Which Class Specialization!?

Which Class Specialization!?

What Are Class Specializations? Why Even Bother?

Skip this section if you're just looking for the quick details on starting specializations. I get it; this is lengthy drivel.

Siralim is like... If you picked up "Japanese Monster Card Duels Game", Or "Nerdy Men Get Together As Wizards", but as a video game.

You get your creatures/cards, assemble your team/deck, and then you just plow through as many fights/matches in a row as possible to earn more items/creatures/cards/decks to play more. It's a good collect'em'up time!

Now that we have THAT in perspective;

Class specializations just augment gameplay even further. They're not so much collectibles after a while, but knowing and switching between them does allow for the collection of more goodies. Most of the things they provide, you can acquire through monster traits, or spells, or sometimes even niche places like realm effects or card collections. Pretty much everything you look for could be leafed through like it were a giant catalog, just trying to fit one puzzle piece into place. If this class doesn't have a perk you need, you might be able to anoint it in, search for a creature or material with that trait, or put in time collecting cards for it.

So why bother giving this general overview, if this should just be another catalog? Why not just tell people to play Royal The class specialization that just lets you cross-class

A. Because new players don't need tons and tons of information hurled at them. That bites.

B. There are a specific set of perks that are unique to each class. It's not called out anywhere, but some aren't anointments, some aren't obtainable by other means, and some are just better or aggregate versions of other traits and effects, and those are what usually make the classes extra special. Those class-specific ones, in particular, are something even the Royal class can't duplicate.

C. An additional, boring answer, one that we're not going to really cover, is just because classes tend to have a nice little collection of positive effects specific to some purpose or strategy. Those intricate details are for someone else's guide.

D. A little more detail than what's in the game might be nice for those of us who have been playing, but still don't quite understand "Why this class?"...

So let's get to it.

Under Construction Tags

There's Work to do

I'm, obviously, not perfect, nor have I been through every class in the game with every creature and team in the game. While I do have every intention of filling out a team and ascending them and etc. etc., If I'm overlooking some blatantly obvious facet of a specialization or am misdiagnosing something, give me a heads up! I'm open to suggestions and recommendations, also; Especially since I have my awful, awful Opinions.

This section is staying here until every class specialization has a full blurb

The plan as it is:

1. Play as every class for at least 2 goblet of trial "laps" before concluding the first 'finished draft' of this guide.

2. Once a definite overview with a reasonable amount of experience backing it has been completed; play through 50+ levels of new game as each starting class to get a better feel of early game mechanics.

Broad Overview - Starting Specializations


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This is where you want to be, if you're just looking for that start of the game selection

If you're here for starting specialization help, just read through the "Play this class if:" blurbs. Once you've picked your class, the notes are for you!

Starting Specializations

Animator - This is my animatus, there are many like it, but this one is mine. Etc.

Starting us off, this one is pretty solidly unique, even beyond the game's explanation. It gets away with some more synergy stuff that other traits and specializations don't have, but the Animatus may be the only 100% unique part of this class. It does come with the nice early-game ability to throw around traits, however! Good start-of-game stand-in for Druid or Purgatorian, if that's what you were really after.

Play this class if: you're comfortable with having a 'leader' in the party, but aren't looking to give up the whole group. Note: Animator can be a fun class if you don't overthink it! If you really like a trait, and it'll stack? put that sucker in slot one or five and have at it! Is this creature going to explode all over the enemies when he dies? Great! Slot 6, for you! You got good stats? Slot 3, it is!

Bloodmage - I love the way I make me hurt so good.

Under Construction

Play this class if: you like doing that thing. You know, that thing? That thing in video games, where like... You get hit, but it's actually a GOOD thing? Note:

Cabalist - the 52 card pick-up of spellcasting

Cabalist is a real mixed bag of tricks; like a street magician who sets out to murder and rob you, just so they can set up a reliable IRA fund for and also fully pay off college tuition for your children. Your early Cabalist team will be one of two things: a wild magic slinging team, or a sharing-is-caring, Sesame Street tag-team of doom, because in the late-game? It has been both, and it is an absolute blast!

Play this class if: You're either not afraid to spin a roulette wheel during the middle of fights, or you can handle some brain-teaser logic. Note: This class has some real Siralim-only facets to it, no gem puns intended, since 'ethereal gems' are a Siralim-exclusive mechanic. As soon as you get used to Ethereal gems, though; This could be the strongest starting specialization! At least, with minimal effort~

Cleric - The red cross is gonna hear about this

isn't as defensive as it sounds. There's plenty of ways to turn healing into damage, and the Cleric specialization is a great way to stay alive and take out the trash. The perks in this class are not unique but, like most classes, several of the hot-ticket items for doing what it's made for are all accounted for, here. There are a notable combination of spells and traits outside of Cleric you'll want to get for really causing a ruckus, but if you can't find'em, Blighted will be your bestest pal~

Play this class if: Staying alive was a goal, but it turns out the real best offense was the love you had inside, all along. Note: If you need help early on, here's spoilers: Some good additions are Life Shapeshifter (Life Transformation), Clairvoyant Spirit (Abnegation), and the spell gem Praise the Sun

Defiler - Infection is better than a cure, I always say

is your classic 'kick them when they're down' class. Expect to do lots of stat lowering and debuffs, or "bad status effects". Otherwise, this specialization pairs well with tons of creatures and other specializations; You'll almost definitely find your Defiler team fits well as another specialization, later. The majority of the perks aren't unique, but it knocks out an absolute ton of the 'good-to-haves' for teams that do this sort of stuff.

Play this class if: You just kinda like being a jerk to your enemies. Note: At some point, your enemies will run out of stats and have every debuff, like in boss fights. Make sure to bring some muscle or brain to finish off those fights!

Evoker - pew pew!

Is casters gonna be castin'. It's more straight-forward than the Cabalist, Witch Doctor, Sorcerer, etcetera, but it still has some fun complications to raise damage and defenses. You'll be spending more time on spell gems than any other class, as a default, and, it's weird to say, but this may be one of the most straight-forward classes in the game, despite being a casting class in an RPG. Just raise that intelligence and start-a-blastin'!

Play this class if: Spells! Note: No notes. Just Spells. Honest notes: this class has some surprising defense to it. If and/or as soon as you start taking too much damage, grab the Arcane Fortitude perk and lean into it. It'll help out immensely against

Hell Knight - There is no answer, but violence is the answer.

is your attacker class specialization... Or IS it? Mostly, yes. With some extra safety nets thrown in. Unlike other specs that center around one of the "stats" or "primary commands", Hell Knight is kinda spread out, almost to the point of being thin. Expect a little class-spec-cross play, with at least one caster, some major defense consideration, and some big role for burning to play.

Play this class if: You don't want to be overburdened worrying about having spells. Punching is all you need to win, but it's not the only tool at your disposal! Note: Hell Knight would be boring if you just attacked. It's got great support for that, sure, but the Hell Knight class sets you up for a little more. If you want pure thwack, wait until you snag the Royal class, later. Hell Knight would be kind of a waste to go pure slug-fest with.

Inquisitor -

Under Construction -- To be finished later~~ But Flagellation is a rad perk.

Play this class if:

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Monk - It's like Paladin, but with dodging!

Under Construction

Play this class if: you enjoy the 'slippery', 'evade-y' characters in roleplaying games. If you like to 'punish' enemies for even trying to hurt you. Note: Spells don't, traditionally, care any which way if you can or can't dodge; Serenity will cover some of that, but using Aspects, Brownie Loner, Phase-Knights, etc. are the effects it mentions as ineffectual. Work in some spell damage mitigation, just in case.

Necromancer - Say hello to my little friend...s... My little friends... All these little fellas...

Minions are new as of Siralim Ultimate, but they're just a new kind of buff, really. Note that, when using them, you'll need to make sure spells, traits, and other effects mention that it counts or effects minions and NOT just buffs. With that out of the way -- To be finished, later~~

Play this class if:

Pyromancer - I actually would like to set the world on fire.

Shockingly less silly than you'd think. The Burning debuff seems to break a lot of the mathematical formulas (in a good way), so let's throw that little fact at you right from the get-go. So expect to do lots of damage. Pyromancers' biggest problem is just finding ways to deal with the attacks and spells that leak through. And if you depend on enemies taking their turns to have that burning debuff hit them, that may happen more than desired.

Play this class if: You like damage-over-time effects. You like circumvential methods of damage. You think glass-cannons are fun. Sure. 'liking fire' works, too. Note: all the perks are for Burning, but many traits cross from burning to other damage over time effects. Be willing to pick up some bleeding, poison, or even bomb effects, too!

Reaver - I got time. I can wait.

Is just as the game says; After a while, they snowball out of control. But; you have to get past the first few rounds without much. As a result, you'll do exactly what you do with any other team, so big woop. no big change of pace. Just come up with a good opening defense/offense that keeps you alive. Choice usage of Timewalk and other turn-incrementing effects will assist, and it actually pairs well with Sorcerer strategies, traits, and perks, just below. The more turns you can plow through quicker, the better.

Play this class if: You can wait 5 seconds, versus the average Siralim-player-expectation, 2 seconds, to win a common fight. You're worried about long drawn-out fights, but not short, easy ones. Note: Seriously, battles in Siralim, late-game, usually go fast, so this class sounds bad on paper. But it's nice to be this class during those long, drawn-out battles, because those are a huge drag... Reaver can make up for that.

Sorcerer - Sit down and shut up; It's my turn to do the fighting.

Is finally the 'control' class. They start you out with a Yeti to give you the hint: make sure enemies don't move, attack, or cast. Using sleep, snare, frozen, scorned, silenced are good plans. Early on, it's difficult to do, but the best team fit for Sorcerer involves a lot of turn-denial. Later on, try to just keep the enemy locked with snares, since keeping your team high in the timeline and them low is A+ Sorcerer planning.

Play this class if: You intend to never let your enemies take a turn. Keeping them Snared, Scorned, Silenced, Frozen, and Asleep. Note: Don't be distracted by the Sorcerer's other perks; Just keep slamming enemies to the bottom of the queue, by any means necessary!

Warden -

Under Construction

Play this class if: Note:

Witch Doctor - You're all gonna hate yourself in the morning

Is the epitome of "Stop Hitting Yourself". you'll be making them slug it out amongst themselves, and the perks involved will make it ten times worse for them to be doing that, including keeping them confused so that you don't actually have to force them to do it. Theoretically, it should also scale ridiculously well; The enemy is, after all, hitting themselves. But, every once in a while, an attack or spell could slip through. So be careful!

Play this class if: You want to use the enemies' strength against them; If you are ready to deal with and mitigate indirect damage and effects. You're ready to stand watch over a bunch of children in a mosh pit. | You just think this is a funny way to take out your enemies. I don't know what else to tell you; Keep your creatures alive, and able to cast mind-control stuff. Note: This is honestly some of the most cheeky fun you'll have, until some enemy's trait has an effect like, "after this creature attacks, it deals X% of the damage dealt to all enemies", which still hits your team. Be prepared to mitigate that.

Broad Overview - Advanced Specializations

Later Game Specializations
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Here there be Gross DetailIf you're new, this is where I get too involved. Maybe it'll be worth looking into; After all, I am writing and putting this on the internet. But it may not be for you, and that's all fine and good.

I also, may, switch contexts. If you are looking to play these specializations, you're not coming at it fresh as a new player, you've been in the game just barely long enough to build up and get these ones. OR, you're reading ahead to what might be coming later, which means you're just reading for the sake of reading, and I apologize that you actually read all this. My condolences.

Hopefully it's still an effective section.

Astrologer - You have to know where you came from, to know where you're going

Under Construction

Play this class if: You can handle a lot of moving pieces; People mistaken for advanced chess players and Rubik's cube-solvers need apply. You don't need to be great at that kind of thinking, but it helps. Note: This class actually does have some super unique perks/anointments, but nothing is very straight-forward. It's kinda clever that it's named the astrologer; It's just kind of 'drawing the lines' between certain traits to do the things you need to have happen.

Doombringer -

Under Construction

Play this class if: Note:

Dreamshade - Help me, Help you, Help me... Kill you?

Nearly every perk in this class focuses around the Inverted debuff, but what they don't mention is that it starts out relatively weak in potency. The real strength comes from fiddling with the effects it causes by just existing on the enemies. From experience, this class specialization tends to work best when viewed as more of a Shapeshifter specialization, with inverted only coming into play as an effective debuff during big fights, after 2 or more enemies have been killed. In other words, while it's weird to play as, it's shockingly balanced!

Play this class if: You want even more shapeshifter race-esque effects for your team; Just keep carpet-bombing the whole battlefield, and everything will turn out ok, in the end! Note: As tempting as it is to say "Inverted sounds OP", it's very weak at the start of battle, and its potency doesn't beef up until you afflict it again, or kill an enemy. Look for cheap, easy ways to off enemies at the start of a fight. Trickster's "Even the Odds" Is a pretty simple one that works for basic fights.

Druid - A simpler team, for a simpler time

The rare class specialization that opts for fewer complications than the rest. A nice respite away from extremely over-complex teams, to something a little more brute. But Also, it can be done wrong, obviously. As long as you get some creatures that synergize well, you'll be as golden as you can be. Just Consider it thusly: The perks will provide you with some general survivability and strength. You're free to tack on whatever else you want, from there

Play this class if: You like things a little simpler. OR, if you just have a fondness for 4 specific creatures. Note: from some brief discussions, the perks that read, "your creatures gain +X% more (whatever) per creature missing from your group", still behave as though 5 creatures are missing from your team, so long as you have the appropriate other perk allocated. Feel free to load up to 4; you're not losing out on effectual bonuses!

Fanatic - NOW who's mister big shot?

The GOD Spec. The Avatars and God-baby team. All your gods are super-gods, and all your god-babies have been endowed with more god stuff. If you're not using gods, you're doin' it wrong. Worth mentioning, is the cost to make this team. When you pull this guy out for the first time, it may be too soon. Pack it up and come back, later. But once you've pegged each god at the gate of the gods and have the mana for a couple godspawn, it's time to get out the metal and go to town. It's time to be a Fanatic.

Play this class if: You're sick and tired of taking garbage from everyone all the time, and just want a little respect. Note: This class only sounds ridiculous. It feels like it's ostentatious, and can easily go south, since what it mostly does is bolster and add on more god abilities; it doesn't necessarily synergize anything. All the synergy and intelligence has to come from the player, so be wise, and use the remaining 12 traits from fusion and artifacts, wisely. Then, it'll be an absolute wrecking-ball, of course.

Warning!: This class may suffer from the same distress as the Rune Knight specialization, to a lesser degree. Ultimate Spell gems can be replaced by the Luck's Gambit spell!

Warning!: You are also subject to getting trampled by creatures and bosses that make extensive use of copying traits and spells.

Grovetender -

Under Construction

Play this class if: Note:

Paladin - It's like Monk, but with getting Hit!

Under Construction

Play this class if: Note:

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Purgatorian - We are all gathered here today to mourn the loss of half your team. Most of it was on purpose, but it's still at least a little bit of a bummer.

Dead bois. Expect to murder your own team. I guess it's an even worse form of the Bloodmage? Purgatorian is truly very fun, and has one of the most interesting class-exclusive perks in the game. It's easy to go a little too H.A.M. on the self-killing, so strike a balance between who lives and who dies; and always remember that there IS a limit to how many times your creatures can resurrect!

Play this class if: Bloodmage wasn't masochistic enough / You have troubles with loss / You find there aren't enough repercussions to your creatures dying or being dead. If you have some fun ideas with what you'd like to do having a creature attack or cast at 0% health. Note: "Life after Death" is a Purgatorian exclusive, it has no anointment, and it is amazing. Death-jokes and on-death effects of the class aside, being able to never lose the effects of a trait you have is more comforting than knowing they're never, really, gone.

Royal - Choose your own Adventure~

This is the done class. You're done. You've done it. You've got all the other classes and you've finished! No more to do, no more to try. You just got it all! Congrats! Is pretty simple; every anointment you have is available to you, and you can choose up to 15 to use, instead of just 5. It's mostly there as a way to allow you to mix and match, and try out combinations that you couldn't without that flexibility.

Play this class if: You're basically done with the rest of them. You've made it. You have all the anointments you want. congratulations! There are a select set of 7 anointments from across 3 or more class specializations that you want to use for a team build. Note: My big gripe with this spec is that it's basically every other class, so long as you have their anointments. Presumably, slap on their anointments and their team, and walk out the door. The real interesting Royal teams are the ones that take a wide variety of specializations' worth of anointments to do what they need to do; logically speaking 7 perks in 3 classes or more, since any other class could pull off itself + 5 split across others. But if you have the royal class spec, you don't really need my advice.

Rune Knight - A very special box of crayons

One of the two 'captain planet' specializations of Siralim, Rune Knight comes pre-packaged with its own grenade launchers, the Rune spells. While each one is different, and the perks apply different effects when they're cast, the gist is as follows: a rune spell does a moderate amount of spell damage, based on the caster's highest stat, and also triggers on-attack effects, as well as a random effect you'd expect from that element. There's also a small perk for having cast each one at least once but, in my personal opinion, it's not as fantastic as you'd think.

Play this class if: You just want a really strong and broken version of an attack Note: Unless you have a rock-solid way of casting every color of the rainbow, reliably, without issues, don't build a team around every color. The 'pay-off' for casting all 5 in each fight, is that each rune spell gets an additional cast. At full perks, they already come with 2 additional casts. 3 casts vs 4 casts doesn't get me excited.

That said, each of the colors does lend itself nicely to a niche; Cor does red stuff, Dun does Black stuff, Nax does Green stuff... You get the picture.

Lastly; Beware the spell "Luck's Gambit". While Rune Spells can't be sealed, as a Rune Knight, they absolutely can be replaced!

Siegemaster - "But what if I ALSO put a second shield in my weapon slot? What then?"

You ever wonder what would happen if you built a team, where all you had to do was defend? This is it. This is the class for you. All their perks and anointments are all about defense and defending. Even the ones about provoking or getting hit or attacking and casting are actually about defense and defending. That's what this specialization is here, for! -- To be edited/continued~~

Play this class if: You're a fan of the Roman Phalanx Note:

Spell Weaver - I bet you never been beat to death with a rainbow.

The Second of the two 'captain planet' teams of Siralim; This team does not come pre-packed with its own spell, but locks and loads once they've manually casted a spell of each color. I've, personally, found it to be a headache, but it comes with two strategies: the 'chambered bullets' provide team buffs, so leaving them there is a bonus. Or, once your 'powers have combined', release them and cast a big nasty spell (each color of colorwave does something different, go figure). Like some sort of overly complex board-game, if you cast Colorwave, any colorwave spell, 5 times, you can just keep casting it forever, without wasting those charges!

Play this class if: You are certain you can manually cast a spell of every color as quickly as possible. Note: With my limited knowledge of 'manually casts' Traits and effects, my best recommendation is to form a strategy whereby you wipe the floor, quickly, with regular enemies in common fights, but you have a secondary strategy for bosses to start colorwaving in as few turns as possible. Chromatic-centric teams always cause my computer to grind to a halt, so I attempt to stay away from them.

3 sources of automatic-conversion-to-manual casting are:

the fae race with a singular creature trait at a 40% chance, Rhododendron Fae, (The Great Beyond) 40% chance for automatic spells to be considered manually cast, but this creature cannot manually cast spells.

an artifact-only material that provides all allies with a 5% chance, Lunar Dust, (Superfluidity)

and a pandemonium material that re-casts and considers those recasts manual. Pandemonium Stone, (Pandemonium Wrath), 50% chance to recast, can continually recast until it fails a chance.

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Tribalist - It really was all about the friends we made along the way

Even early in the game, there are likely a few creatures popping up that make explicit mention of, "oh, if you, uh... have, a few more guys like, uh, me... We do more bad, uh, stuff. Oooh". And that's what Tribalist is for. Expect some broad stat boosts, some off-the-cuff protection in the form of clutch resurrections, and literally just, "your team has more creatures of any race and class that their traits and spells are asking for." You can even split your eggs, instead of putting them in one basket, since some spells and traits will ask for: "each (creature of a race) in your group". These perks will, actually, count towards those traits.

Play this class if: You're a big fan of one kind of creature, or just want to get some bonkers multipliers from that cool trait you saw on that one kind of monster Note: This is a good class for having a 'big, strong, and dumb' team; commonly used as the 'Diabolic Horde' Specialization. It goes without saying; stick to creature races that explicitly synergize with eachother.

I'm going to spoiler out this next note, because it's complicated for folks who might be just starting. If you don't get it, just know: If something sounds too good to be true with the Tribalist class, it probably won't work.

And most importantly: Two niche cross-racial effects are known to not work.

the order of operations during start-of-battle does not allow "your (creatures of a specific race) share their innate traits with eachother" if they don't begin the fight as that race.

effects that require your Creatures of Race X to use or reference their Xs' innate traits are coded in such a way that they need traits originating from an XOther effects that require all your creatures to be a singular race during their intended effect will work, however.

Trickster - Big money, All whammies

At times, this specialization kind of feels like a catch-all. It's definitely supposed to be the 'gamble' class, but the effects can be all over the place, and that's, maybe, in line with the flavor of it. The few things you can rely on, are centered around chances, the disarmed debuff, and boosting your artifacts. Expect your artifacts to proc their spell gems more often, their trick slots to be more effective, and their stat slots to get boosted due to a constant Proficient buff

Play this class if: You have a gambling problem. You like the artifacts you made, and really want them to shine. Note: There is a 100% damage boost for Invisible allies. It's tempting to make an invisibility team, and I'm sure it could work, but you'll have to be all in on it, and Purrghast is somewhat of a pain to get. The Hidden Hand perk is pretty phenomenal, however!

Windrunner - I'm pretty certain they came up with this spec after binge-watching the Fast and the Furious movies.

Lastly, the SPEED class. This class does SPEED. Do you have a stat? is it SPEED? well it better become SPEED. Windrunner creatures should, and usually do, start with a load of SPEED, get more and more SPEED, and use that SPEED hyper-effectively. Every time you come across a critter that positively effects or uses your creatures' SPEED, that's a Windrunner hopeful.

Play this class if: You're a big fan of just one stat. You like SPEED. you gotta go fast You like having initiative in RPG fights. Note: Author says, this has been one of my absolute powerhouse teams. Be sure to find those abilities that turn various forms of speed/stat boosting into defense AND offense. Even if the class perks already account for a % of speed in attack and spell damage, it doesn't hurt to add more conversion. Make sure to use as many arrow spells as possible. Try and lean into the green.

The Specialization-Specific Perks

The Perks That You Can't Get Anywhere ElseAnimatorAstrologerBloodmageCabalistCleric
DefilerDoombringerDreamshadeDruidEvoker

The following is a list of perks per class that are available only for their class; they are not obtainable as anointments.

I will be abbreviating , Grovetender, and Royal, as they are exceptions to the anointments, situationally.

I'm also going to be ignoring ascended perks. Obviously, those are class-specific. The purpose of this list is to call out what perks make these classes different, specific to anyone picking up the game and playing as them for the first, or first-ish, time.

And exactly how Can't Get Anywhere Else they are

The s perks are all unobtainable as anointments, as they are all tied to the Animatus creature. They are, as a result, all specialization-specific!

Lunar Eclipse - Your creatures with the highest Intelligence per rank always Cast their top-most Spell Gem that has at least 1 Charge and isn't Sealed at the end of their turn. Maximum Bonus: Three creatures with the highest Intelligence

Solar Eclipse - Your creatures with the highest Attack per rank always Attack at the end of their turn. Maximum Bonus: Three creatures with the highest Attack

Hemostatis - Your creatures can take damage a maximum of 1 time during their turn

Masochistic Tendencies - Your creatures' spells no longer consume Charges. Before your creatures Cast a spell, they deal damage to themselves equal to 25% of their Maximum Health.

[NONE]

None - Generally all of them are reproducable through other traits or perks. Even the immunity to Blighted exists as another anointable perk, and several traits exist to counter-act blighted.

Lingering Sickness - There are some traits that cause specific debuffs to last indefinitely, but Lingering Sickness causes all debuffs to last indefinitely, and that's a big difference. Venedon's Avatar trait is the only significant alternative.

[NONE]

[NONE]

[NONE]

Outspoken - Your creatures are immune to Silenced

Immunity to silence is fairly hard to come by; one Avatar has it, another specialization has it as a class-exclusive, and two masters traits have it if your creatures are of a specific race, but this is a nice, unimpeachable way to make sure it's never, ever a possibility your creatures will be silenced.

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FanaticGrovetenderHell KnightInquisitorMonkNecromancerPaladinPurgatorianPyromancer

Army of Gods - Unobtainable by other means; If you need 2 or 3 Avatars in your group, this is the only way to do it, and you'll need to be a to have that team. Sidenote; There are several ways to have godspawn creatures acquire their associated avatar's trait and/or ultimate spell through traits and anointments.

All of the 's Perks are unique to themselves. No anointments, here!

Indomitable - Your creatures are immune to Scorned.

There are even fewer sources of immunity specifically to scorned. Your best bet, outside of , would be to opt for complete immunity. But as a , there's no need for that!

[NONE]

[NONE]

[NONE]

Divine Intervention - The first time your creatures would take fatal damage in battle, their Health is instead set to 1.

Life After Death - Your creatures traits remain active while they are dead.

Attainable either nowhere else or at least by no means that I am aware of . The ability to reliably retain your creatures' traits whether they be alive or dead exists solely in the specialization, and it is something I consider to be one of the strongest safeguards in the entire game. If it were an anointment, it likely would be a broken defense mechanic.

[NONE]

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ReaverRoyalRune KnightSiegemasterSorcererSpellweaverTribalistTricksterWardenWindrunner

Controlled Anger - Your creatures that have taken 3 turns are immune to debuffs

Generally negligible, if only due to the necessity to take several turns for this to activate. Debuff immunity is, if we're being honest, relatively easy to get from several sources, but if your preference for gameplay is to take turns, this can fill that gap... IF you're a , that is. Because it's -exclusive.

Master of All - You can equip 10 additional Anointments.

If there is ever a call for a very niche combination of perks you couldn't combine any other way; this is the way to do it. Definitely a life-saver for many builds... But at what cost?

Diabolism - Your creatures are immune to Silenced and their Rune Spells Gems cannot be sealed.

Especially effective for the innate silenced immunity; Reminder that the spell Astral Dimension , once unlocked usually serves most every team as a solution to gem sealing. The real danger with s is that dastardly, awful, no-good very-bad spell, "Luck's Gambit"...

Armor Shred - Your creatures' attacks and spells ignore 1% of the enemies' Defense per rank. Maximum Bonus 25% Defense ignored

Defense penetration is fairly desirable; not gonna lie. With the head-ache of calculating and tabulating and praying for the best with damage totals; it's nice to just ignore it, sometimes.

Mental Fortitude - At the start of battle, your creatures gain Shelled

Sadly, somewhat negligible, unless you place some significant effort into synergizing with it. Notably; this becomes apparent in fights where your team would normally be shotgunned to death before they can act. One inadequately bolstered shell will not save you from that storm.

Slipstream - After the Timeline is determined at the start of battle, your creatures are moved up the Timeline 1 position higher per rank. Maximum bonus: 3 positions higher

it is a downright shame that neither this nor its 'companion' perk are anointments, because they do, somewhat, assist in fights where enemies are given timeline priority. Mimics are the least of your worries in the absolute late-game; early game, they're a good bit troubling, but for any younger players, spoiler alert: There's a +50% Treasure Bonus in it, for ya, if you let False Gods have their dirty, dirty way with your team for a full round before you even get one turn. And having this perk, or its counterpart, dulls the pain from events like that a little.

All perks related to the Infusion-mechanic and the Colorwave spell remain exclusive to this spec!

Which means that there is absolutely no planeteering of any sort without being a Colorweaver... So hand in your rings, wanna-bes!

Battalion - At the start of battle, your creatures gain a random buff for each creature that belongs to the same race fighting on your side. Maximum of 6 buffs.

In hindsight, this is actually rather good; if only for synergy with other traits or effects that necessitate 'having buffs'; some of which, I believe, are anointments that go hand-in-hand with this, very well! If nothing else, it's an easy way, among some others, to start a match off with a boat of buffs at your disposal; regardless of what your intent with them.

Nightstalker - At the start of battle, one creature in your party gains Invisible per rank, in order from first to last. Maximum Bonus: All creatures become Invisible

While this is attainable through the use of a specific creature, Exotic: Bashcoak, it will take two of them. this perk does make a major contender for "invisible team" specialization; especially when in sync with its Trick Slot chance increase.

Sleight of Hand - Whenever it is one of your creatures' turns, any random effects that fail to occur are re-rolled an additional time.

Re-roll effects are slim to none. The majority of them do originate from the Specialization! If you're a fan of gambling, or are good enough at statistics to weigh the odds into your favor, then this is probably your jam, and more power to you!

Subterfuge - Your creatures' attacks ignore 2% of the target's Defense per rank. Maximum Bonus: 50% defense penetration

Ignoring defense is a hot commodity, in most situations. Damage calculation is a hot mess, not made any easier by the, reasonably so, unreleased and unexplained nature of said formulas. What better way to lower the stakes and raise the ante than cut out the mitigation?

This is my way of saying: 50% defense penetration with no catch is a very good deal. Not a game-changer, necessarily, but pretty fantastic, relatively.

Preparation - At the start of battle, your creatures gain Invisible and Proficient.

If wasn't your go-to for invisible team, then certainly has gotta be. As long as you supplement with more sources to turn your creatures see-through, that proficiency bonus on their artifacts will make them hit and cast extra HARD.

As mentioned above; Invisibility at the start of a match is somewhat hard to come by, in terms of perks or traits. With spells, it requires 2 or more traits. Take what you can get, when you can get it, folks!

Born Again - After your creatures are killed from start-of-battle effects, they are resurrected with 50% Health.

As shockingly nice as this sounds, it's a corner-case reserved for extreme scenarios such as early-game mimic fights, and That awful False God scenario I spoiled above , precisely because this perk is specific to the team with the speed. In my experience, it takes a realm effect of both extra speed and less speed at realm instability 4 or 5 to drop your starter below enemies on the timeline; especially with the next perk in mind

First Served - After the order of the Timeline is determined at the start of batlle, your creatures are move up the Timeline 1 position higher perk rank. Maximum Bonus 3

The companion perk to the class's version; It's almost unnecessary, but not entirely. As mentioned, sometimes the fates just work against you, and all the speed in the world is just stripped from you before you even started. In that case: at least you came in third. Hope your speed is doubling as defense from some of those other perks, buddy.

Inertia:Your creatures cannot lose stats.

This is a fantastic "load off" perk. Almost worth building any stat-based team around; Maybe there's something to be said about making a maximum health team as a windrunner - I don't know! Any which way, the few ways to stymie or mitigate stat loss for your creatures all pale in comparison to Inertia.

True Ending:All creatures' on-death effects are ignored. This perk does not affect the Born Again perk. This perk does not work in boss battles.

debate-ably unnecessary; but still somewhat funny. This is also a trait, which belongs to the creature: Elf Barbarian[/creature], sans the 'Born Again' Contingent. Is it exclusive to this class? No, not really. Only technically.[/list]

Witch Doctor [NONE]

The Notable Perks

Really Cool Perks That Make These Specializations Something To Look At:AnimatorAstrologerBloodmageCabalistClericDefilerDoombringerDreamshadeDruid

While some perks just round out that 'intent' your team/group/deck/posse has in mind, and could have, rightly, been allocated in some other fashion and in some other way, there are some perks in each specialization that are really stand-out. Whether they have other options external to the class or not, these anointments are, at the very least, hard to come by and very hard to turn down.

Special Thanks to Firlefanz for the exmplary input, editing assistance, and overwhelming sass in this section!

Without further fanfare, I give you:

- You get a trait, and you get a trait! Every Animatus gets a tra~ait!

- Not content with simply waiting until the stars are right

Ascendant - You really want to go first, but you can't squeeze a Mimic into your elaborate setup? Then this is for you! Letting your creature with the highest Maximum Health start battle at the top of the Timeline is an incredible ability for almost any build that doesn't exploit other start-of-battle shenanigans to decimate enemy teams.

- I don't drink... wine...

Bleed Out - A cheap one-time auto-resurrect to help with survivability. Don't worry about the damage your creatures take after their resurrection; It is subject to most damage reducing traits/perk you may employ. Depending on your setup, your creatures may not take any amount of damage worth mentioning.

Bloodrage & Bloodthirst - Making the damage of your attacks and spells based on 50% of your Maximum Health is pretty darn good, if you can't be bothered to invest in high Attack and Intelligence stats. These two perks/anointments are a definite recommendation for the majority of builds focused on your creatures' Health stat and an understandable reason why these tend to be so powerful.

- Generous is the best Enchantment, and you can't convince me otherwise

Temporal Concentration - Why have one charge on your spells, when you can have infinite charges on them for your whole team?

A personal favorite of the Author; Temporal Concentration takes the 'Generous' Gem enchantment and turns it into a "Free Spells for Life!" Contest winner coupon. Every Gem from a trait, Every Rune Spell, every Ultimate spell

Battle Mage - For everyone who can't decide, if they want to attack or cast a spell. How about doing both? The random nature of this perk may be a bit off-putting, but I think it deserves special mention, just for the fact that most Rune Knights will greatly appreciate this perk as an anointment (it is an "on-attack effect", afterall).

Incantation - Another one of those perks that allow your creatures to cast one of their ethereal spell gems upon performing a certain action, Defend/Provoke-edition. This perk (especially in conjuction with The Bearon's Barbearian trait) is a great tool for starting elaborate combo chains. The only other thing that can pull off something similar is Water Salamander's Wallflower trait.

- You're just here for the heals, and you're not gonna call me later. I get it.

Radiance - So, you're planning on playing a stat-gain build. You'd probably prefer to gain a lot of those juicy, juicy stats. How about 60% more? Yeah, that's more like it! The Vext's Invocation trait (boss material) provides only 50%, but they both stack multiplicatively with each other (so 90% for using both)!

- You're just here for the debuffs, and you're not gonna call me later. I get it.

Daybreaker - Even without proper support, this perk can be quite good. Letting enemies take 10% more damage per debuff they have (counted individually per creature, in contrast to Sorcerer's Ruin) can provide you with a dirty and powerful damage multiplier. Just think about all the interactables in realms that let enemies start battle with one of several debuffs!

Impiety - Do you remember fighting the boss Quila? Didn't you just despise the way she kept putting up those darn barriers? Take this and she'll come to hate facing you instead! With this perk, enemy barriers and Shelled buffs are rendered next to useless. A great perk for those that need to ensure that their vital on-attack effects trigger, despite enemies hiding behind their cheap force fields! A combination of Noetherian's Bouquet trait (boss material) and Chandra Cherub's By My Hand is the only real alternative.

Infirmity - Put three extra debuffs on the enemy, at the start of every battle! This perk has great synergy with a handful of other powerful perks and traits. Besides, forcing a handicap on enemies is always fun; If you're not playing dirty, you're playing the game wrong!

- Step 1: Put part D into opening 3. Step 2: Apply gentle pressure on button C. Step 3:...

Blind Fury, Defiance, Obscuration, Unbound Hatred & Unleashed Power - A lot of perks for one entry, but they all do essentially the same: Whenever any of your "on-action" effects trigger, they will be executed up to two additional times! An array of great tools for getting the most out of your combos.

Anger Management, Aversion & Eruption - These perks can be amazing, if you're aiming to turn your team into a Rube-Goldberg-machine. So, you like working with on-heal effects? How about letting them trigger on-death effects, without your creatures having to die in the first place? If you're looking to add a touch of insanity to your build, then has got you covered!

Momentum - Sooner or later, you may come up with a team that does a whole lot of crazy things during a single turn. Heck, perhaps during each and every turn! If so, then it is time to consider adding this perk to your roster. A 50% chance to double the value of your actions may not sound like much when employed by a slow build that does things one step at a time. However, in the hands of a mad tinkerer, or some kind of Trickster who doubles down on re-rolls, Momentum can become the delectable cherry on top of a pie baked from pure lunacy! Also a good addition for that "Pontiff of Luck" team you were thinking about, probably?

- So you've summoned an Emus. Now what?

Question Everything - You finally did it. You turned your team into an unstoppable engine of destruction. All the creatures far and wide are shaking at the mere thought of running into you. You have become death, the destroyer of worlds. It seems like nothing can stop you... except for yourself! Occasionally, enemies will force your creatures to punch their own faces. Depending on what you're running, this can hurt. A LOT. Wouldn't it be nice to just forget this possibility exists and simply continue your greed-driven killing spree without a care in the world? This perk enables you to take a philosophical/psychological approach for tackling this issue. Yup, your creatures just hit themselves... but did they really? Didn't they just heal themselves instead? Yeah, that works. Let's just go with that.

You can get a similar, albeit weaker, version of this ability by bringing Nature Shapeshifter's Nature Transformation.

- Try less.

--

EvokerFanaticGrovetenderHell KnightInquisitorMonkNecromancerPaladinPurgatorianPyromancer

- Give yourself a Hand Gem!

Chaos|Death|Life|Nature|Sorcery Mastery - This set of Five are fairly simple in nature, but undeniable as color-class cross-over material. If you need a creature to have a color of gem, there are a few ways to do it, sure, but tossing one or two of these anointments onto a team is a definite way to seal the deal.

Expanded Mind - So, you're probably playing a Cabalist and want to bring more 'Generous' spell gems. Or you're a Siegemaster playing one of those expensive Helix trait builds. Whatever the case, I don't judge, nor do I ask any unwanted questions.

Just take your five extra spell slots and go paint the town red. Have fun. Your secret is safe with me. ;)

- Spawning grounds

Quite Frankly, all of them - due to the nature of the specialization, the majority of the anointments help unlock spells and functionality unavailable anywhere else. While the majority of the class's perks are anointments and, perhaps, they can be reduplicated through other effects, they don't really have exact matches, anywhere!

Multitheism - I know what you want to say: "But you already mentioned that all perks have a some use! Now you're just being inconsistent! What's so special about this one anyway?!"

First: Shut up.

Second: I'm glad you asked!

If you have paid any attention up until now (if not, I'll just pretend you did), you are aware that the great appeal of playing a is the ability to bring more than one Avatar creature along.

While this is something truly exclusive to that spec, Multitheism can help you pretend it isn't. What it does is grant your Godspawns their corresponding Avatar's trait at the start of battle (e.g. Ugat gets Torun's trait). No more careful choosing between Avatar traits, you can take as many as you can fit onto your sketchy band of miscreants!

The Master of Godspawns trait can theoretically replace this perk, but it's kind of a hassle to build your team around it.

- Talk about Monster Rancher, am I right?

Dreadnaught - You like to bring strong, beefy musclemen to brutishly whack your enemies into submission. However, there's one problem: They are just so darn inaccurate, if they were about to eat pavement, they'd probably miss the floor. Take this perk and even the swiftest enemy is sure to be hit by your hulking oafs.

Kindling - If you made it this far, you probably understand how important it can be to act before your enemies. A guaranteed free cast of a damaging spell at the start of battle? Don't worry, I'll sign you up right away.

- Nobody expects the Spanish Inquisition!

Flagellation - A single perk/anointment replacement for the combination of Life Shapeshifter and Master Shapeshifter , it also does what perks and anointments do best: exist whether your creatures are alive or dead, saving you two trait slots and some headache.

Censure - You heal a lot? You play a Cleric? A Dreamshade? Just get this, trust me.

- If our love's insanity, why are you my Celerity?

Celerity - This is where Celerity begins! There are other options for dodge, do effect; There's even dodge and attack, but it's isolated to one creature, or it's a lesser amount of damage. Celerity, as an anointment, is a reliable way to... well... Turn any specialization into a pseudo monk!

Serenity - Apply your dodge chance to spells as well (independent chances not included)! A Windrunner will certainly love to have this.

Spiritual Attunement - The damage negation may depend on chance, but there are ways to skew the odds in your favor... Play a Trickster and/or bring Pontiff of Luck!

- It's like that game with the catacombs and the scaly fire-breathing monster figurines.

- Hope yer all ready fer a heapin' hunk'a dose'a Retribution Solution!

Reckoning - For those looking to add injury to insult. Automatic attack triggers are not really abundant, so this perk can give some interesting variety to the usual provoke chains.

- Life is a curse I wouldn't wish on my worst enemy... Or apparently my own monsters.

- Some joke about the burning debuff

Burn their Corpses - a Notorious candidate for "Die, and stay dead!" effects. A number of them exist, but burning is a pretty easy debuff to toss on those poor hapless souls you run into, so charring a few corpses after the fact is very enticing, and an easy ask.

--

ReaverRoyalRune KnightSiegemasterSorcererSpellweaverTribalistTricksterWardenWindrunnerWitch Doctor

- Fortune percentages are for closers, buddy.

Rigor - Immunity to debuffs is always enticing, but 3 of the most obnoxious debuffs all at once is painful to ignore. If you're not willing to jump through hoops for something like Onyx Carbuncle , or tirelessly ensuring your immune buff holds or creating some mass abomination by sharing and swapping wisp, minotaur, or revenant traits , then rigor is your best bet for making sure you get your turns.

Rapid Exhaustion & Red-Eye Flight (& maybe Stimulation) - Unless you are playing with a team of petrified slugs (more power to you), you are probably using these perks to have an easier time with two specific bosses namely Lister and Jotunn . Don't get me wrong, they are very useful in the aformentioned fights. That's why they're listed here in the first place! If you're intimidated by the rapidly increasing battle fatigue, you can bring along the Stimulation perk to help with that.

- nothin' to see here

It is my absolute cheeky pleasure to announce, there are no spectacular anointments~

- One Trick Pony

Rune of Cor - I'm specifically picking two out, and Cor is one of them. Why? Because Red is the color of attacking, and Rune spells trigger on-attack effects. Runes are, as I've stated in earlier sections, a round-about way of having an uber version of a regular attack, so synergize most attack effects with Rune of Cor on a pure-chaos team, and you'll have a shockingly good time with this as an anointment.

Rune of Sah - The second I'm picking out, is because Rune spells are also spells. What traits and perks don't synergize with attacks will synergize with the spell aspects of Runes; notably the feature that makes this spell get beefier every time it's cast. Load this bad-boy onto a pure-sorcery team; something that's sure to already be way-too int-heavy as is, and let the fireworks fly~

- All the Siralim ladies, all the siralim ladies, put your shields up.

In Formation - Start of Battle effects are two things; 1. complicated 2. essential. Starting battles defending may not seem like much; it doesn't actually trigger on-defend abilities, so you can rule that out, but it's amazing for passive defense traits when it comes to start-of-battle fireworks that can occur. Also, it's a nifty little trick to switch this anointment in when you're about to go up against a certain False God , and your team isn't the quickest to haul up their shields.

- Oh man... I just wanted to make a "Timewarp" joke, so bad.

Various Timeline effects - They don't seem overly powerful, but I've never analyzed or crunched the numbers. If you plan on dumping enemies to the bottom of the queue and never letting them up again without the aid of other anointments, however, it might be worth looking at what damage or defense you can get from .

Ruin - I'm really only including this due to its utility. There are plenty of alternatives, but it turns out: if you want one of them, you probably will just stack them all! If you're playing as a defiler, or something defiler-esque; grab ruin, also!

- Less about the colors, more about the Time and Space.

Chrono shift & Temporal Anomaly - These two are, functionally, different, with different purposes and traits they synergize with, but the core idea is the same. There is no other place to do a simple "link" for two gems' casts together, unless you plan to shotgun a whole roster of spells, which actually is doable, but a lot less fun than just doing what you came here to do.

- Three Imps stacked on top of eachother in a Trench coat

Forest Pact - For all people who just can't get enough of that sweet same-race/class goodness.

We Are Pack - Are you PACK? Not without this! The Outcast No Longer trait is the only real alternative and a great trait to combine this perk with . If you're not playing with race-synergy... power to you?

- It's not really gambling if you're just skewing the odds to cheat, right?

Even the Odds - Just calling this one out as a great Perk->Anointment Synergizer. Works with Animatus' and Dreamshade's effects that require dead enemies, as well as any other traits that require enemies to die, in general. Keep it in mind, when you think killing a foe isn't so dependable.

Hidden Hand - I love it when the spell in my artifacts cast, and I bet you do, too. This is a great way to help out with that! Even better than adding in a Dark Brim Smith ! Just remember, it's not guaranteed. For that, you're gonna need a certain spell or two, from The Sorcery Guild , and that's honestly just a whole bunch of rigamarole...

Bafflement - A good just loves to make a flashy entrance. It greatly helps throwing off opponents; Outright confuses them! Letting enemies start battle with Confused is something that especially benefits specs that like to have enemies plastered in debuffs, like Defiler or . However, the one spec that benefits the most from partaking in 's sheer style is . The synergy is simply amazing, so be sure to grab this as an anointment!

There exists a slightly stronger version in the Master of Cockatrices trait, but consider this: Aren't there any other Master traits that would be more helpful? Are you sure you can afford to lose out on that dapper flair???

- Still just fascinated with statistics

- Ending this section with a nice strong punch to the face.

Jinx - Wether you just like to be mean, or are simply enthusiastic about Mummies, this is a perk that will certainly cater to your vile needs.

Vision Quest - The best way to get a spiritual advisor that will grant you extra turns, other than tripping on peyote in the desert.

---

Credits:

Collaboration with:Firlefanz - For being a fine collaborator; keeping me in check on what facts about the game they are able to, and lending assistance with the class specific traits, picture uploads, and other fine details! Most of all, for their Help with the Notable perks section, really bringing that part together~Additional thanks:Thylacine Studios - For a great and awfully addictive video game

The Discord Chat - For the brief time I spent there during Siralim Ultimate, and the extensive time I spent on it during Siralim 3, learning about the game. May their spoilers live on forever in my memory.

Post-Amble

One Last Thought, Which Probably Should Have Been First

This is where I'm going to get a little real, folks.

I, as split decision as it was, decided to create this guide for two reasons, and I really hope they came through with the pacing and organization of the text.

First and foremost: I wanted to keep this effective and precise, Even concise where I could, but not lacking on detail and enjoyability. It's why there's specific organization, highlighting, and arranging; it's why the pre-amble is actually more of a post-amble, and why the introduction tells one of the two intended demographics to skip it entirely.

I enjoy reading, but I don't have time, either. More-over, I'm about to put a diatribe out here doing the one thing that I hate to see other people do to me: try and convince someone that this will solve a problem they don't have.

So let's be straight-forward about this; Siralim Ultimate is just a video game. This guide is about the Specializations in it, and I am here to give you 500+ hours' worth of experience* explaining why you might want to play one or another of these character classes. And that's really all there is to be said.

Second and foremost, because it's just nearly as important and subconsciously spurred the first decision, I care more about newer and younger players of any sort of game, anywhere, doing anything. Call it a personal philosophy, but guides aren't intended for people who already know everything.

It's hard coming into something new, and it's equally hard changing something you were very comfortable with. One of my favorite rewards in gaming is to "do the thing people don't do", because it means you've stepped out of the cultural comfort zone, and usually your own. And really; there's no harm in it. It's just games, so there's no real risk other than a little wasted time!

But for those of us who are on edge because it's their first foray into Siralim and are overwhelmed (or about to be overwhelmed) by the class specializations; for those of us looking at a class and are just wondering, "... Why?..."; And for those of us who just had their Goblet of Trials roll over onto the last 3 specializations we haven't even tried out yet: this guide is to assuage our worries, and give that, as I described at the very, very top: "quick and dirty overview." So that we vaguely know what we're getting into. But never too much, so that we can still enjoy getting into it.

As for my self-validation, I just ask that, if this even vaguely helped, you thumbs up the document. Feel free to share the hearsay opinions without credit after that, for all I care. Tell your friends what some nerd on the internet boiled a class specialization down to. And, if you're really philanthropic, pass this along to a new pal who just got the game and is about to tell Caliban how they plan to crash through realms; maybe my prose and jokes will be more digestible than a bunch of paragraphs' worth of card-game rules text.

* (if you think that's not enough, I played Siralim 3 for over 700 hours, and am getting back-up assistance from someone with even more hours under their belt.)

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2822249265					

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