Siralim Ultimate

Siralim Ultimate

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oontabob Oct 24, 2022 @ 5:50pm
List of Things to do?
So I had a few months away playing some other games and feel a little lost coming back. I have 60 hours in and I'm still trying to optimize teams for a few of my unlocked classes. Additionally, I have a few of the gate of the gods key or whatever but I have no idea how to use that. I have just started getting artifacts, etc.

I have a distinct feeling I'm missing entire systems of things I could/should be doing. I have seen builds discussed that have things I don't even understand. Is there a master list somewhere of the things you can unlock/level/how to access them/etc.?

Especially interested in the gate of the gods or whatever it's called. I'm only on level 155 or something for how far I've delved, so maybe there are things higher up?
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{GFG} Kage Oct 24, 2022 @ 9:46pm 
The Gate of the Gods doesn't unlock until after you have completed realm depth 240. Your keys allow you to challenge each God, and if you can beat all 30 of them with the same specialization at difficulty 10 (your team will be downscaled to Lv 100, enemy team will be Lv 1500) you will Ascend your specialization, and gain access to a special perk for that class. Cleric, for example, gets a free cast of Holy Fire at end of turn if you have Barrier (Holy Fire deals damage based on barrier strength).

You shouldn't be missing much, if anything, at your depth. Look into optimizing your teams, try for teams that can handle Realm Instability 5. You'll want to be able to beat bosses at that difficulty, you get lots of extra keys if you beat Nether Bosses at RI 5.

Also make sure you are unlocking extra realms from your projects, and battle the creature masters for mastery and mastery traits.

If you unlock more classes, you get more rewards for the Goblet of Trials, even though you will have to reroll to get specializations you have built teams for if you go nuts unlocking them like I did. I still feel it's worth it, but it is a consideration.

Finally, place Nethermancer Ned in your castle if you haven't already. He sells you special trait materials you can use in your team, based on which Nether Bosses you've beaten, with more trait materials after beating them a second and third time. On the 4th time you'll get skins for each of the Nether Bosses.

Edit: I mentioned that Gate of the Gods unlocks at 240. I just wanted to add that this is the next major unlock, and beating the Gods lets you summon Avatars with special traits that you can add to your team. You can only have 1 Avatar on a team at a time, and while you can fuse them to a creature, the Avatar must always be the first creature. The game won't let you fuse it as the second, since that would give you the Avatar trait w/o the Avatar race.

The next big unlock after that is Guilds and False Gods, that requires Realm Depth 415 to be beaten, and will allow you to unlock a multi-classing type of system called Anointments. It lets you pick perks from other classes (up to 5) and add them to your current build. Inquisitor, for example, really benefits from Blighted immunity, and Greater Healing and Overheal from Cleric. That ensures his heals always work, no matter what. Since his own abilities scale creature offense based on amount healed, those perks are amazing. Alternatively, you can grab Censure and Divine Strength from Inquisitor to give to Cleric to get that offensive pressure on a Cleric build.
Last edited by {GFG} Kage; Oct 24, 2022 @ 9:51pm
oontabob Oct 26, 2022 @ 6:30pm 
Originally posted by {GFG} Kage:
The Gate of the Gods...

This was super helpful! Thank you. It sounds like I have some work to do. One difficulty I'm running into now is like you said, I unlocked a bunch of classes and don't have optimized teams. But now even my optimized Monk team is getting owned depending on what I run into.
oontabob Oct 26, 2022 @ 6:31pm 
Originally posted by oontabob:
Originally posted by {GFG} Kage:
The Gate of the Gods...

This was super helpful! Thank you. It sounds like I have some work to do. One difficulty I'm running into now is like you said, I unlocked a bunch of classes and don't have optimized teams. But now even my optimized Monk team is getting owned depending on what I run into.

Which reminds me of my question--should I be going hard to upgrade artifacts/etc. all the time? I haven't done a ton on those to optimize my team, mostly just messing around with them occasionally.
leqesai Oct 26, 2022 @ 11:59pm 
Originally posted by oontabob:
Originally posted by oontabob:

This was super helpful! Thank you. It sounds like I have some work to do. One difficulty I'm running into now is like you said, I unlocked a bunch of classes and don't have optimized teams. But now even my optimized Monk team is getting owned depending on what I run into.

Which reminds me of my question--should I be going hard to upgrade artifacts/etc. all the time? I haven't done a ton on those to optimize my team, mostly just messing around with them occasionally.
Artifacts are a fairly significant part of your team's power. You should be upgrading them to a minimum of level 15 so you can equip them with traits.

Once I get a solid team put together I level their artifacts to max. Artifacts are very powerful.
oontabob Oct 31, 2022 @ 7:02am 
Originally posted by leqesai:
Originally posted by oontabob:

Which reminds me of my question--should I be going hard to upgrade artifacts/etc. all the time? I haven't done a ton on those to optimize my team, mostly just messing around with them occasionally.
Artifacts are a fairly significant part of your team's power. You should be upgrading them to a minimum of level 15 so you can equip them with traits.

Once I get a solid team put together I level their artifacts to max. Artifacts are very powerful.
Cool. So I should be spending all the resources I've been sitting on, basically. Makes sense. Just trying to figure out all the systems. Played Siralim 3 for 55 hours or so but then switched to this and now over 60 hours and still tons to learn and do.
leqesai Oct 31, 2022 @ 11:36am 
Originally posted by oontabob:
Originally posted by leqesai:
Artifacts are a fairly significant part of your team's power. You should be upgrading them to a minimum of level 15 so you can equip them with traits.

Once I get a solid team put together I level their artifacts to max. Artifacts are very powerful.
Cool. So I should be spending all the resources I've been sitting on, basically. Makes sense. Just trying to figure out all the systems. Played Siralim 3 for 55 hours or so but then switched to this and now over 60 hours and still tons to learn and do.
Getting artifacts to level 15 is relatively cheap in terms of resource investment. If you were to dump resources into your artifacts to get them to level 50 you'd be spending a lot more. I don't bother getting artifacts to 50 until I'm convinced that the team's traits work the way I expect and the team is successfully able to steamroll in RI5. If the team can't handle RI5 then it simply isn't worth it to waste the extra resources getting artifacts to level 50. Also, from my perspective it is either RI5 or RI0. I don't bother with anything in between. RI0 is so damn easy you can push through with really ineffective setups. RI5 encourages/requires a bit more finesse than RI0, so build diversity drops but more complicated trait combos emerge because zerging through with caveman builds is less effective.
oontabob Oct 31, 2022 @ 5:56pm 
Originally posted by leqesai:
Originally posted by oontabob:
Cool. So I should be spending all the resources I've been sitting on, basically. Makes sense. Just trying to figure out all the systems. Played Siralim 3 for 55 hours or so but then switched to this and now over 60 hours and still tons to learn and do.
Getting artifacts to level 15 is relatively cheap in terms of resource investment. If you were to dump resources into your artifacts to get them to level 50 you'd be spending a lot more. I don't bother getting artifacts to 50 until I'm convinced that the team's traits work the way I expect and the team is successfully able to steamroll in RI5. If the team can't handle RI5 then it simply isn't worth it to waste the extra resources getting artifacts to level 50. Also, from my perspective it is either RI5 or RI0. I don't bother with anything in between. RI0 is so damn easy you can push through with really ineffective setups. RI5 encourages/requires a bit more finesse than RI0, so build diversity drops but more complicated trait combos emerge because zerging through with caveman builds is less effective.
Can you define "RI5" vs. "RI0"?
{GFG} Kage Oct 31, 2022 @ 6:05pm 
Realm Instability levels. At 5, you get a lot of modifiers, the creatures are no longer the ones that normally spawn in that area and are chosen at random, they are all fused, and the modifiers are scaled up in difficulty, but it also provides lots of extra loot. At 0, you have no modifiers, regular enemies, and no bonus to loot.
leqesai Oct 31, 2022 @ 6:06pm 
Originally posted by oontabob:
Originally posted by leqesai:
Getting artifacts to level 15 is relatively cheap in terms of resource investment. If you were to dump resources into your artifacts to get them to level 50 you'd be spending a lot more. I don't bother getting artifacts to 50 until I'm convinced that the team's traits work the way I expect and the team is successfully able to steamroll in RI5. If the team can't handle RI5 then it simply isn't worth it to waste the extra resources getting artifacts to level 50. Also, from my perspective it is either RI5 or RI0. I don't bother with anything in between. RI0 is so damn easy you can push through with really ineffective setups. RI5 encourages/requires a bit more finesse than RI0, so build diversity drops but more complicated trait combos emerge because zerging through with caveman builds is less effective.
Can you define "RI5" vs. "RI0"?
RI5 is Realm Instability 5.
RI0 is playing without realm instability modifiers active (the default way to play and the one that rewards vastly fewer rewards).
Last edited by leqesai; Oct 31, 2022 @ 6:07pm
oontabob Nov 1, 2022 @ 6:44pm 
Originally posted by {GFG} Kage:
Realm Instability levels. At 5, you get a lot of modifiers, the creatures are no longer the ones that normally spawn in that area and are chosen at random, they are all fused, and the modifiers are scaled up in difficulty, but it also provides lots of extra loot. At 0, you have no modifiers, regular enemies, and no bonus to loot.
Do you get boosted, too? I was playing at RI1 to get used to it for a while. Just tried 5 and wiped everything way more easily than at 1.
leqesai Nov 1, 2022 @ 6:50pm 
Originally posted by oontabob:
Originally posted by {GFG} Kage:
Realm Instability levels. At 5, you get a lot of modifiers, the creatures are no longer the ones that normally spawn in that area and are chosen at random, they are all fused, and the modifiers are scaled up in difficulty, but it also provides lots of extra loot. At 0, you have no modifiers, regular enemies, and no bonus to loot.
Do you get boosted, too? I was playing at RI1 to get used to it for a while. Just tried 5 and wiped everything way more easily than at 1.
Realm modifiers are not positive. Here is a list of all possible realm modifiers AFAIK (from codex guide):

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. 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. 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.

Your wiping enemies faster than with no realm modifiers is possible due to poor trait interactions and random enemies. The one thing that playing with no modifiers has over playing with modifiers is realms tend to have trait composition that works by design. Realm modifiers can make for some really weak or really strong combinations.
Last edited by leqesai; Nov 1, 2022 @ 6:58pm
HeraldOfOpera Nov 1, 2022 @ 9:09pm 
Originally posted by leqesai:
Originally posted by oontabob:
Do you get boosted, too? I was playing at RI1 to get used to it for a while. Just tried 5 and wiped everything way more easily than at 1.
Realm modifiers are not positive. Here is a list of all possible realm modifiers AFAIK (from codex guide):

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. 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. 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.

Your wiping enemies faster than with no realm modifiers is possible due to poor trait interactions and random enemies. The one thing that playing with no modifiers has over playing with modifiers is realms tend to have trait composition that works by design. Realm modifiers can make for some really weak or really strong combinations.
Witch Doctor can turn some of those negatives into positives and ignore most of the others.

Also note that some of those modifiers are no longer in actual use.
leqesai Nov 2, 2022 @ 2:02am 
Thanks for the extra information, Herald. Do you know which modifiers are no longer in use?
{GFG} Kage Nov 5, 2022 @ 5:35am 
Can't gain charges and can't resurrect are both effects I've never seen before, and I started about a month or two after 1.0 released. Also, I've only seen Maximum traits, and not can't gain traits, so I think that one has also changed.
QED May 21 @ 10:59pm 
Originally posted by {GFG} Kage:
The Gate of the Gods doesn't unlock until after you have completed realm depth 240...

Just wanted to say thank you for this amazingly helpful and informative post. I wasn't sure what was the next major milestone in my grinding and this was quite useful.
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