attacked, the enemy is afflicted with Frozen.
PerksBlink
Ranks: 3
Cost Per Rank: 50
After the Timeline is determined at the start of battle, your creatures are moved up the Timeline 1 position higher per rank.
Maximum Bonus: 3 positions higher
Comfortable Proximity
Ranks: 10
Cost Per Rank: 10
When your creatures take damage from an enemy, they take 1% less damage per rank for each creature between the two creatures on the timeline.
Maximum Bonus: 10% less damage per creature
Deep Freeze
Ranks: 15
Cost Per Rank: 6
After an enemy takes damage from a spell, they have a 1% chance per rank to be afflicted with Frozen.
Maximum Bonus: 15% chance
Fade
Ranks: 1
Cost Per Rank: 100
After your creatures take damage from an attack or spell, they gain Invisible.
Flabbergast
Ranks: 20
Cost Per Rank: 5
After your creatures deal damage with attacks or spells to an enemy directly below them on the Timeline, that enemy has a 1% chance per rank to be sent to the bottom of the Timeline.
Maximum Bonus: 20% chance
Gravity's Void
Ranks: 15
Cost Per Rank: 10
When your creatures damage an enemy, they deal 1% more damage per rank for each other creature between the two creatures on the timeline.
Maximum Bonus: 15% more damage per creature
Mental Fortitude
Ranks: 1
Cost Per Rank: 100
At the start of battle, your creatures gain Shelled.
Perplex
Ranks: 15
Cost Per Rank: 6
After an enemy takes damage from an attack, they have a 1% chance per rank to be afflicted with Confused.
Maximum Bonus: 15% chance
Psychic Scream
Ranks: 25
Cost Per Rank: 3
After an enemy Casts a spell, they have a 4% chance per rank to be afflicted with Silenced.
Maximum Bonus: 100% chance
Ruin
Ranks: 1
Cost Per Rank: 100
Your creatures deal 1% more damage and take 1% less damage for each debuff each enemy has.
Singe
Ranks: 25
Cost Per Rank: 3
After an enemy Attacks, they have a 4% chance per rank to be afflicted with Scorned.
Maximum Bonus: 100% chance
Solidarity
Ranks: 10
Cost Per Rank: 10
When your creatures deal damage, they deal 1% more damage per rank for each consecutive ally that is adjacent to them on the timeline.
Maximum Bonus: 10% damage per consecutive ally
Spell of Roots
Ranks: 1
Cost Per Rank: 100
At the end of an enemy's first turn, they are afflicted with Snared.
Spell of Slumber
Ranks: 1
Cost Per Rank: 100
At the end of an enemy's second turn, they are afflicted with Sleeping.
Spell of Frost
Ranks: 1
Cost Per Rank: 100
At the end of an enemy's third turn, they are afflicted with Frozen.
NotesUsing ridiculous amounts of trickery to completely shut down their foes, Sorcerers would no doubt be infuriating to fight against if they were opponents. The three Spell perks, Deep Freeze, Psychic Scream, Flabbergast and Singe all attempt to prevent opponents from taking actions at all, while others like Mental Fortitude and Fade allow your creatures to avoid certain enemy actions outright.
Other perks such as Gravity's Void and Solidarity enhance the Sorcerer's damage output in esoteric ways, though if your opponents have been shut down, then you'll have plenty of time to take your opponents out without them being able to retaliate at all.
The Frostbite Yeti that Sorcerers start with has very strong defenses and is able to freeze enemies, allowing you plenty of time to set up your strategy. Sorcerers synergize well with creatures that use or inflict debuffs, but given how many perks affect the enemy rather than your own team, it shouldn't be too hard to get most teams to synergize well with Sorcerer's perk set.
Astrologer
Astrologers are magi who specialize in creating a sound strategy before each battle. Oftentimes, their plans are so well-constructed that their creatures are able to take combat into their own hands without any further input from their master.
As an Astrologer, you'll plan most of your battle strategies before combat even begins. Astrologers allow their creatures to act on their own under certain conditions.
This is an Advanced specialization and as such cannot be chosen at the beginning, nor does it get a starter creature.
PerksAscendant
Ranks: 1
Cost Per Rank: 100
Your creature with the highest Health starts battles at the top of the Timeline.
Cusp
Ranks: 1
Cost Per Rank: 100
If your creatures have at least 1 debuff, they Defend at the end of their turn.
Dying Stars
Ranks: 20
Cost Per Rank: 5
If you have at least 3 dead creatures, your other creatures have a 1% chance per rank to resurrect one of them with 50% Health after they deal damage with an attack or spell.
Maximum Bonus: 20% chance
Equinox
Ranks: 1
Cost Per Rank: 100
If your creatures have at least 3 buffs, they gain a random minion at the start of their turn.
Fixed Signs
Ranks: 20
Cost Per Rank: 5
If your creatures have less than 80% Health, they heal themselves for 1% of their Maximum Health per rank at the start of their turn.
Maximum Bonus: Heal for 20% of Maximum Health
Lunar Eclipse
Ranks: 3
Cost Per Rank: 30
Your creatures with the highest Intelligence per rank always Cast their top-most Spell Gem that has at least 1 Charge and isn't Sealed at the end of their turn.
Maximum Bonus: Three creatures with the highest Intelligence
Mercury Retrograde
Ranks: 1
Cost Per Rank: 100
If your creatures have at least 3 debuffs, they are resistant to debuffs.
New Moon
Ranks: 1
Cost Per Rank: 100
If your creatures have at least 5 buffs when they are killed, they are resurrected with 25% Health.
Solar Eclipse
Ranks: 3
Cost Per Rank: 30
Your creatures with the highest Attack per rank always Attack at the end of their turn.
Maximum Bonus: Three creatures with the highest Attack
Stars Align
Ranks: 1
Cost Per Rank: 100
If your creatures have at least 7 different minions, their attacks instantly kill enemies. This perk only works in normal battles.
Stellar Blessing
Ranks: 3
Cost Per Rank: 30
Your creatures with the highest Intelligence per rank don't consume Charges when they Cast spells.
Maximum Bonus: Three creatures with the highest Intelligence
Summer Solstice
Ranks: 5
Cost Per Rank: 20
Your creatures at the top half of the Timeline gain 1% Attack per rank at the start of each creature's turn.
Maximum Bonus: 5% Attack gained
Synastry
Ranks: 1
Cost Per Rank: 100
Your creature with the highest Defense always Provokes at the end of their turn.
Transit
Ranks: 1
Cost Per Rank: 100
Your creature with the highest Speed always Attacks enemies that deal damage to it.
Winter Solstice
Ranks: 5
Cost Per Rank: 20
Your creatures at the bottom half of the Timeline gain 1% Defense per rank at the start of each creature's turn.
Maximum Bonus: 5% Defense gained
NotesThis is a very complicated specialization that requires a carefully planned team to take full advantage of. It essentially predefines roles based on your creatures' stats; the three with the highest intelligence have strong casting advantages, the highest attack creatures will attack automatically, the one with the highest speed will always counter attacks, and the one with the highest defense will provoke to automatically act as a tank, so you will want a statistically mixed team rather than going all-in on one strategy.
Consider which specialization role each creature will end up in based on their stats, and try to choose traits that synergize with that - on-provoke traits for the tank, attacking and casting traits for the creatures with the highest stat in each. Also keep in mind that there are general purpose traits such as defending when they have debuffs, and gaining stats at the start of each creature's turn, so its not all about slotting each creature into a meticulous role.
Bloodmage
The Blood Mage is a deranged spellcaster who is willing to do anything to overcome his foes - even at the cost of his own creatures' lives. This menacing spellcaster is adept at manipulating the lifeforce of allies and foes alike in his endless pursuit for power.
As a Blood Mage, your creatures will grow more powerful as they take damage. To facilitate these effects, the Blood Mage offers a variety of different ways to inflict damage on his own creatures.
This is an Advanced specialization and as such cannot be chosen at the beginning, nor does it get a starter creature.
PerksBleed Out
Ranks: 1
Cost Per Rank: 100
The first time your creatures are killed in battle, they are resurrected with 100% Health, and then they take damage equal to 50% of their Maximum Health.
Blood Clot
Ranks: 20
Cost Per Rank: 5
After your creatures take damage, they gain a Barrier that absorbs damage equal to 3% of the amount of damage taken per rank.
Maximum Bonus: Barrier equal to 60% of damage taken
Blood-caked Blade
Ranks: 25
Cost Per Rank: 3
Your creatures deal additional damage equal to 1% of the total damage they took in the current battle per rank.
Maximum Bonus: Additional damage equal to 75% of damage taken
Bloodrage
Ranks: 1
Cost Per Rank: 100
Your creatures' damage with attacks is based on their Maximum Health instead of their Attack, but their attacks deal 50% less damage.
Bloodthirst
Ranks: 1
Cost Per Rank: 100
The potency of your creatures' spells is based on their Maximum Health instead of their Intelligence, but their spells are 50% less potent.
Bloody Massacre
Ranks: 10
Cost Per Rank: 5
Enemies always have Bleeding. After an enemy takes damage from Bleeding, your creatures recover Health equal to 3% of the damage taken.
Maximum Bonus: Healing equal to 50% of the damage taken
Deathrattle
Ranks: 1
Cost Per Rank: 100
Your creatures' stats are no longer reset after they're killed.
Endless Slaughter
Ranks: 1
Cost Per Rank: 100
Your creatures Attack and Cast spells 1 additional time for every 15% Health they're missing.
Hemostasis
Ranks: 1
Cost Per Rank: 100
Your creatures can take damage a maximum of 1 time during their turn.
March Toward Death
Ranks: 1
Cost Per Rank: 100
Your creatures deal additional damage equal to the amount of Health they're missing.
Masochistic Tendencies
Ranks: 1
Cost Per Rank: 100
Your creatures' spells no longer consume Charges. Before your creatures Cast a spell, they deal damage to themselves equal to 25% of their Maximum Health.
Relish In Blood
Ranks: 10
Cost Per Rank: 10
Your creatures have additional Attack, Intelligence, Defense and Speed equal to 1% of their missing and Maximum Health per rank.
Maximum Bonus: Stats equal to 10% of missing and max Health
Sacrifice
Ranks: 3
Cost Per Rank: 25
At the start of battle, your creatures take damage equal to 50% of their Health and they gain 1 random buff per rank.
Maximum Bonus: 3 random Buffs
Sanguine Fortitude
Ranks: 10
Cost Per Rank: 10
Your creatures take less damage equal to 1% of the total amount of damage they took in the current battle per rank.
Maximum Bonus: 10% of total damage
Transfusion
Ranks: 1
Cost Per Rank: 100
After one of your creatures takes damage and is not killed, one of your other creatures gains Current and Maximum Health equal to 25% of the damage taken.
Voracity
Ranks: 25
Cost Per Rank: 3
Your creatures deal additional damage equal to 3% of their Maximum Health per rank.
Maximum Bonus: 75% of Maximum Health
NotesAt first, Blood Mage seems like a high-risk high-reward class since it offers a lot of power in exchange for taking damage or being on low health, but perks such as Hemostasis and Sanguine Fortitude mitigate that risk considerably, giving Blood Mages an array of both offensive and defensive options.
In addition, since Blood Mages thrive off damage taken with perks such as Blood-Caked Blade and Sanguine Fortitude, they have a degree of resistance to battle attrition and will get stronger as the battle continues, though not to the same extent as Reavers. They can also synergize highly with the Bleed status effect since it will always be applied to enemies.
Doombringer
The Doombringer draws magic from the Bastion of the Void to fuel his creatures with vast amounts of power. Doombringers specialize in allowing their creatures to perform actions multiple times in a row, all while nullifying his enemies' efforts.
As a Doombringer, your creatures' on-action effects (on-attack, on-cast, etc) can activate additional times, allowing you to chain brutal combos together to devastate your enemies. Doombringers are also able to prevent enemies' on-action effects from occurring as a defensive measure, as well.
This is an Advanced specialization and as such cannot be chosen at the beginning, nor does it get a starter creature.
PerksAnger Management
Ranks: 1
Cost Per Rank: 100
After your creatures' on-heal effects activate, their on-death effects activate as well.
Aversion
Ranks: 1
Cost Per Rank: 100
After your creatures' on-defend effects activate, their on-provoke effects activate as well.
Blind Fury
Ranks: 2
Cost Per Rank: 50
Your creatures' on-attack and on-cast effects trigger 1 additional time per rank after they Attack or Cast a spell.
Maximum Bonus: 2 additional times
Defiance
Ranks: 2
Cost Per Rank: 50
Your creatures' on-heal, on-death and on-resurrect effects trigger 1 additional time per rank after they are healed, killed or resurrected.
Maximum Bonus: 2 additional times
Derogation
Ranks: 1
Cost Per Rank: 100
Enemies' on-critical and on-dodge effects have a 50% chance to be ignored.
Detainment
Ranks: 1
Cost Per Rank: 100
Enemies' on-attack effects have a 50% chance to be ignored.
Eruption
Ranks: 1
Cost Per Rank: 100
After your creatures' on-attack effects activate, their on-resurrect effects activate as well.
Momentum
Ranks: 10
Cost Per Rank: 10
Your creatures have a 5% chance per rank to double the value of all their actions (damage, healing, stat gains, etc).
Maximum Bonus: 50% chance
Obscuration
Ranks: 2
Cost Per Rank: 50
Your creatures' on-critical and on-dodge effects trigger 1 additional time per rank after they deal critical damage or dodge.
Maximum Bonus: 2 additional times
Outburst
Ranks: 1
Cost Per Rank: 100
Your creatures have 1% more stats (other than Health) per rank for each time their on-action effects activated in the current battle.
Recklessness
Ranks: 1
Cost Per Rank: 100
Enemies' on-buff, on-debuff, and on-minion effects have a 50% chance to be ignored.
Siegebreaker
Ranks: 1
Cost Per Rank: 100
Enemies' on-defend and on-provoke effects have a 50% chance to be ignored.
Soul Rending
Ranks: 1
Cost Per Rank: 100
Enemies' on-heal, on-death, and on-resurrect effects have a 50% chance to be ignored.
Unbound Hatred
Ranks: 2
Cost Per Rank: 50
Your creatures' on-buff, on-debuff, and on-minion effects trigger 1 additional time per rank after they gain a buff, debuff, or minion.
Maximum Bonus: 2 additional times
Unleashed Power
Ranks: 2
Cost Per Rank: 50
Your creatures' on-defend and on-provoke effects trigger 1 additional time per rank after they Defend or Provoke.
Maximum Bonus: 2 additional times
NotesDoombringers are an interesting class in that it offers several options where rather than building your creatures' traits around your perk set, they simply power up whatever traits you are already using by doubling the effects and the value of those effects. However, there are diverse options that will allow you to use creatures in unintended ways by making healing, attacking and defending act as triggers for death, resurrection and provocation traits at the same time without actually performing those actions.
There are defensive options that prevent enemy effects from triggering half of the time - since these are chance based however they should not be relied on too heavily, and instead taken as long-term mitigation.
Pyromancer
Pyromancers quite literally thrive on watching the world burn. These maniacal magi ignite both friend and foe alike with a brilliant conflagration, causing their enemies to suffer gruesome deaths while empowering their allies with the power of flame.
As a Pyromancer, you'll make heavy use of the Burning debuff to deal damage to enemies over time. In addition, your own creatures will be afflicted with this debuff, but it will heal and empower them rather than dealing damage.
This is an Advanced specialization and as such cannot be chosen at the beginning, nor does it get a starter creature.
PerksBackdraft
Ranks: 1
Cost Per Rank: 100
After an enemy takes damage from Burning, they are afflicted with either Scorned or Silenced.
Burn Out
Ranks: 20
Cost Per Rank: 5
Your creatures deal additional damage equal to 1% of the potency of their Burning debuff per rank.
Maximum Bonus: 20% of Burn potency
Burn Their Corpses
Ranks: 1
Cost Per Rank: 100
If an enemy dies while it is afflicted with Burning, it cannot be resurrected.
Cauterize
Ranks: 1
Cost Per Rank: 100
After your creatures are damaged or healed by Burning, they gain Shelled. Your creatures' Shelled ignores the Burning debuff.
Combustion
Ranks: 20
Cost Per Rank: 5
After an enemy takes damage from Burning, they have a 1% chance per rank to be sent to the bottom of the Timeline.
Maximum Bonus: 20% chance
Conflagration
Ranks: 20
Cost Per Rank: 5
After your creatures are damaged or healed by Burning, a random enemy takes damage equal to 5% of this amount per rank as well.
Maximum Bonus: 100% of the amount
Firestarter
Ranks: 1
Cost Per Rank: 100
Enemies always have Burning.
Flashover
Ranks: 1
Cost Per Rank: 100
After an enemy takes damage from Burning, they are afflicted with Bomb.
From Ashes
Ranks: 25
Cost Per Rank: 4
After your creatures with Burning are killed, they have a 1% chance per rank to be resurrected with 50% Health.
Cost Per Rank: 25% chance
Hot Streak
Ranks: 25
Cost Per Rank: 4
After your creatures are damaged or healed by Burning, the potency of all creatures' Burning debuffs increases by 2% per rank.
Maximum Bonus: 50% potency increase
Immolation
Ranks: 20
Cost Per Rank: 5
Your creatures' spells that interact with Burning have 5% more potency per rank.
Maximum Bonus: 100% more potency
Kindle the Flame
Ranks: 1
Cost Per Rank: 100
Your creatures' spells that interact with Burning do not consume Charges.
Living Flame
Ranks: 1
Cost Per Rank: 100
Your creatures always have Burning. Instead of taking damage from this debuff, they are healed by it instead.
Pyroblast
Ranks: 10
Cost Per Rank: 10
After an enemy takes damage from Burning, each of your creatures have a 2% chance per rank to cast a Scourge spell on an enemy. The type of Scourge spell is based on the enemy's class.
Maximum Bonus: 20% chance
Roaring Blaze
Ranks: 20
Cost Per Rank: 5
After an enemy with Burning is killed, enemies take damage equal to 5% of the potency of that creature's Burning debuff per rank.
Maximum Bonus: 100% of the potency
NotesThe Burning debuff runs off the inflictor's Intelligence, so to get the most effect out of this specialization you will want a casting team with high Intelligence stats - in addition, perks such as Kindle the Flame and Pyroblast do suggest using a team of casters to take full advantage.
Beyond that, your entire playbook revolves around the Burning debuff and it causing a ton of extra effects - find creatures that interact with Burning or debuffs in general and you'll get more out of this specialization. Keep an eye out for creatures that are immune to debuffs, but the amount of power you wield means you'll not have too much trouble with them once their allies are gone.
Warden
Wardens are wholly attuned to the needs of their creatures. These powerful magi empower their creatures with various boons to give them an edge over their opponents in battle.
As a Warden, you'll be able to grant your creatures every buff in existence. In addition, your creatures will grow stronger as they continue to accumulate more buffs.
This is an Advanced specialization and as such cannot be chosen at the beginning, nor does it get a starter creature.
PerksAlpha
Ranks: 1
Cost Per Rank: 100
After your creatures Provoke, they gain Taunting and Protected.
Awareness
Ranks: 1
Cost Per Rank: 100
After your creatures Defend, they gain Defensive and Rebirth.
Bristle
Ranks: 1
Cost Per Rank: 100
After your creatures take damage from a spell, they gain Repelling and Shelled.
Convocation
Ranks: 1
Cost Per Rank: 100
After your creatures Cast a spell, they gain Arcane.
Earthen Frenzy
Ranks: 10
Cost Per Rank: 5
After your creatures gain a buff, they have a 2% chance per rank to Attack a random enemy.
Maximum Bonus: 20% chance
Eternal Guardian
Ranks: 1
Cost Per Rank: 50
Your creatures' buffs persist through death.
Graceful Spirit
Ranks: 25
Cost Per Rank: 2
At the start of your creatures' turns, they gain a Barrier that absorbs damage equal to 1% of their Maximum Health per rank.
Maximum Bonus: 25% of Maximum Health
Grove Ward
Ranks: 1
Cost Per Rank: 100
After your creatures gain stats, they gain Warded.
Luster
Ranks: 1
Cost Per Rank: 100
After your creatures take damage from an attack, they gain Agile and Mending.
Moment of Clarity
Ranks: 10
Cost Per Rank: 5
After your creatures gain a buff, they have a 2% chance per rank to Cast one of their spells.
Maximum Bonus: 20% chance
Nature's Boon
Ranks: 10
Cost Per Rank: 10
Your creatures have 1% more stats (other than Health) per rank for each buff they have.
Maximum Bonus: 10% more stats
Overrun
Ranks: 10
Cost Per Rank: 5
After your creatures gain a buff, they have a 1% chance per rank to move to the top of the Timeline.
Maximum Bonus: 10% chance
Predator
Ranks: 1
Cost Per Rank: 100
After your creatures Attack, they gain Splashing and Savage.
Preparation
Ranks: 1
Cost Per Rank: 100
At the start of battle, your creatures gain Invisible and Proficient.
Primal Vengeance
Ranks: 1
Cost Per Rank: 100
After one of your creatures are killed, all your creatures gain Berserk and Leeching.
Soul of the Forest
Ranks: 10
Cost Per Rank: 5
After your creatures gain a buff, they gain 2% per rank of a random stat.
Maximum Bonus: 20% stat gain
Spirit Shield
Ranks: 5
Cost Per Rank: 20
Your creatures deal 2% more damage per rank and take 1% less damage per rank for each buff they have.
Maximum Bonus: 10% more damage, 5% less damage
Survival of the Fittest
Ranks: 1
Cost Per Rank: 100
After your creatures gain a buff and they already have at least 7 other buffs, they gain Immune.
NotesWardens are all about buffs - gaining pairs of them for particular actions or events, leading to them rather quickly stacking up a large amount of buffs. If you can find creatures that share buffs around, your whole team will suddenly be very stacked up - and there are all sorts of creatures in the game that synergize with buffs in general or specific kinds of buffs to power them up further, so there's a lot to choose from to synergize with this perk set.
Do note that since the buffs are granted reflexively, you won't start battles at full power unless you pull a extra tricks with your team composition.
Fanatic
Fanatics devote their lives to serving the gods. From dusk until dawn, these magi toil away at a neverending list of demands to better-serve each of the 21 gods of Rodia. Such devotion is not without purpose, however, for the Fanatic is able to call on the gods' power to serve him in his time of need.
As a Fanatic, you'll be able to take additional Avatar creatures with you on your journey and empower them and their Ultimate Spell Gems with potent magic. Fanatics also make use of Godspawn creatures and create powerful synergies between them and their Avatar allies.
NOTE: Fanatic is special even among non-starter specializations, as it requires you to obtain an Avatar creature and bring it to Everett when attempting to start the project to unlock it.
PerksApostle
Ranks: 10
Cost Per Rank: 10
After your Avatars Attack, your Godspawn have a 1% chance per rank to Attack a random enemy.
Maximum Bonus: 10% chance
Army of Gods
Ranks: 2
Cost Per Rank: 50
You can have 1 additional Avatar creature per rank in your party.
Maximum Bonus: 2 additional Avatars
Canonization
Ranks: 10
Cost Per Rank: 10
After your Avatars are killed, they give 10% of their stats per rank to your Godspawn.
Maximum Bonus: 100% of stats given
Deified Armaments
Ranks: 10
Cost Per Rank: 10
Your creatures' Ultimate Spell Gems have 10% more potency per rank.
Maximum Bonus: 100% more potency
Martyr
Ranks: 1
Cost Per Rank: 100
After your Godspawn are killed, they are resurrected with 50% Health and transform into their respective Avatar.
Multitheism
Ranks: 1
Cost Per Rank: 100
At the start of battle, your Godspawn creatures gain their respective Avatars' trait.
Nirvana
Ranks: 3
Cost Per Rank: 30
At the start of battle, your Avatars gain 1 random Ultimate Spell Gem per rank.
Maximum Bonus: 3 Ultimate Spells
Otherworldly
Ranks: 1
Cost Per Rank: 100
Your Avatars are resistant to debuffs.
Pact of the Gods
Ranks: 1
Cost Per Rank: 100
At the start of battle, your Avatars' Ultimate Spell Gems gain the "Generous" property.
Prophecy
Ranks: 20
Cost Per Rank: 5
After your Godspawn Attack, they have a 1% chance per rank to Cast their respective Avatars' respective Ultimate Spell.
Maximum Bonus: 20% chance
Syncretism
Ranks: 10
Cost Per Rank: 10
After your Avatars Cast a spell, your Godspawn have a 1% chance per rank to Cast that spell as well.
Maximum Bonus: 10% chance
Transcendence
Ranks: 20
Cost Per Rank: 5
After your Godspawn Cast a spell, they have a 1% chance per rank to Cast their respective Avatars' Ultimate Spell.
Maximum Bonus: 20% chance
Ultima
Ranks: 3
Cost Per Rank: 30
All Avatars' Ultimate Spell Gems have 1 additional Charge per rank.
Maximum Bonus: 3 additional charges
Undying Exaltation
Ranks: 1
Cost Per Rank: 100
After your Avatars have been dead for 7 turns, they are resurrected with 50% Health.
Unstoppable Force
Ranks: 1
Cost Per Rank: 100
Ultimate Spell Gems cannot be Sealed.
NotesFanatics are a true endgame class, since they hinge around the use of creatures that are only available some time after finishing the game's storyline. You will want a party comprised entirely of these creatures, since the specialization does not offer any kind of bonus to any other type of creature.
Since Avatars tend to have very powerful traits but you are only limited to one per party, Army of Gods' ability to bring three with you is absurdly strong - and you can get more within battle through use of the Martyr perk. Try to remember which Godspawn corresponds to which Avatar - the god you purchase it from is the Avatar you will invoke through "respective Avatar" perks. It may be better to not use an Avatar AND their respective Godspawn in a single party composition if you plan to make use of Martyr, as Avatar traits tend not to stack. Otherworldly and Unstoppable Force will also prevent your Ultimate Spells from being shut down or blocked by Silence and Seal, but bear in mind that other factors may prevent the casting of these spells.
Grovetender
Grovetenders take great pride in their Herbling companions, strongly preferring to focus the bulk of their efforts on this prized creature over all the others. This peculiar mage knows just the right techniques to bring out her Herbling's full potential as it transforms rapidly in combat to wreak havoc on its foes.
As a Grovetender, you will always have a unique creature in your party called an Herbling. During battle, your creatures' actions will fertilize the Herbling, causing it to rapidly evolve until it turns into an unstoppable force of nature.
Special CreatureHerbling (Herbling/Nature)
Health30Attack20Intelligence20Defense20Speed20Trait: Photomorphogenesis
After this creature Attacks, it gains 5% Attack. After this creature Casts a spell, it gains 5% Intelligence. After this creature Defends, it gains 5% Defense. After this creature Provokes, it gains 5% Speed.
PerksAcclimatization
Ranks: 1
Cost Per Rank: 100
After one of your creatures is afflicted with a debuff, your Herbling Casts Nutrition on it. This perk can activate once per turn.
Angry Orchard
Ranks: 1
Cost Per Rank: 100
At the start of your Herbling's turn, it Casts Cruelty of the Wild. This spell has 20% more potency for each of your Herblings' Tiers.
Biodegradation
Ranks: 1
Cost Per Rank: 100
Your Herbling Attacks 1 additional time for each Tier it has.
Cultivation
Ranks: 10
Cost Per Rank: 10
At the start of your Herbling's turn, it gains 1% of each stat per rank for each Tier it has.
Maximum Bonus: 10% of each stat
Deep Roots
Ranks: 1
Cost Per Rank: 100
If your Herbling is the first creature in your party, it Provokes at the end of its turn. If your Herbling is the sixth creature in your party, it Defends at the end of its turn.
Defensins
Ranks: 1
Cost Per Rank: 100
Your Herbling is unable to be afflicted with debuffs while it is at Tier 3 or higher.
Eternal Blossom
Ranks: 1
Cost Per Rank: 100
At the end of your Herbling's turn, it Casts Wild Growth. This spell affects a number of allies equal to its Tier.
Nature's Wrath
Ranks: 1
Cost Per Rank: 100
Your Herbling always has an additional buff for each Tier it has: Agile, Savage, Leeching, Splashing, Berserk, and Arcane.
Offense Mechanism
Ranks: 1
Cost Per Rank: 100
After your Herbling Attacks, it casts Shellbust on the target.
Parasitic Fertilization
Ranks: 1
Cost Per Rank: 100
At the start of your Herbling's turn, it casts Germinate. This spell affects a number of enemies equal to its Tier.
Photosynthesis
Ranks: 1
Cost Per Rank: 100
Your Herbling has 3% more stats (other than Health) for each time it has received healing, gained stats, received buffs or minions, or has been resurrected in battle. Every 15% stats earned through this perk causes the Herbling to evolve to a higher Tier at the start of its turn.
Rapid Transformation
Ranks: 1
Cost Per Rank: 100
Your Herbling deals 25% more damage and takes 15% less damage for each Tier it has.
Strangler
Ranks: 10
Cost Per Rank: 10
At the start of your Herbling's turn, enemies lose stats equal to 1% of your Herbling's stats per rank for each Tier it has.
Maximum Bonus: 10% stat loss per Tier
Symbiosis
Ranks: 1
Cost Per Rank: 100
At the end of your creatures' turns, your Herbling gains 1 stack of Spiderlings.
Synthetic Resin
Ranks: 1
Cost Per Rank: 100
Your Herbling Casts 1 additional time for each Tier it has.
NotesSimilar to the Animator, the Grovetender's perks revolve around the Herbling, a creature given you to you for free when you complete the project to unlock it. Your core perk is Photosynthesis, which should be unlocked first before the others - this will allow your Herbling to evolve in battle, strongly empowering the other perks.
The Herbling can grow more powerful in its own right through perks like Biodegradation and Synthetic Resin, as well act acting as a guardian to your other creatures through perks like Acclimatization and Eternal Blossom. Deep Roots allows you a degree of flexibility in what role the Herbling will play - tanking with Provoke in the first slot, or protecting itself in the sixth slot.
Notably, each perk that grants it free spell casts all involve Nature-class spells, so any traits that enhance Nature casts, such as Imp traits, may come in very handy on your team.
Purgatorian
Purgatorians blur the line between life and death. These mystical spellcasters are able to call upon the spirits of their slain creatures to continue fighting in the afterlife.
As a Purgatorian, your creatures are able to continue fighting even while they're dead In fact, thanks to your powers, your creatures will be even stronger in the afterlife. Be careful not to let all your creatures die, though, or it's game over!
PerksDark Covenant
Ranks: 10
Cost Per Rank: 10
Your dead creatures have 5% more stats per rank.
Maximum Bonus: 50% more stats
Designated Survivor
Ranks: 10
Cost Per Rank: 10
If you only have 1 living creature, it has a 5% chance per rank to avoid damage.
Maximum Bonus: 50% chance
Destiny Bond
Ranks: 1
Cost Per Rank: 100
Your creatures' buffs and minions persist through death.
Eternal Damnation
Ranks: 10
Cost Per Rank: 10
Your creatures deal 1% more damage per rank for each time your creatures have been killed in the current batle.
Maximum Bonus: 10% more damage
From the Grave
Ranks: 10
Cost Per Rank: 10
Your dead creatures Attack a random enemy for 10% additional damage per rank every 3 turns.
Maximum Bonus: 100% additional damage
Intangibility
Ranks: 5
Cost Per Rank: 20
At the start of each enemy's turn, they have a 1% chance per rank to be sent to the bottom of the TImeline for each dead creature on your side.
Maximum Bonus: 5% chance
Last Word
Ranks: 10
Cost Per Rank: 10
After your creatures Provoke, they give your creatures 3% of their stats per rank and are killed.
Maximum Bonus: 30% stats given
Life After Death
Ranks: 1
Cost Per Rank: 100
Your creatures' traits are active even while they're dead. This perk does not affect traits that cause creatures to intercept or take damage in place of their allies.
Madness
Ranks: 1
Cost Per Rank: 100
Your creatures Attack 1 additional time for each dead creature on your side.
Masochism
Ranks: 5
Cost Per Rank: 20
Your creatures take 3% less damage per rank for each dead creature fighting on your side.
Maximum Bonus: 15% less damage
Medium
Ranks: 1
Cost Per Rank: 100
Your creatures Cast spells 1 additional time for each dead creature on your side.
Misery
Ranks: 1
Cost Per Rank: 100
After your creatures are killed, one of your other creatures casts Murder of Crows.
Never Forgotten
Ranks: 1
Cost Per Rank: 100
Your creatures' stat changes persist through death.
Psychic Suicide
Ranks: 10
Cost Per Rank: 10
Your dead creatures Cast one of their spells with 10% more potency per rank every 5 turns.
Maximum Bonus: 100% more potency
Trauma
Ranks: 10
Cost Per Rank: 10
Your creatures deal 3% more damage per rank for each dead creature on your side.
Maximum Bonus: 30% more damage
NotesPurgatorians are a very high-risk, high reward class that thrive on their creatures dying or being dead. While your dead creatures can still act on your behalf and more strongly than they would while alive, and are effectively beyond retaliation, they still act randomly which gives you less ability to focus down priority targets.
In addition, creatures being dead will increase the risk and enemy focus on your living creatures - while Designated Survivor and Masochism can blunt this, you should still prepare your team build very carefully to allow your final creature to stay standing.
There are a handful of existing traits that allow creatures to act while dead that could synergize with this specialization - in addition, revival-oriented creatures such as Wights and Phoenixes may be of high value to a Purgatorian looking for perk synergies.
Rune Knight
SpellClassEffect
Rune Knights call upon their runic powers - Cor, Dun, Lua, Nax and Sah - to bolster their creatures' strength and grant them powerful spells that are unavailable anywhere else.
As a Rune Knight, your creatures will have access to powerful Rune spells. Your creatures can cast these spells to create cumulative bonuses for your entire party.
PerksAegis
Ranks: 3
Cost Per Rank: 30
Your creatures take 1% less damage per rank (up to 90%) for each time your creatures Cast Rune of Lua in the current battle.
Maximum Bonus: 3% less damage per Lua cast
Aggression
Ranks: 10
Cost Per Rank: 10
Your creatures deal 1% more damage per rank with attacks for each time your creatures cast Rune of Cor in the current battle.
Maximum Bonus: 10% more damage per Cor cast
Covenant
Ranks: 1
Cost Per Rank: 50
If your creatures have Cast each Rune spell at least once in the current battle, they activate your creatures' on-attack effects 1 additional time.
Crescendo
Ranks: 5
Cost Per Rank: 20
Your creatures gain and reduce stats 1% more per rank for each time your creatures Cast Rune of Dun in the current battle.
Maximum Bonus: 5% stat change potency per Dun cast
Destiny
Ranks: 10
Cost Per Rank: 10
Your creatures have an independent 1% chance per rank to dodge and deal critical damage for each time your creatures Cast Rune of Nax in the current battle.
Maximum Bonus: 10% chance per Nax cast
Diabolism
Ranks: 1
Cost Per Rank: 100
Your creatures are immune to Silenced.
Discharge
Ranks: 20
Cost Per Rank: 5
Your creatures' Rune spells have a 1% chance to target all enemies for each time your creatures Cast a Rune spell in the current battle.
Maximum Bonus: 20% chance
Embiggen
Ranks: 10
Cost Per Rank: 10
Your creatures deal 1% more damage per rank with spells for each time your creatures cast rune of Sah in the current battle.
Maximum Bonus: 10% more damage per Sah cast
Empowerment
Ranks: 1
Cost Per Rank: 50
If your creatures have Cast each Rune spell at least once in the current battle, they Cast 1 additional time and no longer consume Charges.
Inspirit
Ranks: 1
Cost Per Rank: 50
Your creatures' Rune spells grant them a buff which differs based on which spell it is.
Rune of Lua
Ranks: 1
Cost Per Rank: 100
At the start of battle, your Life creatures gain Rune of Lua.
Rune of Cor
Ranks: 1
Cost Per Rank: 100
At the start of battle, your Chaos creatures gain Rune of Cor.
Rune of Dun
Ranks: 1
Cost Per Rank: 100
At the start of battle, your Death creatures gain Rune of Dun.
Rune of Nax
Ranks: 1
Cost Per Rank: 100
At the start of battle, your Nature creatures gain Rune of Nax.
Rune of Sah
Ranks: 1
Cost Per Rank: 100
At the start of battle, your Sorcery creatures gain Rune of Sah.
Ruse
Ranks: 1
Cost Per Rank: 50
Your creatures' Rune spells are granted powerful properties at the start of battle.
Undermine
Ranks: 1
Cost Per Rank: 50
Your creatures' Rune spells afflict enemies with a debuff which differs based on which spell it is.
Rune sAll Rune s have a maximum of 20 charges.
Rune of Cor Chaos Target takes a large amount of damage, and the caster's on-attack effects are activated. 100% of this spell's damage is based on the caster's Attack instead of its Intelligence. Rune of Dun Death Target takes a large amount of damage, and the caster's on-attack effects are activated. 100% of this spell's damage is based on the caster's Defense instead of its Intelligence. Rune of Lua Life Target takes a large amount of damage, and the caster's on-attack effects are activated. 100% of this spell's damage is based on the caster's Current Health instead of its Intelligence. Rune of Nax Nature Target takes a large amount of damage, and the caster's on-attack effects are activated. 100% of this spell's damage is based on the caster's Speed instead of its Intelligence. Rune of Sah Sorcery Target takes a large amount of damage, and the caster's on-attack effects are activated.
NotesRune Knights are highly flexible, able to modify their bonuses within each battle depending on which Rune s they cast - for instance, a team full of Nature creatures casting Nax will amplify their dodge and critical chance, whereas Life creatures casting Lua will become tankier and harder to kill. Obviously the Rune perks that confer these spells are critical to your perk set, so activate them first depending on which creatures you're using.
In addition, generalist enhancements are available such as Discharge and Empowerment, but everything hinges around casting Rune spells as much as possible - the only perk that does not revolve around doing this is Diabolism's silence immunity. Also, since the Rune spells activate on-attack effects despite being a spell cast, it may be worth finding some traits that use these effects to get even more power out of them.
A small handy tip - if you're struggling to remember which Rune is which, each one starts with the same letter as the class it's from. Life is Lua, Chaos is Cor, and so forth.
Spellweaver
ClassEffect
Chaos, Death, Life, Nature and Sorcery: the five components that gave birth to the land of Rodia. Spellweavers can call upon these elements to imbue their creatures with powerful inscriptions to decimate their foes in battle.
As a Spellweaver, your creatures can cast spells to produce Infusions which can be expended for powerful effects. After your creatures accumulate enough Infusions, they can cast the powerful Colorwave spell to annihilate their enemies.
PerksAttunement
Ranks: 5
Cost Per Rank: 20
Your creatures have 5% more Attack, Intelligence, Defense, and Speed per rank for each Chaos, Sorcery, Death or Nature Infusions you have. Your creatures take 1% less damage per rank for each Life Infusion you have.
Maximum Bonus: 25% more stats, 5% less damage per infusion
Chaos Infusion
Ranks: 1
Cost Per Rank: 100
After your creatures manually Cast a Chaos spell, you gain 1 Chaos Infusion. When any of your creatures manually Cast a spell, they decrease the enemies' stats by 1% for each Chaos Infusion you have.
Chromatic Layering
Ranks: 5
Cost Per Rank: 20
You start battles with 1 random Infusion per rank.
Maximum Bonus: 5 Infusions
Chrono Shift
Ranks: 1
Cost Per Rank: 100
After your creatures manually Cast a spell, they also Cast the Spell Gem below it.
Death Infusion
Ranks: 1
Cost Per Rank: 100
After your creatures manually Cast a Death spell, you gain 1 Death Infusion. After any of your creatures manually Cast a spell, they afflict enemies with 1 random debuff as long as you have at least 1 Death Infusion, plus 1 additional random debuff for every 3 Death Infusions you have beyond that.
Elemental Empowerment
Ranks: 5
Cost Per Rank: 20
Your creatures' spells are 5% more potent per rank for each time your creatures have Cast Colorwave in the current battle.
Maximum Bonus: 25% more potency
Eternal Echo
Ranks: 2
Cost Per Rank: 50
Your creatures Cast spells 1 additional time per rank.
Maximum Bonus: 2 additional casts
Infinity
Ranks: 1
Cost Per Rank: 100
After your creatures have collectively Cast Colorwave at least 5 times, they can continue to Cast it for the rest of the battle and it consumes no Infusions.
Inspirited Gems
Ranks: 5
Cost Per Rank: 20
Your creatures' "Cast On..." properties have a 1% additional chance per rank to activate.
Maximum Bonus: 5% chance
Life Infusion
Ranks: 1
Cost Per Rank: 100
After your creatures manually Cast a Life spell, you gain 1 Life Infusion. After any of your creatures manually Cast a spell, they heal your creatures for 10% of their Health for each Life Infusion you have, and gain a Barrier that absorbs damage equal to the amount of Health recovered.
Nature Infusion
Ranks: 1
Cost Per Rank: 100
After your creatures manually Cast a Nature spell, you gain 1 Nature Infusion. After any of your creatures manually Cast a spell, their stats are increased by 3% for each Nature Infusion you have.
Prismatic Barrier
Ranks: 1
Cost Per Rank: 100
After your creatures Cast Colorwave, they are resistant to debuffs for the rest of the battle.
Sorcery Infusion
Ranks: 1
Cost Per Rank: 100
After your creatures manually Cast a Sorcery spell, they gain 1 Sorcery Infusion. When any of your creatures manually Cast a spell, your creatures gain 1 random buff as long as you have at least 1 Sorcery Infusion, plus 1 additional random buff for every 3 Sorcery Infusions you have beyond that.
Temporal Anomaly
Ranks: 1
Cost Per Rank: 100
After your creatures manually Cast a spell ,they also Cast the Spell Gem above it.
Ultimate Manifestation
Ranks: 1
Cost Per Rank: 100
While you have at least 1 stack of each Infusion, your creatures can Cast Colorwave. After your creatures cast Colorwave, you lose 1 of each Infusion.
ColorwaveColorwave only appears on the spell list once you have at least 1 of every Infusion. It has 1 maximum charge, but it consumes infusions instead and will disappear from the spell list if not enough are available.
Colorwave's effect also differs by the class of the creature casting it.
Chaos Target takes a devastating amount of damage, plus 50% more damage for each Chaos Infusion you have. Death Enemies are afflicted with 3 random debuffs, plus 1 random debuff for each Death Infusion you have. Life Your creatures gain 5 random buffs, plus 1 random buff for each Life Infusion you have. Nature Your creatures gain a large amount of stats, plus 50% more stats for each Nature Infusion you have. Sorcery Your creatures Cast one of their spells, plus 1 additional spell for each Sorcery Infusion you have.
NotesSpellweavers are a complicated class that make their spells gain gradually more powerful additional effects the more they cast them, as well as having exclusive access to the powerful Colorwave spell. Since Colorwave requires 1 of each infusion as "ammo", you will want a diverse range of spells to cast, preferably one of each type across your team. Your key perks are the Infusion perks as well as Ultimate Manifestation, so be sure to unlock those first if you intend to make use of those infusions.
Infusions increase the power of the additional effect each spell gains from your perks, as well as making your creatures stronger in general. In this regard the specialization is similar to Rune Knight, but gains power from all spells rather than specific ones. Spellweavers would gain a lot of mileage out of casting several times per turn, allowing them to stack up infusions more quickly - but of course, keep an eye on your charges if you intend to do that!
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2190265173
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