Codex Reference

Codex Reference

Preamble

Hello and welcome to this document. This is not strictly a "guide" per se, but is a retyping of all text found as-is in the ingame codex, which contains information on basically all of the game's mechanics. This is intended as a reference for those who are stuck in battle, have the game closed, or otherwise just want to look up the text without going into the ingame codex function.

Note that this guide does not include the Spell Gem and Trait lists, as these are too exhaustive to include in a steam guide. The community maintains a spreadsheet containing this info that can be viewed here[docs.google.com] .

The Skin list is also not included, both for spoiler purposes and to keep the guide light on images. Another guide here on Steam catalogs the skins available in the game, and can be viewed here.

Information provided in italics is supplemental information that does not appear in the ingame codex itself.

Last updated on the 30th of June 2021, current as of game version 0.10.5.

Artifacts

IntroductionEach of your creatures can equip one Artifact. Artifacts grant powerful bonuses to their bearers, including stat bonuses, on-hit effects, new traits, and much more.

The Blacksmith in your castle allows you to craft and enhance Artifacts. In order to do so, you must pay him a certain amount of Brimstone for his services.

CraftingArtifacts can be acquired by visiting the Blacksmith in your castle and using the Craft option. When you Craft an Artifact, you'll need to choose one of five types of Artifacts. Each type offers a different stat bonus. After you Craft an Artifact, you can equip it to your creatures from the Items screen via the main menu.

UpgradingArtifacts have a "Tier". When you first obtain an Artifact, it will only be Tier 1 and must be upgraded at the Blacksmith to increase its tier.

When you upgrade an Artifact, new property slots will be unlocked at certain tiers which will allow you to socket them with crafting materials and grant them new properties.

In addition, increasing an Artifact's tier will also increase the strength of all its properties. For example, a Tier 30 Artifact will grant a larger stat boost than a Tier 10 Artifact.

Artifacts can have a maximum tier of 50, but you must first upgrade your Blacksmith in order to reach this limit.

SocketingAs an Artifact's tier increases, it will gain new slots which can be socketed with crafting materials to grant them new properties. You can find these materials during your travels or by purchasing them from shops.

There are five different types of slots: Stat Slots, Trick Slots, Trait Slots, Spell Slots, and Nether Slots. The type of slot determines the type of material that can be socketed into that slot.

Stat SlotsAs their name implies, Stat Slots provide benefits to your creatures' stats, including Health, Attack, Intelligence, Defense, and Speed.

Stat Slots must be socketed with Stat Materials, which is the most common type of material in the game.

At their maximum tier, Artifacts can have up to 4 Stat Slots.

Trick SlotsTrick Slots provide a variety of different benefits to your creatures, including additional Spell Gem slots, on-damage buffs or debuffs, and much more. Trick Slots must be socketed with Trick Materials, which are slightly less common than Stat Materials.

At their maximum tier, Artifacts can have up to 2 Trick Slots.

Trait SlotsTrait Slots provide your creatures with an additional trait.

Trait Slots must be socketed with Trait Materials, which are extremely difficult to find.

Artifacts can have only 1 Trait Slot.

Spell SlotsSpell Slots grant your creatures a chance to automatically cast the spell contained in this slot at certain times during battle. Each of the five types of Artifacts determines when the spell will be cast:

Swords -> Cast on Attack

Staffs -> Cast on Cast

Helmets -> Cast on Provoke

Shields -> Cast on Defend

Boots -> Cast on Start of Turn

Spell Slots must be socketed with Spell Gems. The tier and properties of the Spell Gem socketed in an Artifact are ignored.

Artifacts can have only 1 Spell Slot.

Nether SlotsNether Slots can be socketed with Nether Stones to grant your creatures unimaginable power. Nether Stones are extremely difficult to find, but they're also the most powerful items in the game and can offer multiple traits, spells, and any other benefit that the other slots can give your creatures.

Artifacts can have only 1 Nether Slot.

UnsocketingYou can remove a property from an Artifact by choosing the Unsocket option at the Blacksmith.

Be warned, however, that Unsocketing an Artifact destroys the material in the process.

BrandingYou can name your Artifacts by choosing the Brand option at the Blacksmith. This has no direct effect on gameplay.

Castle

IntroductionWhen you're not adventuring through a Realm, you'll spend most of your time in your very own castle. This is where you'll manage your team of creatures, modify your items, play mini-games, and much more.

DecorationsDuring your travels, you'll acquire thousands of different decorations which can be placed in your castle. You can adorn your castle with rugs, plants, paintings, light sources, and much more.

While most decorations don't serve a purpose and exist only for aesthetic reasons, some of them - such as plushies - can be interacted with.

Other decorations, especially those in the "Utility/NPCs" category, are vital to your success in Siralim Ultimate.

Decoration ModeWhen you want to decorate your castle, open the main menu and choose "Decoration Mode". While you're in Decoration Mode, you can freely move around your castle and even walk through walls and solid objects.

You can interact with your decorations to modify their properties. For example, you can change the name and dialog of a custom NPC to breathe new life into your castle.

While you're in Decoration Mode, you can press Q (by default) to open the Decorations Menu. This is where you can view all the decorations you've collected and add them to your castle. You can also edit the castle's properties here, such as its name, music, floor style, and much more.

ProjectsBy completing Projects, you will unlock important decorations for your castle. Almost all of the decorations awarded by Projects are vital to your journey in Siralim Ultimate, so make sure you're always taking on the maximum number of Projects you're allowed at a time.

In order to start a Project, speak with Everett. Next, you must seek out the required items in Realms. Each Project requires different items, but they can all be found by defeating enemies, completing Realm Quests, or even finding them on the ground!

Character

IntroductionWhile your character does not fight directly in battle, it supports your creatures with its specialization perks, cards, knowledge, and much more.

This guide will explain how you can customize your character, as well as unlock new benefits to aid your creatures in battle.

SpecializationsAt the start of the game, you chose one of the 15 different specializations. Each specialization offers several perks that change the way your creatures fight in battle. After you gain the ability to take on Projects, you can unlock all the other specializations in the game and switch to them at any time at the Enchanted Wardrobe.

In order to unlock and upgrade your perks, you must earn Perk Points by completing Realm Quests at the highest Realm Depth you've ever visited.

CostumesYou can acquire new costumes to change the appearance of your character. Costumes can be acquired by finding them during your travels, or by purchasing them from the Court Jester after you unlock him via a Project. Some costumes can only be obtained during special in-game events.

You can change your costume at the Enchanted Wardrobe in your castle.

AchievementsThere are thousands of achievements for you to earn. Each achievement grants you a certain amount of Achievement Points. The more Achievement Points you earn, the more Piety you'll gain from all sources.

Some achievements unlock Titles for your character as well. For more information, please see the "Titles" section of this guide.

TitlesYou can collect Titles for your character by finding them as items during your travels, by purchasing them from shops, or by earning certain achievements.

Titles do not confer any in-game benefits, but are appended to your name when you talk to NPCs. For example, if your character's name is "John" and you equip the title ", Drinker of Mustard", NPCs will refer to you as "John, Drinker of Mustard".

You can change your title at the Enchanted Wardrobe.

CurrencyThere are several different types of currency for you to obtain in Siralim Ultimate.

Brimstone, Crystal, Essence, Granite and Power are called "resources". Resources are used for a number of different things, such as crafting items, summoning creatures, and completing Projects. Resources are the most basic currency in the game and can be found just about anywhere.

Emblems can be used to purchase items from their respective gods' altars. You can only find Emblems for a particular god in that god's own Realm.

All other currencies are earned and spent at various other activities you'll discover while playing the game.

KnowledgeYou'll gain Knowledge Points for a creature when you kill them. After you gain enough Knowledge Points, your Knowledge Rank for that creature will increase, unlocking new benefits such as the ability to see that creature's Health value in battle.

To view all the Knowledge you've collected, as well as what Knowledge-specific benefits you've earned for each creature, press Q (by default) to open the menu, then choose Knowledge.

If you have 100% Mana for a creature you kill, you will gain double the normal amount of Knowledge Points.

CardsCards are extremely rare items that have a chance to drop from enemy creatures after battle. Each Card is part of a "Card Set", and when you collect enough Cards in a Card Set, your creatures will receive a passive bonus in battle. There is a Card for every single creature in Rodia.

You can view all the Cards you've collected, as well as the bonuses you've unlocked for them, by selecting the Cards option from the main menu.

FortuneFortune serves as a multiplier for the resources you earn from winning battles. Each time you complete a Realm Quest, you'll gain 20% more Fortune, up to a maximum of 100%.

If your party is wiped out and you are sent back to your castle, your Fortune will be reset to 0%.

Combat


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IntroductionBattles pit up to 6 of your creatures against up to 6 enemy creatures at a time.

When you win a battle, your creatures will gain experience points and you'll earn some resources.

TimelineOn the right-hand side of the battle screen is the Timeline.

The Timeline shows the order in which creatures will be able to take a turn. The creature at the top of the Timeline is the creature that is currently taking its turn. After a creature takes a turn, it is placed at the bottom of the Timeline.

AttackingWhen a creature Attacks, it deals damage to the target based on the attacker's Attack and the defender's Defense.

Attacks can also deal critical damage. The chance for this to happen, as well as the amount of critical damage dealt, is based on the attacker's Speed compared to that of the defender.

Attacks can be dodged as well. Much like critical damage, the chance for a creature to dodge is based on the difference between the attacker's Speed and that of the defender.

CastingWhen a creature Casts a spell, the potency of the spell is based on the caster's Intelligence.

If the spell deals damage, the amount of damage is mitigated by the defender's Defense.

DefendingWhile a creature is Defending, it takes 35% less damage and has 50% more Defense.

ProvokingWhile a creature is Provoking, it has a 100% chance to be targeted by enemies' attacks and spells. In addition, it has 35% less defense.

InspectionYou can use the Inspect option in battle to view vital information about enemies, including their stats, traits, artifacts, spell gems, buffs, debuffs, minions, and more.

Damage TypesThere are three major types of damage: Attack Damage, Spell Damage, and Indirect Damage.

Attack Damage is dealt by direct attacks. The amount of damage is determined by the attacker's Attack compared to the defender's Defense. Attack Damage can be critical, but it can also be dodged.

Spell Damage is dealt by spells. The amount of damage is based on the caster's Intelligence compared to the defender's Defense. Spell Damage can be critical.

Indirect Damage is damage that comes form any source other than attacks or spells. Indirect Damage cannot be critical and cannot be dodged. In addition, it is mitigated by far less of the defender's Defense than Attack or Spell Damage.

Resistant EnemiesSome enemies (usually bosses) are Resistant to some debuffs which makes them less effective.

Scorned: Creature can still attack, but deals 50% less damage with attacks.

[/previewimg]Silenced: Creature can still cast spells, but deals 50% less damage with spells.

Bleeding: Creature takes 66% less damage from this debuff.

Stone: Creature now has a 50% lower chance to dodge and deal critical damage.

Snared: Creature has 3x chance to break out.

Frozen: Creature has 2x chance to thaw.

Sleeping: Creature wakes up at the start of its turn.

Battle HistoryYou can view a chronological list of events that happened during the current battle by using the History option.

You can also view your last battle's history from the main menu by choosing the Battle History option.

Start of Battle EffectsSeveral traits, perks, and other effects activate at the start of battle. These effects are executed in the following order:

1) Traits are granted, then shared with other creatures if applicable.

2) Races and classes are changed.

3) Spell Gems are granted.

4) Buffs, debuffs and minions are granted.

5) Stats are increased.

6) Stats are decreased.

7) The battle starts.

8) Creatures attack.

9) Creatures cast spells.

Note that the battle only truly starts at #6. This means that, for example, on-buff effects won't activate at the start of battle.

Action LimitsCreatures can attack, cast, receive buffs/debuffs/minions, and receive healing a maximum of 15 times per turn.

Each creature can only resurrect up to 10 times per battle.

Each creature can gain a maximum of 10 traits in battle.

Additional TipsCreatures' stats cannot fall below 20% of the amount they started the battle with. In addition, creatures will gain a diminished amount of stats after these values reach 1000% of their base amounts.

When a creature performs an action in battle, all subsequent actions are processed at the same exact time. However, they are displayed to you one at a time to make them easier to read.

Press and hold F (by default) in battle to view additional information, such as the current Realm Properties, the duration of creatures' buffs and debuffs, the number of minion stacks each creature has, and much more.

If a trait description says the trait doesn't stack, that means you should try to have only one copy of this trait in your party because multiple copies of it won't be fully effective, if at all.

Creatures

IntroductionCreatures are the main focus of the game. Your primary task in Siralim Ultimate is to collect creatures, equip and enhance them with powerful effects, and use them in battle to defeat enemies.

Each creature has a trait and set of stats that makes them unique compared to all other creatures.

No one creature is necessarily more powerful than another, as each one can be useful in different circumstances.

ManaIn order to summon a creature, you must first obtain 100% of that creature's Mana. Usually, this can be accomplished by finding and killing a creature to obtain its Mana. However, some creatures' Mana can only be obtained by purchasing it from the gods or discovering them elsewhere.

StatsCreatures have five primary stats:

Health: Creatures lose this when they take damage. If it reaches 0, they die.

Attack: Increases damage dealt with attacks.

Intelligence: Increases spell potency.

Defense: Reduces incoming damage.

Speed: Determines the creature's starting location on the Timeline, Also increases the creature's chance to dodge attacks, as well as the amount and chance of critical damage.

PersonalitiesCreatures can have one of 20 different personaities. When a creature gains a level, their stats increase by 30% of their base amount (the amount they started with at level 1). However, their personality causes one stat to increase by 40% per level and another stat to increase by only 20% per level.

You can change a creature's personality by giving them a Personality Tome which you can find during your travels. When you change a creature's personality, its stats are adjusted retroactively

A creature's personality (along with its race) also determines what it will say to you when you talk to it at the Menagerie.

You can see which stats are affected by a creature's personality by looking at the up and down arrows next to its stats.

Health PersonalitiesThe following personalities increase a creature's Health growth rate to 40% while decreasing another stat's growth rate to 20%.

Lazy: decreases Attack

Apathetic: decreases Defense

Relaxed: decreases Speed

Indifferent: decreases Intelligence

Attack PersonalitiesThe following personalities increase a creature's Attack growth rate to 40% while decreasing another stat's growth rate to 20%.

Reckless: decreases Health

Brave: decreases Defense

Brutal: decreases Intelligence

Daring: decreases Speed

Intelligence PersonalitiesThe following personalities increase a creature's Intelligence growth rate to 40% while decreasing another stat's growth rate to 20%.

Analytical: decreases Health

Careful: decreases Attack

Clever: decreases Defense

Shrewd: decreases Speed

Defense PersonalitiesThe following personalities increase a creature's Defense growth rate to 40% while decreasing another stat's growth rate to 20%.

Selfless: decreases Health

Protective: decreases Attack

Gentle: decreases Intelligence

Peaceful: decreases Speed

Speed PersonalitiesThe following personalities increase a creature's Speed growth rate to 40% while decreasing another stat's growth rate to 20%.

Nervous: decreases Health

Bashful: decreases Attack

Shy: decreases Intelligence

Timid: decreases Defense

TraitsEach creature has a unique, innate trait that changes the way it fights in battle.

When you fuse two creatures together, the offspring inherits both of its parents' traits.

Creatures can gain an additional trait by socketing its Artifact's Trait Slot.

RacesEach creature belongs to a "race". There are usually around 6 creatures in a race, and their class, traits, and stat lines tend to synergize with each other.

If you're new to Siralim Ultimate and aren't sure how to build a strong team, consider making a team of creatures that all belong to the same race until you learn more about the game.

ClassesEach creature belongs to one of the five classes:

Chaos, Death, Life, Nature, or Sorcery.

When one pf your creatures deals damage to an enemy, the damage is increased if your creatures's class is strong against that of the enemy.

When you target an enemy, you'll see an indicator that shows if an enemy is strong or weak against your creature's class. For that reason, you shouldn't worry too much about memorizing which class is strong or weak against another.

Life > Death > Chaos > Sorcery > Nature > Life

FusionYou can Fuse two creatures together to create a new one.

The offspring inherits the average base stats of both parents, as well as both of their traits. In addition, the resulting creature will inherit the class of the secondary parent.

Aesthetically, the offspring will inherit the body of their primary parent and the color palette of the secondary palette. There are several different color combinations for you to choose from with each Fusion, so choose the one you think looks best.

Item SetsItem Sets allow you to easily save and load groups of Artifacts and Spell Gems. You can use these Item Sets to quickly equip your creatures with different Artifacts and Spell Gems.

To create an Item Set, open the menu and select "Creatures", then select a creature and choose "Manage Item Sets". A new menu will appear that allows you to "Assign" that creature's currently-equipped items to an Item Set. Later, you can use the "Equip" option to quickly equip the items contained in that Item Set.

Events

IntroductionEvents are not implemented yet.

Gate Of The Gods

IntroductionThe Gate of the Gods allows you to challenge the gods to battle. These are extremely difficult fights that require you to build your party around them in order to succeed. As a reward for defeating the gods, you'll earn their Mana which allows you to summon and upgrade their Avatars to fight for you in battle.

In the Gate of the Gods, your creatures will always be scaled to level 100.

In order to unlock the Gate of the Gods, you must first defeat each Nether Boss.

Gate of the Gods KeysIn order to start a battle at the Gate of the Gods, you must first acquire a Gate of the Gods Key. These can be earned in one of two ways:

1) Key Fragments can be earned by defeating Nether Bosses. The higher your Realm Instability, the more Key Fragments you'll receive. After you collect 10 Key Fragments, they will automatically transform into a full Key.

2) Keys can also be obtained by completing a Keyforge Mission.

DifficultyAfter choosing a god to fight, you must select a difficulty level. The higher the difficulty level, the higher the god's level will be. In return, you will also receive more Mana and treasure at higher difficulties. Note that Mana and treasure do not increase past difficulty level 10 - further difficulties are only there for you to test your skills.

In order to unlock additional difficulty levels past 10, you must first defeat that god at the previous difficulty level first. For example, to unlock difficulty level 13, you must defeat the god at level 12 first.

AvatarsAfter you defeat a god, you will obtain some of its Mana. After you acquire 100% Mana, you can summon that god's Avatar to join your party just like a normal creature. You can also use your Mana to upgrade your existing Avatar creatures at the Godforge.

Each Avatar has a unique trait along with an exclusive Ultimate Spell. Ultimate Spells are extremely powerful spells that have only 1 Charge, but this Charge regenerates after each battle.

You can only have 1 Avatar in your party at a time.

GodforgeYou can upgrade your Avatar creature at the Godforge, located at the Gate of the Gods. Each god offers a different Avatar upgrade, and you can grant these upgrades to each of your Avatars only once. Upgrades require 100% Mana and 100 emblems for the selected god. In other words, in order to fully upgrade an Avatar creature, you must acquire 100% Mana for each of the gods and take it to the Godforge.

AscensionIf you defeat each god at Difficulty 10 or higher with the same specialization, you will Ascend in that specialization. Ascension unlocks an exclusive creature skin, a decoration, and a unique perk.

You can see which gods you've defeated at Difficulty 10 or higher with your current specialization by viewing the Gate of the Gods menu. A yellow star will appear next to the gods you've defeated.

Gods

IntroductionEach of the 21 realms are ruled by a different god. You can earn Favor with these gods to gain access to new items at their shops.

FavorYou can gain Favor by fulfilling various objectives in each god's Realm. After you earn enough Favor, you'll gain a Favor Rank which sometimes adds an additional item for you to purchase from that god's shop.

EmblemsThe gods don't have any use for your resources. Instead, you must purchase their items using Emblems. Emblems can primarily be earned by completing Realm Quests or finding them as random loot. You will always receive an Emblem when you complete a Realm Quest at the highest Realm Depth you've ever visited.

ShopYou can purchase a variety of different items at a god's shop. Each god offers a different assortment of items, including creatures, spell inscriptions, decorations, and more.

Guilds And False Gods

IntroductionAfter you defeat each Nether Boss twice, you'll be able to take on several new Projects that allow you to establish Guilds in your castle. You can take on Bounties for these Guilds to increase your reputation and unlock new creatures, spells, decorations, and more.

Guilds of RodiaThere are five different guilds for you to unlock - one for each of the five classes (Chaos, Death, Life, Nature and Sorcery).

You can take on Bounties to fight False Gods for your guilds to increase your reputation with them. As your reputation level increases with a guild, you'll unlock the ability to purchase new creatures, spells, and decorations from them.

False GodsFalse gods are some of the most powerful enemies in all of Rodia. In order to battle a False God, you must first take on a Bounty at a Guild. The Guild will tell you what Realm Depth the False God can be found at.

Once you reach the required Realm Depth, you must defeat all the enemies in that Realm. Up to 5 enemies will drop Runes which can be used to either strengthen or weaken the False God. False Gods drop better rewards and grant additional reputation with your Guilds based on how powerful they are.

After you defeat all the enemies in the Realm, a portal will appear that leads to the False God's domain. If you manage to defeat a False God, you'll receive a large amount of treasure, reputation with your Guild of choice, and the ability to choose and Anointment.

AnointmentsAfter you defeat a False God, you'll be able to choose from several different Anointments to keep. Anointments allow you to utilize perks from other specializations even if your character is of a different specialization. You can have up to 5 Anointments equipped at a time.

Normally, False Gods will drop 3 Anointments and you can choose to keep one of them. However, if you use Runes that increase the False God's power, you will be rewarded with a larger pool of Anointments to choose from.

The Animator, Herbalist, and Royal specializations do not have any Anointments that can be unlocked. In addition, some specializations' perks do not have Anointments associated with them.

Caliban the UnredeemedThis False God has the following traits:

Head of Caliban:The head provokes enemies.

Heart of Caliban: The heart Defends itself. it can only be damaged after the other body parts have been weakened.

Orbs of Caliban x2: The orbs Cast powerful spells.

Hand of Caliban x2: This hand Attacks enemies.

HydranoxThis False God has the following traits:

Head of Hydranox: This head grants its other haeads 20% Attack and Intelligence.

Body of Hydranox: The body grants each head a random buff and removes a random debuff.

Head of Hydranox x2: This head Casts spells on enemies.

Head of Hydranox x2: This head Attacks each enemy.

Imp Impington RebornThis False God has the following traits:

Head of Impington: The head kills enemies instantly.

Body of Impington: The body heals all other body parts.

Shoulder of Impington x2: This shoulder Casts spells on enemies.

Cannon of Impington: This cannon fires lasers at enemies.

Hand of Impington: This hand sends the top-most enemy on the Timeline to the bottom.

JotunThis False God has the following traits:

Head of Jotun: Immune to damage. Your best bet is to survive the onslaught until Jotun becomes bored and goes away.

Body of Jotun: Immune to damage. Your best bet is to survive the onslaught until Jotun becomes bored and goes away.

Shoulder of Jotun x2: Immune to damage. Your best bet is to survive the onslaught until Jotun becomes bored and goes away.

Hand of Jotun x2: Immune to damage. Your best bet is to survive the onslaught until Jotun becomes bored and goes away.

Loid PrimeThis False God has the following traits:

Head of Loid: The head heals Loid's other body parts. The head can only be damaged by exploding Loid's boils. If the head takes enough damage, Loid dies.

Body of Loid: The body afflicts enemies with debuffs. After the body takes enough damage, its boils burst, damaging Loid's head.

Shoulder of Loid x2: This shoulder Provokes enemies.

Hand of Loid x2: This hand Attacks enemies. After this hand takes enough damage, its boils burst, damaging Loid's head.

Lost ConstructThis False God has the following traits:

Head of Lost Construct: The head increases the Defense of all the body parts. It also deals damage to enemies based on its stats gained.

Body of Lost Construct: The body increases the Speed of all the body parts. It also gives minions to all the body parts.

Shoulder of Lost Construct x2: The shoulder increases the Intelligence of all the body parts. It also Casts spells on enemies.

Hand of Lost Construct x2: This hand increases the Attack of all the body parts. It also Attacks enemies.

MindwurmThis False God has the following traits:

Head of Mindwurm: The head Attacks enemies.

Body of Mindwurm: The body increases all the body parts' stats.

Orbs of Mindwurm x2: These orbs Cast spells on enemies.

Saddle of Mindwurm: The saddle grants protective buffs to all the body parts.

Tail of Mindwurm: The tail Provokes enemies.

NebodarThis False God has the following traits:

Head of Nebodar: The head ensures that enemies always have Burning, and it increases the potency of this debuff. In addition, enemies cannot circumvent damage from Burning.

Body of Nebodar: The body greatly increases the Defense of all the body parts.

Wing of Nebodar x2: This wing Casts a powerful spell.

Claw of Nebodar x2: This claw Attacks enemies and deals additional damage based on the potency of their Burning debuffs.

Saint AltheaThis False God has the following traits:

Head of Althea: The head grants all body parts Shelled.

Body of Althea: Enemies always have Blighted. Enemies cannot be immune to Blighted. The body heals all other body parts.

Shoulder of Althea: This shoulder Casts spells on enemies.

Shoulder of Althea: This shoulder Casts healing spells on enemies.

Hand of Althea: This hand Casts spells on enemies.

Hand of Althea: This hand Casts healing spells on enemies.

The AncestorThis False God has the following traits:

Head of The Ancestor: The head kills enemies who aren't Defending.

Body of The Ancestor: The body increases the other body parts' Attack and Intelligence.

Shoulder of The Ancestor x2: This shoulder Casts spells on enemies.

Hand of The Ancestor x2: This hand deals massive damage to enemies, and significantly more damage if they're not Provoking.

Items

IntroductionThere are countless items for you to obtain in Siralim Ultimate. You'll find most items naturally as you explore Realms, but you can purchase some from the gods or other shops as well.

Each item belongs to a different category. The remainder of this guide will explain what each type of item does.

ArtifactsArtifacts are items that you an upgrade and equip to your creatures to grant them powerful bonuses in battle.

For more information, please see the Artifacts section of the Codex.

Field ItemsField Items are items that can be used, and oftentimes consumed, from the inventory menu. Examples of these items include currency, decorations, spell inscriptions, tomes that allow you to change your creatures' personalities, and much more.

Materials (Artifacts)Artifact Materials can be socketed into your Artifacts to grant them new bonuses.

There are three types of Artifact Materials: Stat Materials, Trick Materials, and Trait Materials. Each type of material must be socketed into the correct, corresponding slot on an Artifact. For example, Stat Materials can be socketed into Stat Slots, but not into Trick Slots.

Materials (Spell Gems)Spell Gem Materials are used to enchant your Spell Gems and add new properties to them.

While you can find Spell Gem Materials just about anywhere, you can also purchase them from some of the gods after you reach a certain Favor Rank with them.

Nether StonesNether Stones are among the rarest items in the game. They can be socketed into an Artifact's Nether Slot to grant them unimaginable power.

While some Nether Stones can be relatively weak, others are incredibly powerful. Some Nether Stones can grant your creatures multiple traits along with massive stat boosts, on-damage effects, and much more.

Special ItemsSpecial Items are items that do not belong in any other category. In other words, these are "miscellaneous" items, and serve a variety of different purposes.

Spell GemsSpell Gems can be equipped to your creatures to allow them to cast spells in battle.

For more information, please see the Spell Gems section of the Codex.

Macros

IntroductionA macro is a set of instructions (or "lines") that can be used to tell your creatures what to do in battle without you explicitly giving them a command.

The first step is to create a macro. Next, you must create a set of "lines" for that macro which contain instructions. Then, you can assign that macro to a creature. When that creature uses the "Macro" command in battle, it will test all the lines in its assigned macro to try to figure out what actions to make.

Macros are an advanced topic and are somewhat time-consuming to make. They are not at all necessary in order to play the game to its fullest potential, so if you don't want to spend time on them, you certainly don't have to! They are simply intended to serve as shortcuts for players in battle.

Parts of a MacroMacros contain up to 20 lines. These lines consist of a set of instructions and conditions that tel your creatures how to act in battle.

For example, one line might read "If this creature has > 20% Health, attack a random enemy". When you use the "Macro" command in battle, the lines will be evaluated from top to bottom.

If any one line returns a positive result, the creature will perform the action specified in the line and its turn will end.

Creating a MacroTo create a macro, open the main menu and select "Macros". You'll see a list of options on the left side of the interface, and a list of your macros on the right side. To start, all your macros will be empty - they contain no lines.

Start by choosing "Edit Macro" and choose a macro. Then, choose "Add Line" to open an editor to create a line.

Parts of a LineLines contain three main parts: a group of creatures to evaluate, a condition to test those creatures with, and an action to make.

First, you'll choose one or more creatures to evaluate. This sets up an "if" condition. For example, "If any ally..." will treat your creatures as the subject to be evaluated.

Next, you'll choose a condition to test these creatures with. You might choose "has < 20% Health," so this line now equates to "If any ally has < 20% Health".

Lastly, we need to choose an action to make if the above statement is true. If any of our allies has less than 20% Health, we might want to "cast Healing on that creature".

Using a MacroNow that you've created a macro, you must assign it to a creature to use it in battle. Open the main menu, then choose "Creatures", followed by the creature you want to assign a macro to. Then, choose "Assign Macro" and select the macro you want to assign to the creature.

Now, when that creature chooses the "Macro" command in battle, it will evaluate all the lines we created for that macro and try to figure out what to do.

Imagine our macro that we mentioned in the last page is assigned to one of your creatures. If any of its allies falls below 20% Health and then you use the "Macro" command, it will cast the "Healing" spell on that ally as long as it has the spell equipped.

Masters

IntroductionAt a certain point during the main storyline, you will unlock the ability to encounter Rodian Creature Masters in realms. They can only be found at your highest-ever Realm Depth, and after you defeat a Master at a certain Realm Depth, you won't encounter one at that depth ever again.

There is a Master for every race of creatures in the game. Each Master has a group of creatures that primarily belongs to that Master's respective race. For example, the Master of Angels will have a party that is comprised mostly of Angel creatures. You can challenge these Masters to a fight, and if you win, you'll earn several powerful rewards. In addition, your Mastery over that race will increase.

Each master has an exclusive trait that you won't find anywhere else. At the start of battle, each of the Master's creatures will gain this trait, making the fight much more difficult than normal. All of a Master's creatures will have their races changed to that of the Master's race as well.

MasteryAfter you defeat a Master, you will gain 1 Mastery for that Master's race. Mastery grants the following bonuses to all your creatures permanently:

- Increased damage is dealt by your creatures from that race

- Decreased damage is taken by your creatures from that race

- Increased damage is dealt to enemies from that race

- Decreased damage is taken from enemies from that race

You can have a maximum of 50 Mastery for each race in the game.

As your Mastery increases, that Master will be more difficult to defeat, but they will give you additional rewards as well.

RewardsIn addition to earning Mastery, you can earn plenty of other rewards by defeating Masters as well.

Each Master has a unique trait that corresponds to their race. You can obtain a Trait Material for this trait after you defeat a Master 3 times. Each time you defeat a Master after that, you will have a chance to obtain more of these materials as well.

Each Master has a unique costume they're wearing. You can obtain this costume after you defeat a Master 5 times.

After you defeat a Master 10 times, you can use the Transmogrify option at the Enchanted Wardrobe in your castle to give your character the appearance of any creature in your Bestiary that belongs to that Master's race.

All masters have associated Achievements.

Nether Bosses

IntroductionStarting at Realm Depth 70 and continuing for every 5 Realm Depths beyond that, you will find portals that lead to powerful Nether Bosses. In total, there are 35 different bosses for you to fight. After you defeat all 35 bosses, their difficulty tier will increase and you'll be able to fight even stronger versions of these bosses again. There are three tiers of difficulty for each Nether Boss.

After you defeat your first Nether Boss, you'll unlock an NPC called the Nethermancer who can be placed in your castle. As you continue to defeat Nether Bosses, you'll unlock new items to buy from the Nethermancer. Lastly, Nether Bosses drop keys that allow you to fight at the Gate of the Gods. The higher your Realm Instability, the more keys you will receive.

The rest of this section of the Codex reveals the traits of each Nether Boss.

KiichiTrait: Cornered

Tier 1:

Enemies always have Bleeding. After an enemy takes damage from this debuff, all other enemies take the same amount of damage.

Tier 2:

Enemies always have Bleeding. After an enemy takes damage from this debuff, all other enemies take the same amount of damage. Enemies' Bleeding damage is based on its highest stat instead of Health.

Tier 3:

Enemies always have Bleeding. After an enemy takes damage from this debuff, all other enemies take the same amount of damage. Enemies' Bleeding damage is based on its highest stat instead of Health. Enemies take damage from Bleeding 1 additional time.

Blacksmith IanneTrait: Blink of an Eye

Tier 1:

This creature takes 5% less damage for each time it took damage in the current battle. Maximum of 95% damage reduction.

Tier 2:

Your creatures take 10% less damage for each time they took damage in the current battle. Maximum of 95% damage reduction.

Tier 3:

Your creatures take 10% less damage for each time they took damage in the current battle. Maximum of 95% damage reduction. After this creature takes damage from an attack or spell, it gains Shelled.

Ceaseless GladiatorTrait: Undying

Tier 1:

After this creature takes damage, it gains Shelled. This creature intercepts all damage dealt to its allies.

Tier 2:

After your creatures take damage, they gain Shelled. This creature intercepts all damage dealt to its allies. This creature starts battles with Rebirth.

Tier 3:

After your creatures take damage, they gain Shelled. This creature intercepts all damage dealt to its allies. Your creatures start battles with Rebirth.

MyrtleTrait: Ravenous

Tier 1:

After a creature is killed, this creature gains 50% of their stats.

Tier 2:

After a creature is killed, this creature gains 50% of their stats. This creature is immune to damage while its allies are alive.

Tier 3:

After a creature is killed, this creature gains 100% of their stats. This creature is immune to damage while its allies are alive.

NerlyxTrait: Evil Eye

Tier 1:

At the end of this creature's turn, it locks on to an enemy creature. At the start of its turn, it deals damage equal to 10,000% of its Attack to the creature it locked on to, or 300% if the creature is Defending.

Tier 2:

At the end of this creature's turn, it locks on to two enemy creatures. At the start of its turn, it deals damage equal to 10,000% of its Attack to the creatures it locked on to, or 300% if the creature is Defending.

Tier 3:

At the end of this creature's turn, it locks on to an enemy creature. At the start of its turn, it deals damage equal to 10,000% of its Attack to the creature it locked on to.

King AndrickTrait: Walking the Fallen

Tier 1:

At the start of battle, this creature and its allies gain Conquest, Death, Famine and War. At the start of this creature's turn, it casts Rapture.

Tier 2:

At the start of battle, this creature and its allies gain all minions. At the start of this creature's turn, it casts Rapture.

Tier 3:

This creature and its allies always have all minions. At the start of this creature's turn, it casts Rapture.

LoidTrait: Pumpkin Pie Haircutted Freak

Tier 1:

After an enemy Attacks, they are afflicted with Scorned. after an enemy Casts a spell, they are afflicted with Silenced.

Tier 2:

After an enemy Attacks, they are afflicted with Scorned and lose 35% Attack. after an enemy Casts a spell, they are afflicted with Silenced and lose 35% Intelligence.

Tier 3:

After an enemy Attacks, they are afflicted with Scorned and lose 35% Attack. after an enemy Casts a spell, they are afflicted with Silenced and lose 35% Intelligence. Enemies can have both Scorned and Silenced at the same time.

Nether Bosses, Part 2

ZenpangTrait: Slice 'n Dice

Tier 1:

At the start and end of each enemy's turn, this creature Attacks. This creature deals 25% more damage for each time it Attacked in the current battle.

Tier 2:

At the start and end of each enemy's turn, this creature Attacks 2 times. This creature deals 25% more damage for each time it Attacked in the current battle.

Tier 3:

At the start and end of each enemy's turn, this creature Attacks3 times. This creature deals 25% more damage for each time it Attacked in the current battle.

PhobosTrait: Mirror Blades

Tier 1:

After this creature takes damage from an attack or spell, all other creatures with this trait Attack the enemy who afflicted that damage.

Tier 2:

After this creature takes damage from an attack or spell, all other creatures with this trait Attack the enemy who afflicted that damage. This attack always deals critical damage and cannot be dodged.

Tier 3:

After this creature takes damage from an attack or spell, all other creatures with this trait Attack the enemy who afflicted that damage 3 times. These attacks always deal critical damage and cannot be dodged.

GiranTrait: Lifeblood

Tier 1:

This creature has additional stats equal to 50% of your other creatures' stats.

Tier 2:

This creature has additional stats equal to 50% of all other creatures' stats.

Tier 3:

This creature has additional stats equal to 100% of all other creatures' stats.

ChromaTrait: Rainbow Shield

Tier 1:

Your creatures only take damage from one class at a time. At the start of this creature's turn, the class changes.

Tier 2:

Your creatures only take damage from one class at a time and are immune to debuffs. At the start of this creature's turn, the class changes.

Tier 3:

Your creatures only take damage from one class at a time, are immune to debuffs, and are immune to indirect damage. At the start of this creature's turn, the class changes.

FlubrisTrait: Unjustified Expectations

Tier 1:

At the start of this creature's turn, it transforms into a different type of Slime. Each type of Slime is immune to damage from attacks, spells, or both.

Tier 2 & 3:

At the start of this creature's turn, it transforms into a different type of Slime. Each type of Slime is immune to damage from attacks, spells, or both. This creature is immune to indirect damage.

VloraTrait: Shadowstep

Tier 1:

At the end of each enemy's turn, this creature is moved to the top of the Timeline.

Tier 2:

At the end of each enemy's turn, this creature is moved to the top of the Timeline. After this creature is moved to the top of the Timeline, enemies take damage equal to 15% of its highest stat.

Tier 3:

At the end of each enemy's turn, this creature is moved to the top of the Timeline. After this creature is moved to the top of the Timeline, enemies take damage equal to 15% of its highest stat and one of y our other creatures is moved to the top of the Timeline as well.

SareaTrait: Coercion

Tier 1:

At the start of this creature's turn, it forces an enemy to Attack one of its allies. At the end of its turn, it forces an ally to Cast a spell.

Tier 2:

At the start of this creature's turn, it forces an enemy to Attack one of its allies 2 times. At the end of its turn, it forces an ally to Cast a spell 2 times.

Tier 3:

At the start of this creature's turn, it forces an enemy to Attack one of its allies 3 times. At the end of its turn, it forces an ally to Cast a spell 3 times.

ShacklerTrait: Shackler's Revenge

Tier 1:

This creature is immune to damage from attacks and spells. In addition, this creature is resistant to debuffs.

Tier 2:

Your creatures are immune to damage from attacks and spells. In addition, your creatures are resistant to debuffs.

Tier 3:

Your creatures are immune to damage from attacks and spells. In addition, your creatures are resistant to debuffs. At the start of this creature's turn, it removes a random debuff from its allies.

FurnessTrait: Happy Hour

Tier 1:

This creature has access to all Booze Spells.

Tier 2:

Your creatures have access to all Booze Spells.

Tier 3:

Your creatures have access to all Booze Spells and they have double the normal chance for them to be Cast.

Aspect of MeraxisTrait: Peace Be Upon You

Tier 1:

Your creatures are immune to damage that doesn't come from attacks or spells. After your creatures are damaged, the enemy takes damage equal to 30% of the damage dealt. Your creatures always Defend. This trait persists even after this creature is dead.

Tier 2:

Your creatures are immune to damage that doesn't come from attacks or spells. After your creatures are damaged, the enemy takes damage equal to 30% of the damage dealt. This trait persists even after this creature is dead.

Tier 3:

Your creatures are immune to damage that doesn't come from attacks or spells. After your creatures are damaged, the enemy takes damage equal to 30% of the damage dealt. Your creatures always deal critical damage. This trait persists even after this creature is dead.

VextTrait: Rite of Passage

Tier 1:

At the start of this creature's turn, it steals 5% Attack, Intelligence, Defense, and Speed from each enemy.

Tier 2:

At the start of this creature's turn, it steals 10% Attack, Intelligence, Defense, and Speed from each enemy. It shares 50% of these stats with its allies.

Tier 3:

At the start of this creature's turn, it steals 20% Attack, Intelligence, Defense, and Speed from each enemy. It shares 50% of these stats with its allies.

XyrxzysTrait: One-Track Mind

Tier 1:

After an enemy takes an action, they must take that same action for the rest of the battle.

Tier 2:

After an enemy takes an action, they must take that same action for the rest of the battle. Enemies can Attack a maximum of 1 time per turn.

Tier 3:

After an enemy takes an action, they must take that same action for the rest of the battle. Enemies can Attack and Cast a maximum of 1 time per turn.

Nether Bosses, Part 3

KatarinaTrait: Night Terrors

Tier 1:

After your creatures take damage, they become Invisible and gain Shelled.

Tier 2:

After your creatures take damage, they become Invisible and gain Shelled, Mending, and Repelling.

Tier 3:

After your creatures take damage, they become Invisible and gain Shelled, Mending, and Repelling, and a Barrier that absorbs damage equal to 30% of their Defense.

MedierraTrait: Apnea

Tier 1:

After your creatures Attack, this creature Attacks the enemy as well. When your creatures Cast a spell, this creature Casts that spell as well.

Tier 2:

After your creatures Attack, this creature Attacks the enemy 2 times as well. When your creatures Cast a spell, this creature Casts that spell 2 times as well.

Tier 3:

After your creatures Attack, this creature Attacks the enemy 3 times as well. When your creatures Cast a spell, this creature Casts that spell 3 times as well.

SpoonorTrait: Cesspool

Tier 1:

Enemies always have Poisoned. At the start of this creature's turn, the potency of the enemies' Poisoned debuff increases by 50%.

Tier 2:

Enemies always have Poisoned and Burning. At the start of this creature's turn, the potency of the enemies' Poisoned and Burning debuffs increases by 50%.

Tier 3:

Enemies always have Poisoned, Burning and Bleeding. At the start of this creature's turn, the potency of the enemies' Poisoned and Burning debuffs increases by 50%.

DeathwalkerTrait: Inherit the Earth

Tier 1:

All creatures always have Scorned. This debuff switches back and forth with Silenced at the start of this creature's turn.

Tier 2:

Enemies always have Scorned. This debuff switches back and forth with Silenced at the start of this creature's turn.

Tier 3:

Enemies always have Scorned. This debuff switches back and forth with Silenced at the start of this creature's turn. Enemies can only Attack and Cast spells 1 time per turn.

QilaTrait: Protective Wing

Tier 1:

At the start of battle and at the start of your creatures' turns, they gain a Barrier that absorbs damage equal to 100% of their Maximum Health.

Tier 2:

At the start of battle and at the start of your creatures' turns, they gain a Barrier that absorbs damage equal to 100% of their Maximum Health. After your creatures Barrier buffs are destroyed, they gain Shelled.

Tier 3:

At the start of battle and at the start of your creatures' turns, they gain a Barrier that absorbs damage equal to 100% of their Maximum Health. After your creatures Barrier buffs are destroyed, they gain Shelled. Your creatures always have Mending and Leeching.

Scylla & CharybdisTrait: Torn Betwixt

Tier 1:

After this creature is killed, its partner gains 200% of its stats.

Tier 2:

After this creature is killed, its partner gains 300% of its stats. In addition, while this creature's partner is dead, it deals 200% more damage.

Tier 3:

After this creature is killed, its partner gains 500% of its stats. In addition, while this creature's partner is dead, it deals 200% more damage and takes 80% less damage.

VitjaTrait: Gemsplosion

Tier 1:

After one of your creatures is killed, they Cast 5 random spells. This creature is immune to damage while its allies are alive.

Tier 2:

After one of your creatures is killed, they Cast 5 powerful spells. This creature is immune to damage while its allies are alive.

Tier 3:

After one of your creatures is killed, they Cast 10 powerful spells. This creature is immune to damage while its allies are alive.

Imp ImpingtonTrait: Angry Army

Tier 1:

Your creatures take two turns at a time.

Tier 2:

Your creatures take two turns at a time. Your creatures Attack and Cast spells 5 additional times.

Tier 3:

Your creatures take two turns at a time. Your creatures Attack and Cast spells 5 additional times. At the start of your creatures' turns, they gain a random minion.

Judgment and MercyTrait: Sacrilege, Boneyard

Tier 1:

At the start of Judgment's turn, it sets all enemies' Health to 20%. This creature starts battles at the top of the Timeline.

At the start of Mercy's turn, it kills enemies that are below 5% Health. This creature starts battles at the bottom of the Timeline.

Tier 2:

At the start of Judgment's turn, it sets all enemies' Health to 10%. This creature starts battles at the top of the Timeline.

At the start of Mercy's turn, it kills enemies that are below 20% Health. This creature starts battles at the bottom of the Timeline.

Tier 3:

At the start of Judgment's turn, it sets all enemies' Health to 5%. This creature starts battles at the top of the Timeline.

At the start of Mercy's turn, it kills enemies that are below 35% Health. This creature starts battles at the bottom of the Timeline.

EttaTrait: Tantalizing Temptation

Tier 1:

At the start of each enemy's turn, this creature forces them to Attack one of their allies.

Tier 2:

At the start of each enemy's turn, this creature forces them to deal damage to one of their allies equal to 50% of their highest stat.

Tier 3:

At the start of each enemy's turn, this creature forces them to deal damage to one of their allies equal to 100% of their highest stat.

TellurTrait: Fragile Immortality

Tier 1:

Your creatures can only take damage equal to 15% (5% if it's this creature) of their Maximum Health at a time.

Tier 2:

Your creatures can only take damage equal to 10% (5% if it's this creature) of their Maximum Health at a time. Your creatures deal 10% more damage for each time they've been damaged in the current battle.

Tier 3:

Your creatures can only take damage equal to 5% of their Maximum Health at a time. Your creatures deal 20% more damage for each time they've been damaged in the current battle.

NoetherianTrait: Bouquet

Tier 1:

At the end of this creature's turn, it grants 3 allies a Barrier. At the start of this creature's turn, it shatters your creatures' Barrier buffs, dealing damage to enemies equal to 300% of the Barrier's absorption.

Tier 2:

At the end of this creature's turn, it grants your creatures a Barrier. At the start of this creature's turn, it shatters your creatures' Barrier buffs, dealing damage to enemies equal to 300% of the Barrier's absorption.

Tier 3:

At the end of this creature's turn, it grants your creatures a Barrier and Shelled. At the start of this creature's turn, it shatters your creatures' Barrier buffs, dealing damage to enemies equal to 300% of the Barrier's absorption.

RamsesTrait: Curse of the Barrens

Tier 1:

Enemies always have Cursed. At the start of each enemy's turn, they Attack this creature. After this creature takes damage, it recovers 15% Health.

Tier 2:

Enemies always have Cursed. At the start of each enemy's turn, they Attack one of their allies. After this creature takes damage, it recovers 15% Health.

Tier 3:

Enemies always have Cursed. At the start of each enemy's turn, they Attack 3 of their allies. After this creature takes damage, it recovers 15% Health.

Nether Bosses, Part 4

KraynaksTrait: Who Am I? None of your Business

Tier 1:

After this creature is killed, it transforms into one of the enemy creatures.

Tier 2 & 3:

After this creature is killed, it transforms into one of the enemy creatures and gains a random trait that belongs to that creature's race.

CyhraTrait: Dark Clarity

Tier 1:

This creature can only take damage, lose stats, or be afflicted with debuffs while its allies are all dead.

Tier 2:

This creature can only take damage, lose stats, or be afflicted with debuffs while its allies are all dead. At the end of this creature's turn, it resurrects 3 allies.

Tier 3:

This creature can only take damage, lose stats, or be afflicted with debuffs while its allies are all dead. At the end of this creature's turn, it resurrects its allies.

Inner DarknessTrait: Shadows Converge

Tier 1:

After your creatures take damage during their turn, this creature deals the same amount of damage to a random enemy.

Tier 2 & 3:

After your creatures take damage during their turn, this creature deals the same amount of damage to a random enemy. After your creatures Attack, they deal 100% of this damage to all other enemies.

Realms

IntroductionYou'll spend most of your time in Siralim Ultimate exploring randomly generated dungeons known as Realms.

Each Realm has a different tileset and offers unique encounters you won't find anywhere else. In addition, each Realm allows different creatures to spawn. You can view a full list of the creatures that each Realm can spawn at the Teleportation Shrine.

Each Realm is also ruled by a different god. You can perform certain actions in each Realm to gain Favor with that Realm's god to unlock rewards.

Realm QuestsWhen you enter a new Realm, you will be assigned a randomly generated Realm Quest. These are small, bite-sized quests that you must complete in that same Realm before you can move onto the next one.

After you complete a Realm Quest, you'll receive some rewards, and then you can find the Teleportation Shrine to travel to a new Realm. Completing Realm Quests is the only way to earn Perk Points for your specialization.

Realm DepthWhen you use the Teleportation Shrine to teleport to a Realm, you must select a Realm Depth. The higher the Realm Depth you choose, the stronger your enemies, but you'll receive greater rewards as well.

Some game features are only available as you increase your maximum Realm Depth. In addition, you will receive an Item Bonus multiplier in Realms that are at the highest depth you've ever visited.

Realm PropertiesEach Realm has a certain number of properties that will make your enemies more powerful. The more difficult the properties, the greater your rewards will be while you're in that Realm.

If you find a certain Realm Property too challenging, you can randomize these properties at the Teleportation Shrine to receive a new list of properties that might better-suit your party composition.

Realm InstabilityLater on, you will be able to adjust a value called "Realm Instability" at the Teleportation Shrine. Realm Instability can be set from 1 to 5, or you can simply turn it off by setting it to 0.

Realm Instability has several effects on your realms:

Creatures from other realms can spawn in realms they normally couldn't be found in.

Realm Properties will be stronger.

Hidden Realm Properties will be added, and you won't be able to see what they are until after you enter the realm.

Enemies have a chance to be Fused.

In return for the increased difficulty that comes with Realm Instability, you will earn greater rewards from these realms as well.

Blessings of the GodsIn each Realm, you'll encounter a variety of interesting objects, some of which will grant your creatures temporary bonuses in battle. As your Favor Rank with the god of that Realm increases, you'll unlock Blessings of the god of that Realm. Each god's blessings are only active in their own Realm, and confer a variety of benefits both in and out of battle called Realm Boosts.

If you obtain multiple copies of a bonus that take place in the next battle, they will not stack. However, only one of those bonuses will be removed after the battle is finished so they won't be wasted. You are limited to a maximum of 5 buffs, 5 enemy debuffs, and 5 minions granted by these blessings. These bonuses only affect normal battles, and will not work in battles against Rodian Creature Masters, False Gods, and similar battles.

Nether RealmsWhile traveling through a realm, you will sometimes encounter a portal that takes you to a randomly-selected location called a Nether Realm.

Nether Realms offer all kinds of interesting surprises which usually involve opportunities to obtain treasure.

Relics

IntroductionAfter you complete all the story quests in the game and defeat the final boss, you will be able to take on a new Project called the "Reliquary". After you complete this Project, you'll unlock the Reliquary decoration that can be placed in your castle. You'll also be able to fulfill Prophecies.

At the Reliquary, you can unlock and upgrade Relics of the Gods and attune them to your creatures to grant them unimaginable power. In order to do so, however, you must acquire a type of currency called Piety. This currency can primarily be obtained by completing Prophecies.

The rest of this guide will describe what Prophecies are and how the Relics of the Gods work.

PropheciesProphecies are a series of short tasks that you can complete and turn in at the Reliquary to earn Piety. This is the primary way you'll earn Piety to upgrade your relics.

To view your prophecies, choose the Prophecies option from the main menu.

PietyPiety is used to unlock and upgrade your Relics of the Gods and your Reliquary. While it is usually obtained by completing Prophecies, it can also be obtained from other sources such as the Goblet of Giving, or by completing Realm Quests at your highest Realm Depth after you've acquired enough Perk Points to max out your specialization.

Relics of the GodsEach god has a corresponding Relic for you to unlock. Relics can be upgraded with Piety. As a Relic's rank increases, it will confer a stronger stat bonus to the creature it is attuned to. In addition, every 10 ranks (up to rank 100) grant the attuned creature an additional perk. You can continue to upgrade a relic past rank 100, but only its stat bonus will increase.

Reliquary UpgradesYou can upgrade your Reliquary to obtain bonuses for all your Relics at once. As you might expect, this costs Piety as well.

Most of the Reliquary upgrades increase the raw power of your relics, but you should take special note of the "Synergy" upgrade. This upgrade allows your creatures to benefit from the stat bonuses of all your Relics, even if they're not attuned to a creature.

AttunementRelics are generally useless if they aren't attuned (equipped) to a creature. You can attune a Relic to a creature at your reliquary for free.

Note that you cannot enter a Realm if a Relic is attuned to more than one creature in your party at a time.

Spell Gems

IntroductionSpell Gems are items that can be equipped to your creatures in order to allow them to cast a spell in battle.

By default, creatures can equip up to 3 Spell Gems at a time, and no more than one of the same spell can be equipped at once. In addition, creatures can only cast Spell Gems that belong to their own class. However, all of these limits can be changed or removed with the help of certain Spell Gem properties, creature traits, specialization perks, and more.

Spell Gems have a certain number of Charges. Each time the Spell Gem is used, it loses 1 Charge, and if the Spell Gem runs out of Charges, that gem cannot be used again until they are restored. Spell Gems regenerate all their Charges at the start of each Realm.

CraftingDuring your travels, you'll find items called Inscriptions. These are permanent, re-usable items that allow you to craft new Spell Gems at the Enchanter in your kingdom. While many Inscriptions can be found in treasure chests, some must be earned from the gods or acquired in other ways.

In order to craft a Spell Gem, visit your Enchanter and choose the Craft option. Next, select the Spell Gem you'd like to craft and it will be added to your inventory.

UpgradingSpell Gems have a "Tier". When you first obtain a Spell Gem, it will only be Tier 1 and must be upgraded aty the Enchanter to increase its tier.

When you upgrade a Spell Gem, new property slots will be unlocked at certain tiers which allow you to enchant them with crafting materials and grant them new properties that change the way the spell works.

In addition, increasing a Spell Gem's tier will also increase the strength of all its properties.

Spell Gems can have a maximum tier of 15, but you must first upgrade your Enchanter in order to reach this limit.

EnchantingAs a Spell Gem's tier increases, it will gain new slots which can be enchanted with crafting materiasl to grant them new properties. You can find these materials during your travels or by purchasing them from the gods.

Please note that not all Spell Gems are compatible with every property. If a Spell Gem doesn't work with a certain property, you will not be able to Enchant it with that property.

DisenchantingYou can remove a property from a Spell Gem by choosing the Disenchant option at the Enchanter.

Special SpellsSome spells belong to one of the three special categories: Arsenal, Prism, or Booze.

Arsenal spells behave like normal spells, but interact with certain traits in unique ways.

Prism spells cannot be cast manually, but have a chance to be cast automatically after the equipped creature casts another spell.

Booze spells cannot be cast manually, but have a small chance to be cast automatically after each event that occurs during the equipped creature's turn.

Spell Potency"Spell Potency" refers to the strength of a spell's damage, healing, and stat changes. Typically, a spell's potency scales with the caster's Intelligence unless the spell description states otherwise. Many spell descriptions include phrases such as "deals a small amount of damage". Below is a list of how much Intelligence is used for each tier of potency. Note that spell damage also penetrates a certain amount of your enemies' Defense.

Type Phrase % Intelligence Used % Defense Ignored Damage Small 90% 0% Damage Moderate 110% 10% Damage Large 120% 20% Damage Massive 130% 30% Damage Devastating 150% 40% Healing Small 30% N/A Healing Moderate 60% N/A Healing Large 90% N/A Healing Massive 120% N/A Stats Small 20% N/A Stats Moderate 40% N/A Stats Large 60% N/A Stats Massive 80% N/A

Ethereal GemsWhen a creature gains a Spell Gem in battle, that gem is called an Ethereal Spell Gem. Ethereal Spell Gems do not usually have any properties. In addition, they have fewer Charges than regular Spell Gems, and they disappear at the end of battle.

List: Artifact Properties

Extra Stat

Creature has additional (Stat). A variation exists for each of the five stats: Health, Attack, Intelligence, Defense and Speed, as well as variations that split the benefit between two stats.

This property is applied to Stat Slots.

Material: (Color) Amber

(Buff) on Damage

Creature has a chance to gain (Buff) when it deals damage with attacks or spells. A variation exists for each buff in the game.

This property is applied to Trick Slots.

Material: Slate of (Buff)

(Debuff) on Damage

Creature has a chance to afflict enemies with (Debuff) when it deals damage with attacks or spells. A variation exists for each debuff in the game.

This property is applied to Trick Slots.

Material: Curio of (Debuff)

(Class) Strength

Creature deals more damage to, and takes less damage from (Class) creatures. A variation exists for each of the five classes: Life, Nature, Sorcery, Chaos and Death.

This property is applied to Trick Slots.

Material: (Class) Crippler

Attack Damage

Creature deals more damage with attacks.

This property is applied to Trick Slots.

Material: Whetstone

Critical Chance

Creature has an increased chance to deal critical damage.

This property is applied to Trick Slots.

Material: Jagged Rock

Damage Reduction

Creature takes less damage from all sources.

This property is applied to Trick Slots.

Material: Armor Scrap

Dodge Chance

Creature has an increased chance to dodge.

This property is applied to Trick Slots.

Material: Slippery Stone

Spell Gem Slots

Creatures has additional Spell Gem slots.

This property is applied to Trick Slots.

Material: Pump Drill

Spell Potency

Creature's spells are more potent.

This property is applied to Trick Slots.

Material: Arcane Sigil

Trait

Creature gains an additional trait.

This property is applied to Trait Slots.

Material: Trait Materials

Cast Spell

Creature has a chance to automatically cast a spell at a certain time in battle.

Each of the five types of Artifacts determines when the spell will be cast:

Swords -> Cast on Attack

Staffs -> Cast on Cast

Helmets -> Cast on Provoke

Shields -> Cast on Defend

Boots -> Cast on Start of Turn

This property is applied to Spell Slots.

Material: Spell Gems

List: Buffs


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Agile

Creatures with Agile have an additional, independent chance to dodge attacks.

Default Duration: 3 Turns

Arcane

When an Arcane creature casts a spell, the spell does not consume any Charges. Then, this buff is removed.

Barrier

Barrier absorbs a certain amount of damage. After the maximum amount of damage is dealt, the buff is removed. Barrier strength cannot exceed 200% of a creature's Maximum Health.

Berserk

Berserk creatures deal 50% more damage.

Default Duration: 3 Turns

Defensive

Creatures with Defensive automatically Defend at the end of their turn.

Default Duration: 3 Turns

Immune

Creatures with Immune ignore their debuffs.

Default Duration: 1 Turns

Invisible

Invisible creatures cannot be targeted by enemy attacks or spells.

Leeching

Creatures with Leeching recover Health equal to 25% of the damage they deal.

Default Duration: 3 Turns

Mending

Creatures with Mending recover 25% Health at the start of their turn.

Default Duration: 3 Turns

Proficient

Proficient creatures gain 30% more benefits from their Artifact's Stat Slots, other than Health.

Default Duration: 3 Turns

Protected

Creatures with Protected take 50% less damage.

Default Duration: 3 Turns

Rebirth

Creatures with Rebirth are resurrected with 50% Health when they die.

Default Duration: 3 Turns

Repelling

Repelling creatures have a 50% chance to ignore damage from spells.

Default Duration: 3 Turns

Savage

Savage creatures have an additional, independent chance to deal critical damage with attacks.

Default Duration: 3 Turns

Shelled

Shelled negates the next incoming attack or spell.

Splashing

Creatures with Splashing deal 100% of their damage to enemies adjacent to the target they attack.

Default Duration: 3 Turns

Taunting

Creatures with Taunting automatically provoke at the end of their turn.

Default Duration: 3 Turns

Warded

Creatures with Warded cannot lose stats.

Default Duration: 3 Turns

List: Debuffs


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Bleeding

Creatures with Bleeding take damage equal to 30% of their current Health at the start of each turn.

Creatures that are resistant to Bleeding take 66% less damage from this debuff.

Default Duration: 3 Turns

Blighted

Creatures with Blighted cannot be healed and take damage from healing effects equal to 25% of the effect.

Default Duration: 3 Turns

Blind

Blind creatures cannot choose their targets when attacking or casting single-target spells.

Default Duration: 3 Turns

Bomb

At the start of a creature's turn, its Bomb detonates, dealing damage to the creature equal to 80% of the afflictor's Speed. Then, this debuff is removed.

Burning

Creatures with Burning take damage based on the inflictor's Intelligence each turn.

Default Duration: 3 Turns

Confused

Confused creatures have a 50% chance to attack or cast harmful spells on their allies.

Default Duration: 3 Turns

Cursed

When creatures with Cursed deal damage with attacks or spells, they take damage equal to 100% of their target's Attack.

Default Duration: 3 Turns

Disarmed

Disarmed creatures lose all benefits from their equipped Artifact.

Default Duration: 3 Turns

Feared

Feared creatures cannot gain stats.

Default Duration: 3 Turns

Frozen

Frozen creatures are unable to act until they thaw, and have a 25% chance to thaw at the start of their turn. This chance doubles after each of their turns.

Creatures that are resistant to Frozen have double the chance to thaw.

Inverted

Inverted creatures heal enemies instead of damaging them with attacks and spells, and damage allies instead of healing them. This debuff is removed after enough damage or healing has been done to offset its potency.

Poisoned

Creatures with Poisoned take damage based on the inflictor's Attack each turn.

Default Duration: 3 Turns

Scorned

Creatures with Scorned cannot attack. Overwrites Silenced.

Creatures that are resistant to Scorned can still attack, but deal 50% less damage with attacks.

Default Duration: 1 Turns

Silenced

Creatures with Silenced cannot cast spells. Overwrites Scorned.

Creatures that are resistant to Silenced can still cast spells, but deal 50% less damage with spells.

Default Duration: 1 Turns

Sleeping

Creatures with Sleeping cannot act until they either take damage or this debuff wears off.

Creatures that are resistant to Sleeping wake up at the start of their turns.

Default Duration: 3 Turns

Snared

Creatures with Snared are stuck at the bottom of the Timeline until they break free. They have a 10% chance to break free at the start of each creature's turn.

Creatures that are resistant to Snared have triple the chance to break out of this debuff.

Default Duration: 3 Turns

Stone

Creatures with Stone cannot dodge or deal critical damage.

Creatures that are resistant to Stone have a 50% lower chance to dodge and deal critical damage.

Default Duration: 1 Turns

Vulnerable

Vulnerable creatures take 50% more damage.

Default Duration: 3 Turns

Weak

Weak creatures deal 50% less damage.

Default Duration: 3 Turns

List: Minions


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Amalgamation

After the Amalgamation's master deals damage with an attack or spell, this minion deals damage to a random enemy equal to 5% of its master's highest stat multiplied by the number of minions it has.

Chance to leave at start of master's turn: 25%

Animated Gem

After the Animated Gem's master manually casts a spell, this minion casts one of its master's Spell Gems as well, chosen randomly.

Chance to leave at start of master's turn: 25%

Animated Weapon

When the Animated Weapon's master attacks, it deals additional damage equal to the highest total stat from all of its artifact's Stat Slots.

Chance to leave at start of master's turn: 25%

Conquest

After Conquest's master manually casts a spell, it grants all your creatures a random buff.

Chance to leave at start of master's turn: 25%

Death

At the start of Death's master's turn, it has a chance to kill the enemy with the lowest Health. The chance is increased based on how low the enemy's Health is.

Chance to leave at start of master's turn: 25%

Dire Wolves

After this minion's master attacks, each Dire Wolves deals damage to the target equal to 30% of its Speed. Maximum of 5 stacks.

Chance to leave at start of master's turn: 25%

Doppelganger

The Doppelganger's master has a 25% chance to take an extra turn.

Chance to leave at start of master's turn: 25%

Spiderlings

After this minion's master takes damage from an enemy, each of its Spiderlings explode, dealing damage to the enemy equal to 50% of the master's Current Health. Maximum of 9 stacks.

Chance to leave at start of master's turn: 25%

Illusion

This minion's master's post-action effects (on-attack, on-cast, and so on) activate 2 additional times.

Chance to leave at start of master's turn: 25%

Famine

After Famine's master attacks, it decreases the target's Maximum Health by an amount equal to 30% of the damage dealt.

Chance to leave at start of master's turn: 25%

Unstable Horror

This minion's master has 5% more stats for each Unstable Horror it has. After this minion's master Defends or Provokes, it deals damage to all enemies equal to 10% of its master's highest stat for each stack of Unstable Horror it has. Maximum of 9 stacks.

Chance to leave at start of master's turn: 25%

War

After War's master is damaged, it deals damage to the enemy equal to 50% of the damage taken.

Chance to leave at start of master's turn: 25%

Writhelings

After this minion's master takes damage from an attack or spell, each Writhelings afflicts a random enemy with a random debuff. Maximum of 5 stacks.

Chance to leave at start of master's turn: 25%

Zombies

At the start of this minion's master's turn, each Zombies deals damage to a random enemy equal to 50% of its Attack. Maximum of 9 stacks.

Chance to leave at start of master's turn: 25%

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Chance to leave at start of master's turn: 0%

List: Realm Properties (Player)

Bad Luck

Whenever it is one of your creatures' turns, any random effects that activate are re-rolled an additional time.

Can't Deal Critical Damage

Your creatures cannot deal critical damage.

Can't Defend/Provoke

Your creatures cannot Defend or Provoke.

Can't Dodge

Your creatures have a lower chance to dodge attacks.

Can't Gain Gems

Your creatures cannot gain Ethereal Spell Gems during battle.

Can't Gain Traits

Your creatures cannot gain additional traits in battle.

Can't Resurrect

Your creatures cannot be resurrected.

Damage Every Turn: x% Health

Your creatures will take damage as a percentage of their Maximum Health at the start of their turns.

Debuff: X

Your creatures start battles with the specified debuff.

Gems Sealed After Casting

After your creatures cast a spell, that Spell Gem is sealed for the rest of the battle.

Less Attack Damage: x%

Your creatures deal less damage with attacks.

Less (Stat): x%

Your creatures have less (Stat). Exists for four of the stats: Attack, Intelligence, Defense and Speed.

Less Charges: x

Your creatures' Spell Gems have fewer Charges.

Less Damage Dealt: x%

Your creatures deal less damage.

Less Healing: x%

Your creatures receive less healing.

Less Indirect Damage: x%

Enemies take less indirect damage, which is damage that is not from an attack or spell.

Less Spell Potency: x%

Your creatures' spells are less potent.

Less Stat Gain: x%

Reduces the amount of stats your creatures gain in battle by a certain amount.

Maximum Buffs: x

Your creatures can only have a certain amount of buffs at a time.

More Damage Taken: x%

Your creatures take more damage.

No Additional Attacks/Casts

Your creatures can only Attack or Cast one time per turn.

Stats are Swapped

At the start of battle, your creatures' stat values are randomly swapped with each other. For example, a creature's Attack stat might be swapped with its Defense stat.

List: Realm Properties (Enemy)

Always Critical Damage

Enemies always deal critical damage with attacks and spells.

Attack Additional Times: x

Enemies attack an additional number of times.

Buff: x

Enemies start battles with the specified buff.

Cast Additional Times: x

Enemies cast spells an additional number of times.

Chance to Dodge: x%

Enemies have an independent chance to dodge attacks.

Chance to Resist Damage: x%

Enemies have a chance to ignore incoming damage.

Copy your Spell Gems

Enemies gain a copy of your creatures' Spell Gems at the start of battle.

End of Turn: Attack

Enemies Attack one of your creatures at the end of their turn.

End of Turn: Cast

Enemies cast one of their spells at the end of their turn.

End of Turn: Defend

Enemies Defend at the end of their turn.

End of Turn: Provoke

Enemies Provoke at the end of their turn.

Extra (Stat): x%

Enemies have extra (Stat.) Exists for the five main stats: Health, Attack, Intelligence, Defense and Speed.

Extra Traits: x

Enemies start battles with an additional number of traits.

Good Luck

Whenever it is an enemy's turn, any random effects that fail to activate are re-rolled an additional time.

Heal Every Turn: x% Health

Enemies recover a certain amount of Health at the start of their turn.

Less Damage Taken: x%

Enemies take less damage.

Less Stat Loss: x%

Enemies lose fewer stats from stat-reducing effects.

Minion: x

Enemies start battles with the specified minion.

More Damage Dealt: x%

Enemies deal additional damage.

More Spell Slots: x

Enemies have additional Spell Gem slots.

Reflect Damage Taken: x%

When one of your creatures damages an enemy, some of that damage is reflected back to your creature.

Resistant to Debuffs

Enemies are resistant to certain debuffs. you can view these adjusted effects in battle by using the Inspect option.

Resurrect on Death

The first time each enemie dies in battle, they are resurrected with 25% Health.

Strong Against (Class)

Enemies take 50% less damage from creatures that belong to the specified class, and deal 50% more damage to them. Exists for each of the five classes: Life, Nature, Sorcery, Chaos and Death.

List: Realm Properties (Realm)

Enemies Belong To Same Race

Enemies all belong to the same race of creatures.

Extra Nemesis Creatures

More Nemesis Creatures will spawn in this realm.

Inhabited by x Race

The realm is inhabited by creatures that belong to the same race.

Rapid Fatigue

Battle fatigue accumulates much faster than normal.

Spell Gem Properties

Cascading

The spell's potency is increased by 3% for each Charge the Spell Gem is missing.

Material: Aquamarine

Purchase From: Tenebris, God of Shadow - Bastion of the Void

Casts On Extra Target

The spell is cast on an additional enemy, chosen randomly.

Material: Diamond

Purchase From: Apocranox, God of the Hunt - Blood Grove

Class Swap: (Class)

The Spell Gem's class is changed to (Class). Exists for each of the five classes: Life, Nature, Sorcery, Chaos, and Death.

Material: Opal

Purchase From: Aurum, God of Vanity - Temple of Lies

Damage Increased By x%

The spell deals additional damage.

Material: Moonstone

Purchase From: Zonte, God of Wisdom - Refuge of the Magi

Duration Increased By x

Increases the duration of buffs granted and debuffs afflicted by the Spell Gem.

Material: Jasper

Purchase From: Lister, God of Fortune - Faraway Enclave

Generous

At the start of battle, your other creatures gain an Ethereal copy of the Spell Gem, but it has only 1 Charge.

Material: Jade

Purchase From: Azural, God of Frost - Frostbite Caverns

Healing Increased By x%

The spell heals for a greater amount.

Material: Obsidian

Purchase From: Surathli, Goddess of Light - Azure Dream

Magnetic

The spell's potency is increased by 15% for each creature in your party with that same spell equipped.

Material: Beryl

Purchase From: Venedon, God of Discord - Caustic Reactor

Singular

The spell's potency is increased by 30% for each empty Spell Gem slot the creature has.

Material: Aventurine

Purchase From: Vertraag, God of Time - Eternity's End

Stat +/- Increased By x%

The spell increases and decreases stats by a greater amount.

Material: Malachite

Purchase From: Friden, God of the Sea - Where the Dead Ships Dwell

x% Chance to Attack

Creature has a chance to Attack a random enemy after it casts the spell.

Material: Bloodstone

Purchase From: Torun, God of Anger - Cutthroat Jungle

x% Chance to Cast After (Action)

Creature has a chance to cast the spell after it performs an action. Exists for Attacking, Defending, Healing another creature, and Provoking.

Material: Citrine

Purchase From: Erebyss, Goddess of Darkness - Path of the Damned

x% Chance to Cast Twice

Creature has a chance to cast the spell an additional time.

Material: Garnet

Purchase From: Aeolian, God of Wind - Unsullied Meadows

x% Chance to Defend

Creature has a chance to Defend after it casts the spell.

Material: Carnelian

Purchase From: Yseros, Goddess of Illusion - The Barrens

x% Chance to Provoke

Creature has a chance to Provoke after it casts the spell.

Material: Emerald

Purchase From: Gonfurian, God of War - Kingdom of Heretics

x% Defense Penetration

The spell ignores some of the target's Defense when determining the damage dealt.

Material: Azurite

Purchase From: Tartarith, God of Punishment - Torture Chamber

x% More Charges

The Spell Gem has additional Charges.

Material: Agate

Purchase From: Regalis, Goddess of Poison - Arachnid Nest

x% of Potency Based On Attack

Part of the spell's potency is based on the caster's Attack instead of Intelligence.

Material: Onyx

Purchase From: Vulcanar, God of Fire - Great Pandemonium

x% of Potency Based On Defense

Part of the spell's potency is based on the caster's Defense instead of Intelligence.

Material: Topaz

Purchase From: Perdition, God of Extinction - Sanctum Umbra

x% of Potency Based On Health

Part of the spell's potency is based on the caster's Health instead of Intelligence.

Material: Tourmaline

Purchase From: Mortem, God of Blood - Titan's Wound

x% of Potency Based On Speed

Part of the spell's potency is based on the caster's Speed instead of Intelligence.

Material: Sapphire

Purchase From: Meraxis, God of Bliss - The Swamplands

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