Foreword
Slava, dear reader.
This guide will help you understand all of the specialisations available in Siralim Ultimate (well duh), tailor made by me in order to either help you pick your starting spec or help you choose additional one. The guide itself will be updated as I'm progressing through the game and learn how to play each and every single spec myself, and will be split into different categories, which you will see in the table of contents to the right. Before we go on this journey, there are some things I need to make clear first, so buckle up and lets do this
VERY IMPORTANT NOTICES, PLEASE BE ADVISED
English is not my first language, and while I am speaking somewhat fluently, if you find a typo, dont type fast @ me. If you still feel the urge to point out every single misspelled word, pack it in. Kthixbye
Every class is viable. There's no such thing as the best one. Pick one that you think sounds cool, or the one that will resonate the best with your playstyle
This guide will not hold your hand. It's meant to help, not to play the game for you. So if you are looking for game breaking combos, you will not find it here
All that said and done, there will be a tier list of abilities for every single class, with a short reasoning. Please be aware its subjective.
As stated above, I am going to update this guide every time I feel like I familiarised myself with the class enough. Its going to take time, please be patient
I've played S1 and S2, never touched S3, although I might in the future. Gonna build this street cred somehow I guess
I am not an aesthetic guy. This guide will not be fancy or beautiful.
Critique is welcome, especially constructive one. I might not give a flying ♥♥♥♥ about typos, but I do give more than one in case I'm spreading misinformation.
All right, I guess I've covered every important bit, lets start the guide
Getting Started
The basics
There are thirty (30) specialisations in total in Siralim Ultimate. Each and every single one behave differently. Your gameplay as a Reaver will change dramatically to the one as a Blood Mage. My role as a guide writer (guider?) is to help you get the basic understand on how the specialisation works and as such I will try to do so. There are a couple of core things you need to know before that though
Number 1: Everything has a start(er)
After picking your specialisaton you will notice that you get a skin, a blank slate of class perks and a starter monster. For the most part (there are a handful of exceptions), starter will help you to get the things going, don't get too attached to this monster though. Siralim is first and foremost a game of synergy. If you find a synergy that you find fun or strong, you don't have to keep your starter in your team. As stated above, there are exceptions to this, but for the most part, everything is fair game. On that note, if you are switching to something else, you won't get a second starter. There are of course exceptions to this, but I'm getting ahead of myself.
Alongside your starter monster you will get a secondary starter. This creature will always be an Unicorn Vivifier:
This creature is fairly strong early on, it's ability is really useful too and in some cases - creates a backbone for your synergy. Before you'll find your dream team I would suggest holding onto it, although its not really necessary. Just don't dismiss it as "just a weak healing monster". This thing can pack a punch if used correctly.
Number 2: Mind the synergy
I've been throwing this word around, and you might not be familiar with it, so here's the quick rundown as I will overuse it later on: synergy is a positive or negative reaction between two or more things. So for instance, the aforementioned Unicorn Vivifier has this ability:
And its fine, and nice, and useful. But if we pair it with this:
This create a reusable bomb that can be used in your gameplay. Game is full of synergies, both positive and negative and classes flesh those out. An ability that seems completely useless at first might be a backbone of your build if you take a specific perk from a class you have chosen or an ability of another monster. Siralim is all about taking whatever means necessary and making yourself as godlike as possible. This might require some number crunching, please be aware of that.
Number 3: This bad boy can hold so many abilities
You can have at any given time up to 6 monsters in your party. That means you have six (6) abilities to choose from and build your team. While playing, you will unlock features which will let you rise the number of abilities up to eighteen (18) at least, possibly more depending on your luck. Keep that on the back of your mind when choosing. Just because your synergy doesnt work now, does not mean it's not going to in the future. Maybe you are missing this one specific ability of a monster. Maybe you lack the perk, that you will unlock later on. Maybe your critters require more stats? As stated before, number crunching is real. But from my experience, everything you come up with is real too. And working. And probably strong, although thats up in the air. Remember, the end goal is to make yourself as strong as possible within the limits of what you have chosen
Number 4: There is no first place. There is no last too
I will hammer this from now until the heat death of the universe. Every specialisation is viable. Everything can perform exceptionally well on every step of your journey. There are no winners here, but also there are no losers. Everything I will talk about in later sections are tools. Just because you dont like a specific tool does not mean its bad.
TL:DR HERE
Every specialisation has a different starter if you are, well, starting the game. Switching does not give that until i say so
Game is all about building synergies
You can get really broken builds if you try
Everything you think of is fine, don't get discouraged
Phew, The long beginning is long, because its long, but hey, I guess we are on the even field right now. Lets get down into the meat and potats of this guide: the specialisations themselves
Paladin Part 1
Introduction
Paladin is a weird one. You want your enemies to ram into you, over and over until their teeth breaks on you. Literally. The best part? It works. Also literally. The laziest of the bunch so far too. Hope you learn how to macro (if not, dont worry, theres a guide coming soon about how to make those by yours trully, and hopefully this time some ♥♥♥♥♥♥♥♥ wont steal it). This section will help you understand how to guard better, why the best offence is a good defence and why Rogal Dorn was right. Cudos if you understand that reference. Paladin is the ultimate pacifist, if the pacifist in question was covered in a 50 metric tons of titanium alloy, covered in spikes, mines, swords, barbed wire, hedgehogs and poopsticks, all the while shouting angry comments about your waifu being dumbster fire (tbh he is probably right tho)
If you think im joking about the fact that you stand there and take it, and that somehow works, believe me, its not. Paladin is all about damage mitigation and survivability. As such your team composition should revolve around defence first and foremost . The more insane abilities triggered after defending, provoking, taking damage or whatnot, the better for you. As such, you should seek out creatures which abilities deal with keywords:
Another highly sought after phrase would go somewhat like this:
Otherwise you do you, as always, no hand holding, just tips. Lets move to the starter
Starter
This creature has high health and attack with values over 25, subpar intelligence and defence of 17 both and really bad speed - 12 points. Stat wise, its not the best. But lets check the ability really quick
This thing is ♥♥♥♥♥♥♥ insane. Unless one shot, it will almost always heal fully (unless blighted but at that point you no longer need this guide, so lets pretend blight doesnt exist for now). At the point where you will rock a dedicated healing creature, this fella will obliterate basically everything that less armored than ISS Ishimura, and by that point having dedicated healing monster will make it actually immortal. Which is good concidering what specialisation you are playing. I would go as far, as say that this creature is really REALLY good regardless of what spec you rock to begin with (maybe excluding Tribalist or a spec that I havent played yet and am unaware of at the moment). it will take you places, it will kill ♥♥♥♥ ded for you and get you essence for your dream team, or will be by your side from the start to the end in one way to another. Its that good.
Abilities
Paladin have fifteen (15) perks in total. I will go over them in order from crucial to unimportant. Please be aware, this list will be subjective. Please also be aware, that you will get required perk points to max out your entire list regardless, so you might take this as a list of what to get first, and what to get last.
1. Retribution
This ability is your bread and butter and should be prioritised over everything else. In any normal circumstance I would say hey, try thinking outside of the box, experiment, you do you. Not in this case. Half of your kit revolves around retribution damage. Im not joking, you will see it later down the line. Get this as soon as possible. Everything from second place down is not mandatory for paladin to work. This one is. Otherwise this specialisation simply doesnt work. At all. This skill is that important
2. Perseverance
*pats on the bald ♥♥♥♥ head" this thing can migitage so much damage! Being serious for a second. 40% damage reduction on top of every single nonsense youve stacked? Thats a steal. This ability is crazy good and for more reason than one (which will become apparent later down the line). The fact that I am somewhat biased for survivability doesnt help here. Its better to live longer than to hit harder imo and everyone who disagree can say this directly to my shield
3. Unbound
Okay we arrived at the ♥♥♥♥♥♥♥♥ territory for paladin. So heres the deal right. Since you provoke and defend at the same time, you can skip defending all together while reaping every single benefit from that action. Including monster abilities that revolve around defend command. Theres a third layer down the line, which I wont spoil here, but lets say that provoke will become your swiss army knife of commands and this is the first step towards that
4. Seraphim
More meat for the grinder. Sure, it does make you stack defence, just defence and olny defence, but then again, you are playing as a paladin, so you would have done that regardless. Unless you have some weird ass combo wombo health build in mind, nobody gonna stop you from doing that. Either way, this talent is amazing because more survivability
5. Reckoning
Remember my joke about swiss army knife? Well, that wasnt really a joke. So not olny your provoke also defends and attacks, its also a random attack, meaning it goes straight throu invisible buff. And if you add up all the ♥♥♥♥♥♥♥♥ from below this point, you will see why fully decked paladin is able to perform actual factual miracles. Lets move on
6. Miraculous Recovery
Speaking of miracles, your provoke heals now. I have nothing more to add here, its getting silly and I love every single part of it
7. Light's Augmentation
We are arriving at the middle skill of the entire tree. And if your middle skill is as powerful as this one, you know ♥♥♥♥♥ busted. At this point you should switch your action to always provoke and see your enemies just melt. Enemies that are 300+ levels higher than you are. While you are standing there with a thumb up your ass. Have I mentioned this spec is really boring yet? Because if you are playing Siralim as a jrpg, paladin really is boring and I want to think of a better word to describe this and I think I will land on ♥♥♥♥♥♥♥ BORING.
8. Hand of Light
So if you ever wondered if Miraculous Recovery wasnt enough healing, heres some more, this time procced off of reckoning damage (the first skill on this list). Is that enough? For the most part. But healing is like dakka for paladin. There is always room for more. Speaking of more
9. Glory
Heres some more stat gain during combat, proccing off of retribution damage. Its the lowest stat of your creature so most likely its going to be either intelligence or speed (defensive creatures tend to have quite high attack stats). Dont worry, we are almost done with this silly nonsence
Paladin Part 2
10. Art of War
This is starting to feel like a mathematician nightmare. So your retribution which is 25% of damage taken is increased by 30% of your highest stat and then 25% of that is added to your lower stat. This is self propelling machine of doom and there are about 3 things that can stop you at this point (cursed, confused and realm prevention of provoke modified, you learn to dread those three as a paladin, because you can one shot yourself. I wish I was joking. I had to make a specific macro that stops me from acting when under cursed or confused debuffs)
11. Zeal
More retribution damage while provoking which you already are because you are provoking all the time. Nuff said
12. Divine Wrath
More retribution damage while defending, which you already are because you are defending while provoking. Im running out jokes and anegdotes here. Lets move on
13. Crusade
So, remember that you attack while provoking, while defending? Well, that random attack is increased by the amount of your retribution. And it resets per battle. Meaning that the more time your enemy spends on crushing their spears on your back, the worse it gets. Perpetuum mobile joke here. Moving on
14. Divine Intervention
This one im on the fence tbh. Its nice, but you shouldnt be in a position to die as a paladin. Regardless its a crutch skill and should be treated like one. Regardless on how you want to see paladin, those last two skills shows that paladin runs out of steam during the end of the perk tree
15. Execution Sentence
This is the true last ditch effort skill, that let you [insert your favourite suicide bomber joke here] your way to victory if for some reason youve bitten more than you can chew (which is hard concidering what you are playing). I really dont like it, you should not in any point have your creatures be killed by anything. But its there, so you might as well use your favourite creatures as tactical nukes if need be i guess
Prefered creature abilities
You know the drill. I wont say the broken combo. Find broken combo yourself. That said, here are some vague advice to help you find it.
Anything in relation to defend
Anything in relation to provoke
Anything in relation to taking damage
Anything in relation to healing
Stat aggregators
Strategy and gameplay
Its simple. Pick the tankiest ♥♥♥♥♥ you can find and go from there. Stack every mitigation possible. Be bored to tears with your new specialisation. Learn how to make complex macros because you cant be bothered with doing anything but pressing one button. Think of another specialisation which you would rather play. Burn out on the game and take 3 month hiatus. Get plagiarised by some ♥♥♥♥♥♥♥♥♥ on the internet who thinks that sleating your ♥♥♥♥ and putting it on some website for sad people who will die alone and sticking a bunch of ads, basically making money off your work will go unnoticed. Return in the full bask of glory and write another chapter of your guide.
Jokes aside. Paladin really need macros to work. Otherwise its rather newbie friendly. You dont need as many complicated calculations to squeeze every single drop of potential from it. Just a couple of strong creatures.
TL;DR
Defence
The most beginner friendly of them all, probably a bit hand holdy
Defence
Has very few counters but when countered tend to die very rapidly
Defence
Probably the least engaging specialisation
Defence
Macros are almost mandatory
Did I mention defence?
Tribalist Part 1
Introduction
Tribalist is really straightforward as far as gameplay goes. The more creatures of the same race (or tribe) you have, the stronger your team is. Similar with the monster class, although in lesser extend. So, what is this race/tribe? What is class? Just what the ♥♥♥♥ are you talking about EnD? Well, I'm glad you ask. This section will help you understand ins and outs of a tribalist specialisation, some community specific jargon, maybe some fancy new words, overall we will have a good time. Time to shake this hive
Tribalist core abilities, as stated above, revolve around race and class of the monsters your have in your team. The more of the same, the better for you. So what are those parameters and where do I find them? Remember our good friend Unicorn Vivifier? We have met in the beginning section of this guide, but here's a reminder:
What you want to see are those parameters in your bestiary:
The symbol and text on the left is the class of the monster, on the right we have symbol and name of the race. So our green friend has class Life and race Unicorn. Simple enough. Those two parameters are the lifeblood of every tribalist. The more you have, the stronger you become. There is a softcap to this too, but we will discuss it around perk section. For now, as far as you know, you want your entire party filled with unicorns.
Starter
Tribalist starter is a mediocre creature at best. His stats are almost all in the 20's, very low defence at 15 points and one excellent speed at 25 points. But look at the ability
Sadly, this saving grace is fleeting. We won't get any vaspid until around 20ish realm, which makes tribalist start awkward if you want to utilise the potential of this creature. Luckily, as stated in the beginning of this guide, you don't have to. Unless you find huge ♥♥♥♥♥♥♥ angry hornets cool, in which case, fair game.
Abilities
Tribalist have fifteen (15) perks in total. I will go over them in order from crucial to unimportant. Please be aware, this list will be subjective. Please also be aware, that you will get required perk points to max out your entire list regardless, so you might take this as a list of what to get first, and what to get last.
1. We are pack
Arguably the strongest ability in Tribalist arsenal. As long as you have 4 critters of the same race, everything in your team is concidered this race. This ability essentially opens up 2 slots for abilities that your tribe of choice just doesnt have. Now that said, you kinda need to have 4 monsters of the same race in your roster to begin with, and while there are some shenanigans to be had, which I wont spell out, figure that one yourself, you won't get anything from this ability until you have those monsters. So get it as soon as 4 out of 6 creatures are of the same race. Otherwise move to the next position
2. Transformation
So remember how I said that class is secondary? Apart from the reasons I will state later down this list (very much later) this is one of the reasons. This skill lets you autocast morph, a fairly rare spell, for free at the start of the fight. What is morph?
Free stats and a class change at the start of the batle. If you happen to have one of those, I highly recommend spending points in this perk. Its just that good, synergies well with your kit and can push you one step further. That said, you have to have at least one of those to use this perk. If you dont have it, move to number 3
3. Hybridisation
This is one of the core ablities, and sure its boring and whatever, but the stat gain is immense. Thats flatout 5% bonus to every single stat per creature. And did I mention it scales geometrically? That means 105% stats for first creature, 110% for the second, 116% for the third and so on. The gains on this perk gives you the edge and since its % based, it will get stronger, the more your critters level up and gain stats to begin with. Its crazy strong
4. Forest Pact
So I want you to picture this. Read Hybridisation again, and then this perk. Yes, thats right. Read below points while you are at it. Uh-huh. This one inflate the amount of the same race you have artificially, more gains, more power, more breakage. Think of this as tribalist steroids. I can't think of a clever way to make more jokes here and this ability speaks by itself, so lets move on
5. Fluster
Alot of "F"s at the top here. Coincidentally, thats what you can press for your enemies, and if you think this meme is outdated to ♥♥♥♥, I have way WAY more up my sleeves and nobody gonna stop this train. Back to the ability though. 5% per creature and its independent, which means if your monster doesn't dodge for the first time, the game rolls again for dodge check
6. Union
Another very good ability, but it works best if you work towards specific stats on your team. Nothing much to say here though.
7. Ties that bind
More of the same of Union, but with a cavieat. This time its damage alone, so you dont get utility of the stat. And the gain is lower. Its still pretty damn good, but isn't as good as union, let alone anything higher. So it sits in comfortable spot just above smack dab middle of this list
8. Overwhelm
The milktoasted of the milktoast, straight in the middle, run of the mill. A nice independent (meaning its a second roll, If you have forgot from the time I was saying about the Fluster) chance to crit. Nice to have, although I prefer defence over offence in Siralim. Dead creature won't do you any good, its not Purgatorian after all. Still nice to have.
9. Harbringer
This ability is seriously good. Great even. Broken? Possibly. So why so low? Well, not olny you need to have a spell, not olny you have to upgrade it in specific way, it also have to fire up. And since "cast on x" have pretty low chance in general, (19% with maxed out spell gem level), you wont get as much usage out of this as you think you would
10. Feign Death
Ressurect change eh? Fun, but I dont really want my creatures to die as Tribalist. So its a nice addition but as far as priority goes, it shouldnt be high on the list. Not in early game, not in late game. Still better than the options below
Tribalist Part 2
11. Survival Instinct
Well. This ability would probably be my number one if not for the fact, it checks for dead creatures and adds power according to that. Thats bad on tribalist on so many levels. Its a crutch skill and should be treated as one. I mean maybe it has so use if you are running a team thats constantly dying for any reason, but then again, Ive stated this list is subjective as 7 blue balls of Azathoth, so lets move on
12. Battalion
So wait, buffs are nice, so why are they so low? Well, for starters those are random and they can range with anything, from gamechanging to inconsequential. Then theres a cap of 6 which is not really all that good if we remember we have from talents alone 9 critters of the same race in our party. And then theres thiis thing that buffs tend to expire, gets dispelled and otherwise doesnt last too long. So its an eh from me
13. Purebred
Well, thats just about the same as Hybridisation, so why so low? Cause its class dependant, not race dependant. Unless you have something really specific in mind or are running morphs, which you should, its not really all that great, and even if, the amount of stats gained is nowhere near Hybridisation levels
14. Familiarity
Unsuprisingly, two of the abilities that are low cost are the two of the weakest ones and should be priorities last. I mean damage to and against your own class can be nice, but you have to remember it depends on so many small things, its not even funny. This one is second to last olny because it increases your survivability rather than damage output
15. Cogence
See point 14 for reference. Those abilities aren't bad, but I would say that getting them first is a waste of points
And there you have my tier list of perks. Please remember, this list is subjective, you might find We are Pack trash tier, and Cogence the best thing ever. Let's move on
Prefered creature abilities
Well I said I wont spill the beans on how to build, but I might give a hint. So below is the list of rough estimation of perks you might want to get, but then again dont have to do so. You do you. Let nobody tell you, your build is bad, because it probably isn't. Unless you are making negative synergies. Anyway, below are rough estimations of what you want to look for
Abilities that checks for certain type of race
Race changers
Shared abilities
Might want to snipe for a certain Master
Im trying to be as vague as I can here, hence the list is so short. Lets move on to the final section of this guide
Strategy and gameplay
Tribalist is probably one of those specialisations that win the battle in summoning room of your castle. As long as you summon specific stuff and set it up nicely with artifacts and such, maybe throw in a macro or two, and the rest is pretty much up to wherever you were lucky or not. My own Tribalist team can overcome and even overwhelm floor 139 as of now (instability 5) with sheer attack command alone, but Ive spend the better portion of my playtime tinkering with my setup until Ive found the golden paintrain. And pretty much everything works. That said, this specialisation is rather prone to wall up on certain enemy compositions. You learn to dread confusion and curse rather quick.
TL:DR
Creature race is king
You can't get wrong with it, unless you really try hard to do so
It's not the most engaging
It's prone to wall
Thanks, Kisses And Changelogs
Thanks
For reading this piece of ♥♥♥♥
Kisses
For feedback. For rating. For enjoying
Changelogs
28.06.2021 - Added Paladin, corrected some typos and changed number of specialisations in the game to be accurate. Also made a bunch of jokes from SteamAH. ♥♥♥♥ off from my ♥♥♥♥. This content is free and will stay that way. Greasy bastards
26.03.2021 - Changed wording in certain areas to avoid confusion (thanks to nozza94 for pointing this one out)
23.03.2021 - Added Foreword, Tribalist and Thanks, kisses and changelogs
Thanks again for reading and have a nice one. Buh-bye
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2433406717
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