Siralim 3

Siralim 3

26 ratings
Main Quest Guide
By gay moth aunt
A guide to help you get through the game's main storyline.
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Preamble
Hello and welcome to my Main Quest guide for Siralim 3.

This guide sets out to assist the reader in getting through the game's main quest or storyline by providing information on what you will encounter in each realm and how to overcome it. It also includes information on each boss fight that must be overcome during the story. While this guide is primarily intended for newer players, I hope will be of assistance to anyone who may need it.

This guide deliberately avoids discussing the game's actual story itself, ensuring that spoilers are kept to a minimum for those who wish to discover things for themselves.

This guide was last updated on 1/4/2019 and is current as of game version 1.3.6.
Beginning the Game
Character Generation
Upon starting a new game and selecting a save file slot to put your new game in, you will be greeted by the grumpy face of Torun, the God of Anger. At this point you'll be prompted to enter your name, gender, and what class of mage you want to play as. Don't mind Torun's rude demeanor - you haven't done anything wrong, he's just like that with everyone.

Name and Gender should of course be selected in accordance with your own preference, but the choice of Class is a little more complicated - this determines the mage abilities you will have access to, as well as what two creatures you'll receive to get you started. I have written another steam guide that covers the nuances of this choice in depth, but in case that's a bit too much detail or you simply don't want to read it (which is fine - no judgments here!), here's a very quick rundown of what each choice represents and how it functions:

Class
Play Style
Starter Creature
Aesthetics
Life
Uses naturally strong defenses to empower its attacks
Emlai - High health, gains good status effects
Holy light magic, celestial and angelic creatures
Nature
All-rounder focusing on raw stat boosts to thrive in many situations
Ugat - High speed, gets more powerful in long battles
Druid-like magic, very diverse range of creatures
Chaos
Powerful physical attacks and battlefield control, powers up with status effects
Ottum - High attack, gets extra attacks every turn
Fiery unstable magic, brutish demons
Sorcery
Casts more powerful spells than other classes, and greater flexibility to cast them
Aja Birku - High intelligence, casts random spells for free
Traditional wizardry, mystical creatures
Death
Won't stay dead, weakens enemies with status effects and stat reductions
Mumu - High defense, inflicts bad status effects
Dark and evil magic, undead creatures

If you're still not sure, it's not something to worry too much about - your class can be changed much later in the game, and due to the game's balance it's actually very difficult to mess up in any kind of permanent capacity. If you're looking for terms of difficulty, the community considers Nature to be the easiest class due to the wide range of situations it works in, with Sorcery/Chaos being intermediate, and Life/Death being more advanced and harder to use.

Once you have made your choice, the game's Tutorial will begin.

The Tutorial

Before we begin, it's worth pointing out that you can't miss anything during the tutorial other than flavor dialogue from the many characters present, so don't worry about the large amount of characters and objects present. You can also take as much time as you like, despite the seeming urgency.

Interact with the Summoning Brazier (the large glowing bowl near you) at your allies' prompting - you'll have to do this twice - once you have summoned your starter creature, head south and talk to the large round creature to begin a battle with it. Since this is a tutorial battle, you just need to select Attack repeatedly until you win.

Head west into the room with the wooden flooring and talk to Gonfurian (the guy with a big axe and brass-colored armor) - he will give you a sword. Open your menu and go to items, then artifacts, then select the sword and equip it to your starter creature - Gonfurian will then allow you to pass into the library, where you should interact with the robed blue blob creature to begin a battle. This goes much the same as the first - just attack it until it dies. On the way out, Zonte (the wizard dressed in blue) will give you a spell gem. Similar to what you did with the sword, go into your items, then spell gems, then equip it onto your starter so that Zonte will allow you to pass.

Next make your way east into the room with the straw floor, and interact with the green cow creature to do another battle which can again just be won by attacking repeatedly. After this head back up to the main room, and talk to Aeolian (the green bird) and the creature next to him to receive another creature, and also have your movement speed boosted. Walk up to the two characters standing next to each other blocking the way back to the Summoning Brazier, and talk to Damaos, the one to the west. In the ensuing battle, just spam attacks again until your allies step in and win the battle for you.

After some conversation, you'll be done with the tutorial and Ilberd (your regent, the man in golden armor) will hand you an assortment of artifacts and spells to get you started. These are randomized, but the spells always match the class you picked at the start, so you'll always be able to use them. Before proceeding have a look through what you got and if any sound good, equip them to your creatures. You can un-equip the sword and gem you were given during the tutorial if you feel you were given something better.
Siralim Basics - A Quick Primer
This section of the guide is intended for total newcomers to the Siralim series or even RPG games in general - if you're already familiar with how the game works or are confident you can figure it out yourself, you can safely skip this section and move on to the next.

Creatures
You may be wondering how the game works on a mechanical level by this point, and also what all the various terms you've been seeing are all about. Each creature you obtain has six stats, and they are as follows:

Health
The creature dies if this is reduced to zero in battle.
Mana
Energy for casting spells. If you don't have enough, you can't use magic.
Attack
How hard your creature hits when using the Attack command.
Intelligence
How powerful spells cast by this creature will be.
Defense
When your creature takes damage, this stat reduces the amount taken.
Speed
How soon your creature can take its first action in battle, as well as how likely it is to dodge attacks or land critical hits.

Each creature also has a Class and a Trait. The creature's Class is what type it belongs to - Chaos, Death, Life, Nature or Sorcery. Each Class is strong when fighting against one class, and weak against another. If you need help remembering which is which, try using these phrases:

Life endures beyond Death
Death puts an end to Chaos
Chaos ruins the plans of Sorcery
Sorcery twists Nature
Nature feasts on Life

A creature's Trait is its unique ability which can be all sorts of things - getting extra attack power in certain situations, getting free spells, reacting to enemy actions, and much more. Traits are a core part of Siralim's gameplay, and figuring out which combinations of traits are powerful or useful is a huge part of the fun. Don't worry too much about the complexity for now - just read what each trait does as you discover it and think where it could be useful.

Battling
In battles, the winner is determined when one side has no more creatures left standing - the side that survived wins the battle. Creatures take turns performing actions of their choice until this condition has been met - whichever creature has the highest Speed stat gets to go first, then the second highest, the third highest, and so on. The order that creatures will take their turns in can be seen on the right side of the screen in battle - this is referred to as the Action Queue.

When it is one of your creatures turns, they will wait for you to give a command. The following options are available:
Attack
Physically attack a creature.
Defend
Reduce damage taken for one turn.
Provoke
Attempt to redirect enemy physical attacks away from other creatures to itself for one turn. Increases the amount of damage taken.
Cast
Cast a magic spell.
Extract
Extract a core from an enemy creature so it can be summoned to fight for you.
Macro
Have your creatures follow a prepared battle plan. This is an advanced option, so don't worry about it for now.
Inspect
Look at a creature to see detailed info about it. This option does not use up your turn.
History
See a record of everything that has happened in the current battle. This option does not use up your turn.
Forfeit
Give up and retreat to the castle, forfeiting any items you have found in the realm you are in.

Once the creature has taken an action, its turn ends, and the next creature in the queue does the same until the battle ends. Different things can happen during the creature's action depending on what kind of creature traits are active in battle, so if something unexpected happens, it might be a good time to slow down and use the Inspect command.

There are other factors to be aware of in battle too - a creature's stats can be reduced or increased, and status effects (known as buffs when good, or debuffs when bad) can be applied to creatures which will help or hurt them in various ways. Since this is a very basic primer these will not be covered, but are available for viewing in the game's library command.

Equipment
Each creature you have can equip one artifact, and a minimum of three spell gems. These are very helpful items, and going without them will make the game drastically more difficult.

Artifacts are pieces of equipment such as Swords, Shields, and so forth - you'll obtain a sword for free during the tutorial as well as a handful of random artifacts. While the main thing artifacts do is provide large stat boosts to the creature holding them, they can also have other beneficial properties such as granting buffs, inflicting debuffs, giving immunities to debuffs, and even granting the creature holding it an extra trait. Never go into battle without an artifact equipped on each of your creatures.

Spell Gems allow a creature to cast the spell the gem contains, which can do a huge variety of things. Gems have classes, and in most circumstances can only be equipped to a creature of the same class - Chaos gems for Chaos creatures, and so forth. Keep in mind that spells have mana costs - if a spell costs more mana than a creature has available, the gem is useless for it since the creature will not be able to cast it. Also remember that the power of a spell is dependent on the creature's Intelligence stat, so spells that do damage, healing or increase/decrease stats should be given to creatures with high Intelligence so that they will be more powerful.

Perks
It's not all about your creatures - your actual player character is also quite important due to access to Perks. These are powerful skills that will be applied to all of your creatures in battle, which can be unlocked and leveled up by earning deity points either by winning experience through battling, or increasing your favor with the gods.

Read each perk carefully before spending your points - the cost increases with each level you put in, and resetting the points isn't something you'll get access to until later on in the game. As a general rule, it's better to go for the 50 point perks first, and stat or resource increasing perks last.
Cutthroat Jungle
Creatures to Expect
In each new realm, i'll go over which new creatures are expected to begin appearing as enemies. The creatures I cover in this section are guaranteed to show up, but bear in mind there are also random creatures that will begin appearing too, so if you're ever unsure as to what you're facing, use the Inspect command to find out!
Also remember that if you see something you like, in most cases you can extract a core from it and summon it for yourself. If you find a creature you consistently can't extract from, you likely need to defeat it repeatedly until your knowledge rank is high enough.

Summer Aspect (Nature)

These guys have a 50% chance to dodge physical attacks, and if they dodge then they'll get a free counterattack. It's best to use spells to deal with them, but don't worry too much if you don't have enough spells or mana, since they don't hit too hard.

Harpy Hag (Chaos)

Not very threatening. They'll block your creatures from using Defend or Provoke, but there's not much reason to use those commands this early in the game.

Unicorn Vivifier (Life)

While they don't hit very hard, they can revive their teammates from death if they manage to hit you; try and take them out first so they don't get the chance.

Bard Balladeer (Sorcery)

They hit surprisingly hard, and can potentially get a bit spicy if they're teamed up with Forest Priests. They shouldn't be anything you can't handle, however.

Forest Priest (Life)

Priests are a weird species that give their allies big boosts, but can't take a turn unless they're alone. As long as you can take them out quickly before their boosts stack up, you should be okay.

Realm Depth 1
After speaking to Ilberd, use the Teleporter Shrine, which is the large grey monument with purple glowing runes in the center of the room. You'll be taken to the first realm, the Cutthroat Jungle. Your first quest is simple - just find the teleporter located somewhere in this realm and use it - it looks identical to the one you just used, so it should be hard to miss. Don't worry about all the random objects you see around the jungle yet, though feel free to experiment with them since you can't really break anything.

You will also get a sidequest to extract a core from any enemy creature - just bump into one of the wandering monster groups to start a battle, select the Extract command, and pick a creature to extract from. Then finish off the battle - you should do this before finding the teleporter, as the sidequest will now direct you to talk to Ilberd for a reward of 1,000 Brimstone and Crystal. When you find the teleporter, select "Return to Nex" so you can speak to him before using the teleporter again to return to the Jungle.

You might get bombarded by achievement popups, tutorial popups and all sorts of other stuff at this stage of the game, so try not to get too overwhelmed by everything.

Realm Depth 2
Your quest here is to find Torun's shrine and interact with it - fortunately you are guaranteed to start fairly close to it. It looks like a large stone head with glowing eyes. Once you've done this, you will receive some treasure as your reward and be prompted to look for the teleporter to go to the next level. Before you leave however, have a look around the jungle - in particular, look for mushrooms, huts, and small totem poles. Now that you have contacted Torun, you can gain favor with him by doing various things in his realm - this is true of every god you will meet.

Before proceeding to Realm Depth 3, I strongly recommend gaining enough favor with Torun so that he rewards you with an Imp Hexer - this is a very useful creature who allows your whole team to cast a damaging spell for no mana cost. Once you've been given it, return to Nex to pick it up from the stables. I also recommend filling your empty team slots out - the things on offer in the Jungle aren't great, but it's more advantageous to have a full team instead of gaps. Plus as you proceed through the realms you can replace them with things you find better.

Realm Depth 3 - Boss Fight
This realm is different from the previous two, because it's simply a room containing the first boss fight. Walk up to the creature between the two treasure chests to start the battle.

Ianne

Very Hearty: This creature has 200% more Health.

Apprentice Kalzor

Hearty: This creature has 100% more Health.

The first boss and his assistant (and the random ally they get from the jungle's usual creatures) are simply a big ol' meat wall and not much else. You can even the odds a bit by taking out the random creature first so that they get less turns compared to your team, but other than that it's just a matter of beating on both Ianne and Kalzor until they fall over. If they happen to come with a Unicorn Vivifier, absolutely take it out first - otherwise you run the risk of it reviving Ianne or Kalzor should they die before it.

The fight shouldn't be too much trouble overall, but if you're struggling you can spend some extra time in realm depth 1 and 2 leveling up against the monsters you find there. Once you've defeated them, don't forget to grab the two treasure chests before using the portal to go back to Nex and speak to the Blacksmith - he'll teach you how to Forge and Craft artifacts, and will give you a small reward for following his tutorial. Once you're done with him, it's time to move on to the next realm.
Refuge of the Magi
Creatures to Expect
Raven Acolyte (Sorcery)

Granting their allies 30% extra intelligence while it is alive, it will make their spells hit harder so take it out quickly. These tend to make pretty good additions to spell casting teams.

Plague Alchemist (Sorcery)

Plague Alchemists make any stat drains on their enemies cause damage to them - but chances are poor that there's anything capable of consistently draining your stats around yet, so don't worry about them too much.

Ancient Grimoire (Sorcery)

Able to hit respectably hard with spells, and can share their spells with other Grimoires present. Familiars are more threatening in packs, but Grimoires shouldn't be taken lightly.

Inaer Rift Dancer (Life)

These are fast but not really much else. Their Life class does allow them to more likely than other creatures to be able to heal or revive their allies with spells though, so be prepared.

Arcane Familiar (Sorcery)

The earliest example of a "tribal" family, Familiars get more powerful when there's more of their own kind around. They aren't too dangerous unless a team of nothing but Familiars shows up, in which case try to focus-fire down one at a time to gradually reduce their power.

Realm Depth 4
Enemies will begin using magic at this realm depth, so prepare accordingly!

Similar to Realm Depth 2, your quest is to find Zonte's altar, which looks like a big wizard statue. Again, you will also start nearby it, so scout the area around where you appeared in the realm. Once you've established contact with Zonte, you can use the teleporter to move on to the next realm depth.

Zonte's realm does have some useful kit scattered around that you may want to investigate - telescopes will give you favor with Zonte, chemistry sets can produce all sorts of effects, scattered books can give you knowledge, and if you find five spell gem shards, you get a new spell gem for free. There's no drawback to taking advantage of these things in most realms, and Zonte's is among the safest so long as you don't combine Green and Pink at the chemistry set.

Realm Depth 5
Your quest in this realm is to rescue whoever is screaming. Simply explore around the realm until you find a stationary snake-like creature with a hammer. Interacting with him will start a battle to save him from some monsters - once you have done so, he will join your castle as a Salvager who can smash unwanted artifacts to turn them into crafting materials. With this quest done, you can use the teleporter to move on to the next realm.

Realm Depth 6 - Boss Fight
Nerlyx

Evil Eye: At the end of this creature's turn, it locks on to an enemy creature. At the start of its turn, it deals damage equal to 10000% of its Attack to the creature it locked on to, or 100% if the creature is defending.

The fight with Nerlyx serves to teach you an important lesson early on - to slow down, use Inspect, and pay attention when confronted with something unfamiliar. Unless you've somehow got some crazy good build going on already, trying to fight Nerlyx as you would any team of random monsters will just get you killed very quickly.

When Nerlyx's turn approaches in the action queue, slow down and let his turn play out without skipping through animations and text. A red text will pop up on one of your creatures saying something like "I see you" or "Prepare yourself". If the creature that was targeted isn't defending by the time Nerlyx's next turn comes around, Nerlyx will deal so much damage to them it's pretty much guaranteed to instantly kill them. If you see the warning pop up and you don't think you can take Nerlyx out before his next turn, have that creature defend unless there's some reason for them not to (such as they're about to die anyway or they need the action to heal a critical ally).

Overall, taking Nerlyx out first so he can't keep using his death stare is a priority, but do be aware of what allies he has and plan accordingly for it - if you're unlucky and have unlocked something like Berserker Fiends, it may be a better idea to take them out before Nerlyx due to the amount of damage you'll end up taking from all the turns they'll get.

When you're done, get your treasure, go through the portal and talk to Ilberd to move on to the next realm.
Unsullied Meadows
Creatures to Expect
Emerald Paragon (Life)

These troublemakers make everything in the battle take x1.5 more damage from all sources. This applies not just to their enemies, but also their allies. In essence, they'll make battles go a lot faster one way or another.

Red Storm (Nature)

They may look menacing, but the Storm line's traits only confer their powerful bonuses when they're at or very near full health, so whack the Storm once and the threat it represents will quickly deflate.

Enim Ophan (Life)

Ophans are powerful Life spellcasters, but they're sitting ducks once they run out of mana because they have the lowest attack stats in the game. Weather their initial strikes and they'll be harmless.

Brownie Mauler (Nature)

As with the folklore surrounding them, Brownies are not to be disrespected. They can hit decently well and will also cause extra damage to creatures other than their target. They're not the biggest threat present but shouldn't be underestimated.

Glade Watcher (Sorcery)

Legitimately dangerous, Glade Watchers get a scaling damage bonus for every sorcery spell gem they have equipped greater than their target. If they hit something other than your sorcery creatures they will likely hit very hard, so take these out as a priority.

Realm Depth 7
As with Zonte's realm, find Aeolian's altar nearby and activate it to establish contact. From here on out every time you enter a new realm, this will be your first quest. Aeolian's realm has a couple of interesting features - the fallen logs can be taken to tents for treasure, and the jewel piles sometimes have usable spell gems in them.

Be careful when interacting with the viney totem poles, as they have a chance to immediately start a battle. Likewise catching the golden feather gives a lucrative favor reward, but will spawn more monsters on the map every time it teleports away from you.

Realm Depth 8
Explore the realm until you find the wandering enchantress, and interact with her to recruit her (no battle required this time). I advise that you return to Nex after this rather than proceeding onwards, as you get a small sidequest to speak to the enchantress and learn how enchanting works, as well as being given a small reward - enchanting will be very important later on, so learning how it works now is to your benefit.

Realm Depth 9 - Boss Fight
Zenpang

Slice 'n Dice: At the end of each enemy's turn, this creature attacks. This creature deals 30% more damage to a creature for each time it attacked the creature in the current battle.

Take Zenpang himself out as fast as possible - not only does he get free attacks every time you take a turn, but he'll quickly get more and more powerful until he's able to just consistently one-shot your team with his massively boosted attack power. If you've got a strong sorcery creature such as a Glade Watcher, it should be able to knock him down quickly due to his nature affiliation.

In essence this battle is a damage race and will test if you're able to put out enough attack power to get by in the realms to come. If Zenpang is getting the better of you, it might be time to look at which members of your team aren't pulling their weight, and replace them with something better.

As usual, once you've defeated him, collect your treasure and talk to Ilberd for your next quest.
Faraway Enclave
Creatures to Expect
Wyvern Windrider (Chaos)

Be careful if you've been relying on spells that benefit your whole team; these Wyverns will react to those spells being cast by copying them, casting them on their whole team for free. Other than that they're not very dangerous.

Deranged Gorgon (Sorcery)

Gorgons like to inflict and abuse the Stun status effect, which is to say they're a significant annoyance. Prioritize getting rid of them unless there are more dangerous threats present such as Fiends.

Glutinous Slime (Sorcery)

Slimes are synergistic with the rest of their team, this one in particular shares stat boosts among its friends. They're not overly dangerous in and of themselves, but do have fairly substantial defense.

Thrasher Fiend (Chaos)

Beware - these things are extremely dangerous, especially to your sorcery creatures. They are fast and hit like a truck full of bricks, so chances are they'll most likely get a turn and kill or at least severely injure one of your team members before you can even act. Capitalize on their poor defense and make sure they don't get another turn, or you'll be in for some serious pain.

Coast Watcher (Sorcery)

Similar to Glade Watchers, these fellows get a scaling damage bonus depending on how much more Intelligence they have than their target. Since they have naturally high intelligence, they'll usually hit a bit stronger than other monsters around - and will hit VERY hard if they target a low intelligence monster.

Realm Depth 10
Enemy creatures will begin using Artifacts at this realm depth - if you haven't been using yours, equip some before moving on or you will be at a massive disadvantage!

Don't relax at the sight of the tropical beach you find yourself in - this realm is no less dangerous than the previous realms. As usual, seek out Lister's altar and contact him before proceeding. The main thing you'll likely notice here are the huts - it's a bit annoying, but if you can bring a conch shell to every hut, you'll get a decent chunk of treasure and favor. Besides that there's not too much of interest in this realm.

Realm Depth 11
If you've gotten this far without backtracking or being defeated, this is the first time you'll be assigned a generic realm quest instead of a specific one - these feature a task you must complete before you can use the teleporter. You'll become familiar enough with all the different kinds of tasks you can be given, but they're all pretty straightforward and shouldn't give you any trouble.

Realm Depth 12 - Boss Fight
Chroma

Rainbow Shield: This creature only takes damage to one class at a time. At the start of its turn, it changes the class it is vulnerable to. This creature is immune to debuffs.

If the lesson of Nerlyx was about paying attention, and the lesson of Zenpang was having enough damage output to get by, Chroma's lesson is about building a diverse team. Chroma cycles its sole vulnerability randomly whenever it gets a turn; woe betide you if you only brought creatures from a single class to this battle, as you could end up waiting ages for a chance to attack to appear. Fortunately besides the immunity gimmick, Chroma itself isn't very tough, so it shouldn't give you too much trouble.

If you've been lucky enough to get the random drops, there are a few tricks you can use here - the Morph spells are mana-expensive but allow you to change your whole team to whatever Chroma is currently vulnerable to, and the Timewalk spell can force Chroma to cycle vulnerability without its turn coming up.

Once you're done, as usual get your treasure and go see Ilberd for the next quest.
The Swamplands
Creatures to Expect
Ashwood Ent (Nature)

Attacking these physically will cause them to boost their Defense and Speed stats - use spells to take them out instead unless you're confident you can take them out in one hit. Otherwise, you'll end up with a very evasive and hard-to-kill monster taking potshots at you.

Pulse Bat (Chaos)

Like little mini-fiends, these are quick and hit decently hard. They're not quite the massive threat that Fiends are, but they can do appreciable damage and they have a habit of sniping at your sorcery creatures first.

Canopy Arachnalisk (Nature)

Arachnalisks generally aren't too difficult to deal with unless they're teamed up with something that can inflict Snare, and this one is no exception.

Centaur Duelist (Nature)

Centaurs are quick and hard hitting, so be careful not to let them get too many turns. They also like to single out your Life creatures due to their type advantage, so chances are they'll be gunning for your healer first.

Mite Interloper (Nature)

Don't be fooled by its small stature - Mites can actually hit fairly hard and this one also likes to inflict Blight, so whoever gets hit by it won't be able to receive any healing. Their defense is poor however, so knock them out before they cause too much trouble.

Realm Depth 13
Find Meraxis' altar and attune yourself to it, and go have an explore around before using the teleporter - there's a lot to do in the Swamplands, such as finding the first appearance of miniboss rooms - only a few realms have them, and the Swamplands is one of them. They look like small temples with a purple glow here, and you can venture inside to fight a miniboss for favor and a decent stack of treasure. The miniboss leading the group is always a completely random creature, so this is also a good way to see a preview of new creatures you haven't found yet.

Besides those, there's piles of treasure sitting on the ground for you to take, and the large red flowers will cause all enemies in the realm to be debuffed in battle. The large sandstone monoliths can also be knocked over for a large chunk of favor. Meraxis is nothing if not generous.

Realm Depth 14
Find the source of the commotion - turns out it's another castle staff member for you to recruit, one who expands the function of the stables to have a few useful tools for managing your creatures. As usual, you get a sidequest to go back to Nex and speak to him for an explanation of how these new features work, but these are more than likely features you'll be using much later in your playthrough, so don't worry about it too much for now.

Realm Depth 15 - Boss Fight
Sarea

Coercion: At the start of this creature's turn, it forces an enemy to attack one of its allies. At the end of its turn, it forces an ally to cast a spell.

Sarea's trait sounds a bit worrying, but her iffy defenses generally tend to mean you'll steamroll her in short order before she can pull any trickery if you focus your damage output on her. Just keep an eye on her allies and be sure to eliminate anything particularly nasty first if you think it's more of a potential threat than Sarea is.

Once you win, get your treasure and talk to Ilberd like usual, then pay the Blacksmith a visit first before setting out - he'll give you a quest to gather 50 iron ingots. These will appear in realms alongside all the other objects that show up in a realm, so just gather them up over time and bring them back to him - as a reward, you'll be able to craft new types of artifact.
Path of the Damned
Creatures to Expect
Skeleton Triggerman (Death)

The Triggerman can hit decently hard in and of himself, but especially beware if you have wounded creatures and its turn is about to come up - the more health its target is missing, the more damage it will do.

Spitting Pit Worm (Death)

These are a massive nuisance - they will constantly drain your defense stat as long as they're alive, making you take more and more damage the longer the battle goes on. Take them out as soon as possible.

Gimp Mummy (Death)

While they have the stats to be a potential menace and like to put curses on you so you can't attack without dying, Mummies are just way too slow to accomplish anything. Their speed is so bad that their otherwise super nasty attacks will most likely just miss by the time they get a turn.

Addled Leper (Death)

Lepers might look a bit goofy, but they will quite adeptly take your head clean off if you underestimate them. Stats-wise they are essentially a min-maxed death class version of Fiends - incredible speed and attack, but an utter inability to take a hit. Get rid of these first.

Blood Hound (Death)

Another tribal family, Hounds get stronger the more hounds there are. Unfortunately for the hounds in this instance, the Blood Hound's ability is a life drain that gets stronger the more hounds are present - which does very little to cover for their extremely poor defense stat.

Realm Depth 16
As usual, find Erebyss's altar and activate it before you explore the realm and look for the teleporter. Path of the Damned has quite a lot going on in spite of its gloomy appearance - in particular, piles of skulls (no, not the walls) will start a fight with a team of exclusively death creatures, possibly including ones not listed above. If you win you get treasure and favor, so it can be worth it if you're equipped to deal with the death class.

Gravestones also give out treasure in addition to the skull piles and chests, and mushroom patches can be used to debuff your enemies.

Realm Depth 17
Another rescue mission - this time you'll save the Monster Breeder from a bunch of enemies trying to kill him. As usual you'll get a sidequest to go and get a tutorial on breeding from him, so return to Nex before proceeding onwards - not just because of this, but because you'll want to be prepared for what comes next.

In addition, breeding is quite important as it opens up a LOT of creatures to be obtained that you wouldn't otherwise be able to get, as long as you can find the ingredients required. This is what those breeding recipes you've been finding in your treasure are for - otherwise, you'll be more or less blindly experimenting (though that can be fun if you like surprises).
One thing to note is that you shouldn't breed anything you were given by a god unless you really don't mind losing it - they are expensive and awkward to replace.

Finally, this realm depth quietly unlocks a white jester in your castle with no notification. You can redeem promotional codes found on Thylacine Studios' twitter feed with this jester to get unique creature eggs. Not super important but certainly nice to have.

Realm Depth 18 - Boss Fight
The Undead Horde


I'm going to be entirely honest here - unless you know EXACTLY what you're doing, this boss fight is going to kick your caboose up and down the block for quite some time before you overcome it. This fight is a massive stumbling block for new players and is generally regarded as the point at which the game stops pulling any punches and won't let you just coast by easily anymore.

This is your first Horde battle - when you defeat an enemy, a fresh new enemy is immediately summoned to take its place. This will happen continuously until the enemy team has ran out of reinforcements - in this particular battle, their reinforcements number somewhere between five and eight - so in all, you'll be fighting a minimum of eleven creatures without a break.

The enemy creature traits do apply and you'll be facing a lot of unfamiliar death creatures here, so use Inspect and plan your moves and threat prioritization based on what looks the nastiest. This is especially harsh if you're playing as a Chaos mage, since your creatures will likely be at a class disadvantage against death.

It's normal to struggle for quite a while here - you basically have to pull out all the stops. Allocate your perk points, optimize and fully enchant your artifacts, refine your spell gem load out, and breed, buy or summon creatures to replace anything that hasn't been pulling its weight. If you find your perk point budget a bit thin, a good thing to do is raise Erebyss's favor until she grants you the Heart of Darkness - this makes earning favor in earlier god realms much easier, as the groups of monsters won't bother you so long as the heart is activated. And, as ever, you can just raw level grind if you have the patience.

Remember you only have to win once, so don't lose hope - you'll get past this eventually after you've improved enough to do so. Once you do, collect your treasure and talk to Ilberd to continue your adventure.
Where the Dead Ships Dwell
Creatures to Expect
Gula Sin (Death)

More of an annoyance than anything else, Gula Sins are pretty much just a big pile of health due to their trait partially converting their other stat pools into more health. As a result they tend not to hit very hard with either spells or attacks.

Favored Masochist (Sorcery)

A caster with extremely low defense, they won't cause too much trouble unless you start stacking large amounts of debuffs on your enemies.

Revenant Cabalist (Death)

These things love to make a big nuisance of themselves by granting their whole team a bunch of buffs. They have to sacrifice health to do so, but you can end up with a potentially annoying or bad situation on your hands if they happen to grant the right buffs to your enemies, such as Grace or Ward.

Pit Wraith Lord (Death)

While not very threatening by itself, this creature is essentially the opposite of the Skeleton Triggerman from the previous realm - creatures on its team get a big damage bonus against anything with full or near-full health. Beware this trait if hard hitters such as fiends or lepers are tagging along with it.

Realm Depth 19
New realm, same old process - tag Friden's altar nearby your starting position and then go explore, finding the teleporter when you're done.

Friden's realm has a rather interesting piece of kit in it - the wooden masks will grant favor, but sometimes start a fight with a group of ghost-themed creatures - spirits, banshees, pit wraiths, and more. The most curious thing about it is that the list of what you can encounter in the masks seems to be very broad, making it an excellent way to see a lot of new creatures and possibly extract some. If you were missing a decent healer up until now, a Spirit could make a good addition to your team - they're the little cloud creatures with the happy faces.

Besides that, the large coins increase your favor, and in one of the resource-granting clamshells a key to the large chest can be found.

Realm Depth 20
Another realm depth where you just get a regular realm quest. Nothing you can't handle by now.

Realm Depth 21 - Boss Fight
Furness

Happy Hour: This creature can't stop drinking.

Furness's trait description isn't terribly helpful; his trait more or less causes him to spam the booze-themed spells you may or may not have encountered by this point. Drunk is a pretty annoying status effect that most often causes you to lose turns or fail to perform actions like attacking and casting, so if you're struggling here it can help to bring spells or traits that clear away debuffs. Unlike other debuffs Drunk can also stack up to ten times, making it near crippling once you get enough stacks of it on you.

Once you've defeated Furness, claim your treasure, go back to Nex and talk to him in the newly unlocked Tavern. This unlocks Tavern Brawls, which is the closest thing the game has to PvP combat - you'll fight against teams that other players have constructed. I don't recommend trying it right away, since it costs tokens and your adventure team is probably the best you have at this point, meaning you're likely to get your own head served to you on a platter if you bump into more advanced players. There is however no punishment for losing (other than your token gets used up), so experiment if you want to.
Frostbite Caverns
Creatures to Expect
Ethereal Basilisk (Chaos)

Basilisks are something you need to stay aware of in general - they have very strong defense, and if they are left undamaged for an entire turn, they will do something nasty; this particular Basilisk will cast all of its spells for free if this happens. Make sure you hit them at least once between their turns to prevent this from happening.

Ashbone Efreet (Sorcery)

Not too much of a threat due to their reliance on the damage-over-time Burn status effect and their low defense stat.

Chillbreeze Yeti (Sorcery)

Yetis have terrible speed and intelligence, but the rest of their stats are very high - they will undoubtedly do a ton of damage if you aren't able to take them out or prevent them from acting. This Yeti in particular also causes double damage to any creature with Frozen, so keep that in mind.

Phase Marauder (Sorcery)

While alive these creatures grant their allies a 40% boost to their chances to dodge physical attacks, so take them out first if they are teamed up with fast monsters. Otherwise, they're not too much of an issue.

Realm Depth 22
Tag Azural's shrine and move on, you know the drill by now. The Frostbite Caverns have a fair bit of treasure in them, due to there being graves and also firewood piles that can be traded to igloos, in addition to the usual treasure chests. The large diamonds are the only things that grant favor with Azural, but they give a decent chunk of it per diamond.

Realm Depth 23
Another realm with nothing unique, so finish your realm quest and move on.

Realm Depth 24 - Boss Fight
Vext

Rite of Passage: At the start of this creature's turn, it steals 5% Attack, Intelligence, Defense and Speed from each of your creatures.

Since he's a Yeti, Vext has pretty high defensive stats which will make the task of knocking him out before he powers up too much a bit trickier. If you're struggling, try bringing spells that raise your stats or drain Vext's so you can counteract the power creep that will happen over the course of the battle.
Arachnid Nest
Creatures to Expect
Tainted Imling (Nature)

Imlings are a weird tribal race that synergize with Imlers, and are complete opposites to them. Imlings are VERY fast and have some of the highest intelligence in the game, so they're going to hurt with spells - but their defenses are nonexistent, so a good thump will put them out of commission - just beware if Imlers are present, because knocking Imlings out around them can provoke some nasty reactions.

Skeleton Cannoneer (Death)

Skeleton Cannoneers are jerks. When they attack (and they hit respectably hard), they stun two creatures other than the one they attacked for one turn. This essentially means they prevent a third of your team from doing anything every time they land an attack. Unfortunately they're also fast, meaning unless you've got something ready to intercept them, they'll probably get at least one attack off.

Pit Wraith Liberator (Death)

These provide a big damage bonus to their team against anything that is defending or provoking, so watch what you're doing around them. Other than that they're not particularly threatening.

Dragonlair Arachnalisk (Nature)

Quick and decent at casting, but their trait doesn't come into play unless you're poisoned, making them a more moderate threat than other things that are around.

Realm Depth 25
The usual deal: find Regalis's shrine and activate it. As a side warning, Regalis's dialogue can be somewhat off-putting for those who find sexual humor uncomfortable, so if you are of this persuasion then you may want to skip through it without reading.

The two main things to look out for in Regalis's realm are the larged webbed cocoons, and the piles of spider eggs. Interacting with cocoons can earn you treasure from a captive you just rescued, unleash a group of regular enemies from the level, or drop a treasure chest. As the foreshadowing text indicates, these chests will always be Mimics - if you haven't encountered one yet, Mimics are monsters disguised as treasure chests, and can be considerably dangerous due to their very high stats and powerful trait.

Spider eggs will either grant favor, or start a battle with a group of Arachnalisks and Mites. Like the masks from Friden's realm, this can be a great way to see creatures you haven't found yet. You also get a larger amount of favor than usual for winning the fight.

Realm Depth 26
One of the large webbed cocoons (not the eggs) in this realm contains the person you're trying to rescue, so check them all out until you find him. This unlocks the Runemaster, and he also gives you a free Aen rune in case you haven't found any runes by yourself yet. It's worth equipping if you have the essence even if it doesn't sound like something you'd use, since empty rune slots don't confer any kind of benefit for you.

Realm Depth 27 - Boss Fight
Katarina

Night Terrors: After your creatures take damage from attacks or spells, they become Invisible and gain Shell.

Katarina's trait is a considerable nuisance, as it means you have to knock the shell off every time you want to hit the creature again. Invisibility also makes this even more annoying for physical attackers, so you may be better off bringing a spell-oriented team if you're struggling to defeat her. Alternatively, you could take advantage of the trait's wording and use Poison or Burn to get the work done, since those won't trigger the trait.
Great Pandemonium
Creatures to Expect
Granite Golem (Sorcery)

A big ol' pile of defense that can hit decently hard with physical attacks, the Granite Golem's trait in particular makes it even more sturdy. While they're not prime threats, they can soak up a LOT of damage and you shouldn't underestimate them, especially if you have Nature creatures or creatures with a low defense stat.

Cinder Devil (Chaos)

Devils deal more damage to a particular class and also take less damage from it, essentially giving them an extra boost on top of the game's class vulnerability system. Cinder Devils like to prey on Nature creatures in particular and are quite good at it while also having a class-based advantage against Sorcery, so keep an eye on any low-defense creatures you may have from those classes.

Ashmouth Cerberus (Chaos)

Cerberus (Cerberi? Cerberuses?) have respectable stats other than intelligence, which doesn't matter because their traits make them completely unable to cast spells manually. The Ashmouth isn't much of an all-star in enemy teams however since its support ability shares its spells with its teammates, and the combat AI tends to be somewhat iffy with regards to spell usage.

Asura Gutslasher (Chaos)

They look quite threatening, but their stats don't really back it up. Their traits rely on them getting critical hits, which without optimization that isn't present in enemy encounters, doesn't happen often. Consequently, these creatures aren't much to worry about.

Realm Depth 28
Grab Vulcanar's altar like usual and be on your way. The main things to look out for in Great Pandemonium are devil nests and false god statues - both of these grant favor and start fights (only occasionally in the case of the devil nests). When a devil nest starts a battle, the leading creature will always be a Devil, so this is a good place to find them for extraction.

The flat grey discs on the ground grant Pandemonium Tokens - if you haven't used any of these yet, they invoke a wide range of effects both good and bad, including summoning a boss fight with the powerful Pandemonium Monarchs and an assortment of chaos creatures. One particularly annoying effect is the loss of a decent chunk of resources, so if you're trying to save up it might be best not to use them.

Realm Depth 29
Nothing here but a generic realm quest.

Realm Depth 30 - Boss Fight
Medierra

Apnea: After your creatures attack, this creature attacks the enemy as well. When your creatures cast a spell, this creature casts that spell as well.

Functionally, Medierra grants its team an off-brand dose of both Multistrike and Multicast as long as it remains alive. The spells are what you need to watch out for in particular, as Medierra's stat line is heavily tilted towards magic - while its speed is quite low, that doesn't matter too much outside of its attacks being dodged since it'll be getting free actions constantly due to its trait.

If you're struggling, a way to get a lot of cheap shots in on Medierra would be to find yourself some creatures who react to and punish attacks and spell casts - since Medierra will be taking constant actions, it will open itself up to a counterattack every time an enemy takes a turn if you can find the right traits.
Eternity's End
Creatures to Expect
Moon Hunter (Nature)

Another "tribal" race, unlike other tribals however Hunters can actually be a significant threat by themselves due to their fast speed, good damage output and bouncing attacks. Woe betide you if you encounter a full pack of these, especially with a Life-heavy team - they will more than likely shred your whole team before you even get a chance to take a move.

Ceaseless Maker (Life)

Ceaseless Makers are rather insidious support creatures - while they cut their own team's damage output somewhat, they also make it so that when one of their enemies takes damage, the rest of their enemies take the same amount of damage too. This can result in scenarios where they get teamed up with a heavy hitter which goes straight after your lowest defense monster and wipes your whole team out in a single move, so be very careful when dealing with these.

Diabolic Observer (Chaos)

Like other tribal races, Diabolic Horde get more powerful the more of them there are around - however, Diabolic Horde traits do not stack so they generally need a variety of their own kind to be truly threatening. Since this is the only one you'll be encountering for now, the danger they present is rather limited even in a full pack. Observers in particular get a defensive boost the more of them are present.

Planetary Amaranth (Life)

These strange-looking creatures boost the defense of their entire team, so if you suddenly find yourself doing much less damage than usual, these are to blame. Get rid of them early unless there are more pressing threats present.

Realm Depth 31
Tag Vertraag's shrine and you're done with the quest. There's not a whole lot to do in Eternity's End despite it having a cool appearance - the three orbs are the main feature, as well as the teleporter. The purple and blue orbs will give you resources and buffs, and the firey orb starts a fight to win some treasure and favor. Getting all three in a single realm gives you a big chunk of favor with Vertraag. Dark blue portals will take you to a miniboss room where you can fight for treasure.

Realm Depth 32
You will be tasked with finding the four Gambling Dwarves scattered about the realm - they look kind of like colorful garden gnomes. Once you've found all four, this will unlock them as features in your tavern - you can place a wager and then play a game of skill to try and win back even more for every resource except power, which is given by the Riddle Dwarf, who you've probably met several times by now.

The games can be decent if you need a quick infusion of resources, especially if you're good at timing (or in the case of Treasure Hunter, guessing).

Realm Depth 33 - Boss Fight
Noetherian

Bouquet: At the end of this creature's turn, it grants 3 enemy and 3 allied creatures a Barrier. At the start of this creature's turn, it shatters the enemy's Barriers, dealing damage to them equal to 300% of the Barrier's absorption. In addition, your creatures ignore the effects of the enemy's Barriers.

This battle is a bit of a race against time - Noetherian essentially sets it up during his turn so that once he reaches his next turn, he'll blow up any of your creatures that have barriers. This is somewhat similar to Nerlyx except more survivable and targets more of your creatures at once. Barriers are also positive status effects so they're much more difficult to clean off your creatures, especially since the enemy will be ignoring them outright.

You can have your own creatures attack each other to get rid of the barriers if you really need them to survive but since Noetherian gets to put them on three of your creatures every time he gets a turn, this is a waste of time in most instances. You likely won't be able to knock barriers down faster than Noetherian can put them back up, so it's much better to focus on knocking Noetherian out as fast as possible - trying bringing Nature creatures if you're struggling. The Moon Hunters found in this area can help somewhat as they are fast and hit respectably hard.
The Barrens
Creatures to Expect
Thunder Salamander (Chaos)

Salamanders are quick and decent at casting, and Thunder Salamanders in particular grant their team a 50% chance to cast any spell twice. If there's lots of magic-heavy enemy creatures teamed up with them, take them out quickly.

Sandstone Imler (Nature)

The counterpart to the Imlings you met earlier, Imlers have similar stat lines to Yetis in that they are physical bruisers with tremendous defenses - their powerful traits require Imlings to be present to function however, so be very careful if the two are teamed up.

Flailing Manticore (Chaos)

Defensive with a decent bit of attack power on the side, Manticores tend to be respectable threats, especially to your sorcery creatures. The Flailing Manticore also gets extra defense, so it might take a few more hits than usual to put down.

Caritas Sanctus (Life)

The counterpart to the Sins, Sanctuses tend to range from nuisances to non-issues. The Caritas Sanctus tends towards the latter - it will share any healing it receives with the rest of its team, but it's so slow you should be able to bring it down before it causes any mischief.

Realm Depth 34
Tag the shrine of Yseros and the quest is done. The Barrens has quite a lot to it - the large oases will either start a fight, grant you favor or treasure, or do nothing. Quicksand pits are hard to see, but they're miniboss rooms similar to the temples back in Meraxis's realm, though unlike in the Swamplands these don't grant you any favor, just treasure. You can also find wood and take it to the tents in the region to get yourself a bit of extra loot.

Realm Depth 35
Another generic realm.

Realm Depth 36 - Boss Fight
Cyhra

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

Being a Vulpes means the Cyhra is extremely fast and pretty good at casting spells, so it will likely get to act first. Its trait essentially means you have to take out everything else on the battlefield first before you can even scratch the Cyhra itself - if you're unlucky and the Cyhra is packing resurrection spells this will also apply if it brings any of its teammates back after you've knocked them down the first time.

There are a handful of things the Cyhra isn't immune to however, and mana drain is one of them - if you're struggling, use Drain Mana or Mana Leak to wipe out the Cyhra's mana pool, reducing it to having to use its fairly weak physical attacks. After this, mop up its allies and then take it out once it's alone.
Azure Dream
Creatures to Expect
Timeless Master (Life)

Timeless Masters do extra damage to targets based on how much damage that target has already taken during the current battle. This means as any battle wears on they will become steadily more and more of a threat - get rid of them early so you don't get into a drag-out fight with them where they'll have the advantage.

Aen Rift Dancer (Life)

Similar to the Rift Dancer you found way back in Zonte's realm, it's not very threatening due to Rift Dancers needing a level of synergy the random enemy monster groups just can't do.

Griffon Divebomber (Life)

In a departure from most Life class creatures, Griffons are very fast and can hit hard with physical attacks. They're also a tribal race who synergize with other Griffons however, so this limits their potential unless there's a lot of them.

Neralim Seraph (Life)

Seraphs have similar stat compositions to Manticores - overly defensive but still able to dish out solid physical hits. They usually also get extra abilities they can activate by defending or provoking - the Neralim Seraph in particular will be able to cast all of its spells for free if it spends all of its mana when provoking, but it needs to take a turn to set this up. Take advantage of the provocation and hit it while its defense is low.

Realm Depth 37
Give Surathli's shrine a slap to finish the quest and go explore. There's a number of interesting objects in this cloudy realm - obelisks with purple energy can start a fight for favor and treasure, the mirror balls have you fight a weakened copy of your own team, blue portals are a miniboss room, and wishing stars have a chance to convey a benefit to you - strength is a buff, wealth is a pouch of resources, and glory is a battle for favor.

Realm Depth 38
Nothing special here.

Realm Depth 39 - Boss Fight
Inner Demons


You're fighting a copy of your own team, similar to Mirror Balls but much more powerful. Unfortunately, it's pretty difficult to really give any solid advice for this fight since it's so variable as to what you could be fighting against!

One thing to keep in mind is that bosses are immune to restrictive status effects like Scorn, Silence, Stun, Freeze and so forth - your creatures, however, are not. This means creatures like Siren Oracle that inflict such status effects at the start of battle will cripple your creatures while doing exactly nothing to the enemy copies.

Changing your team lineup will only help so much as the boss fight lineup will also change to match it - it's just a matter of thinking about what strategy you've been depending on and preventing your copy from using it by going after the crucial creatures first. If all else fails, going back and level grinding can help, as the Inner Demons will always be a static level 80.
Torture Chamber
Creatures to Expect
Death Guard (Chaos)

A massive pile of defense that can't really dish out much of anything. Death Guard's trait blocks critical hits from happening, so if you've been relying on those heavily it will be much more of a nuisance.

Blood Crusader (Life)

Slow but able to present a decent threat, these Crusaders in particular will also regenerate health both from taking their turn and attacking. If you're struggling to deal with them, hit them with Blight to turn their healing against them.

Flesh Abomination (Death)

Another slow sturdy brute, Abominations also have some of the highest health pools in the game so taking them down is tougher than other things you face off against. In addition, these particular Abominations will hit anything with the Vulnerable status a lot harder, so keep an eye on your debuffs.

Necrotic Clutcher (Chaos)

Clutchers like you punish their enemies whenever they dodge - keep this in mind if you're running high speed creatures. Necrotic Clutchers get two free attacks against any enemy that dodges, though they don't hit too hard due to having caster stats rather than brawler stats.

Realm Depth 40
Shrine and done, you know how it goes by now. In this realm cages will give you treasure, iron maidens sometimes give you cores, scrolls and papers can give you maps or knowledge, and the torture racks give favor and sometimes start fights. There's not quite as much to do here as prior realms, unfortunately.

Realm Depth 41
Regular realm quest.

Realm Depth 42 - Boss Fight
Hebron

Betrayer: At the start of this creature's turn, it gives 3 enemies a Bomb Spell Gem. If the Bomb is not defused by the end of their turns, it explodes.

Another fight with a setup similar to Nerlyx's fight, except you have to defuse the bombs manually - they show up as spell gems in your spells menu, and need to be cast to defuse it. If you don't do this, the bomb will explode at the end of the creature's turn, doing a huge amount of damage to both itself and the creatures adjacent to it, likely enough to kill them outright.

You can cut down on the hectic nature of this battle somewhat by taking out Hebron's allies first - this will give him only one turn to your six if nothing goes wrong, meaning the turns lost to defusing bombs won't leave you quite so vulnerable. Since Hebron's defense stat is also rather high this is likely how things will play out one way or another anyway.

If you're unlucky enough to get hit with the Silence status effect it means you'll be unable to defuse the bombs - in this event it might just be best to start again.

Realm Depth 43
Tartarith's realm is a bit longer than the other realms due to having two bosses. There's nothing but a generic realm quest here though.

Realm Depth 44 - Boss Fight
Damaos

Deciever: This creature takes 95% less damage, cannot lose stats, and is immune to debuffs. This creature's attacks damage all enemies. In addition, when this creature's allies are killed, it takes damage equal to 15% of its Maximum Health.

This is a very tough fight - wiping out Damaos's allies first to reduce his health pool is the best way to start, but unfortunately even when he's by himself Damaos hits like a truck and takes barely any damage, and so it takes a pretty vicious amount of beating to put him down. You can make the fight a bit easier by applying Blind to Damaos and Grace to your own creatures - he'll likely run himself out of mana early on in the fight and have to fall back on his (admittedly incredibly powerful) physical attacks, so cutting down his ability to land a hit will help you a great deal.

Once you've got that set up don't be surprised if it still takes a tremendously long time to finally put him down - his damage reduction is just completely ridiculous.
Kingdom of Heretics
Creatures to Expect
Dusktail Gargoyle (Chaos)

Gargoyle traits enhance their team's casting of chaos spells, though curiously they're better at physical attacks than spells themselves. Dusktail Gargoyles have a chance when casting single-target chaos spells to make the target pay the mana cos of the spell rather than themselves. It tends to not come up very often due to the randomly built enemy teams, though.

Horror Hound (Death)

A bit more threatening than the Blood Hounds if you have a team that relies on physical attackers, these Hounds will reduce the attack stat of whatever they hit by 10% for every Hound present. They still have awful defenses though, so knock them out before they ruin your damage output.

Abomination Brute (Death)

Similar to the Abomination you met in the previous realm, except this one likes to give you an extra debuff if any of your creatures are inflicted with either Weak or Vulnerable.

Blood Reaper (Death)

Reapers have the ability to instantly kill any creature that falls to 35% or below, so if you have any low health creatures and a Reaper is about to get its turn, heal them. Blood Reapers will also get a substantial stat boost if they manage to kill something in this manner, so don't take them lightly.

Realm Depth 45
Grab the shrine one last time and then you're done. This is the last time you'll have to do this, as Kingdom of Heretics is the final realm. Scattered articles of interest include bookshelves that give you knowledge, potions that give you buffs, and both hostile knights and blood stains that start fights for favor with Gonfurian.

Realm Depth 46
Regular realm quest.

Realm Depth 47
Another regular realm quest. Prepare yourself for the final battle.

Realm Depth 48 - Final Boss Fight
The Ruler of Siralim & The Gods


The final battle of the main quest, and boy is it one heck of a challenge! Remember the Undead Horde and their Horde Battle mechanics? This is your second horde battle, except the reinforcements consist of the gods themselves. The Ruler of Siralim themselves is simply a massively defensive presence with strong attack power - they are more or less guaranteed to outlast all of their allies, so focus on defeating the gods first.

The gods themselves have very high stats, and have a chance to cast their ultimate spell every turn they get - these can range from very annoying to utterly devastating. When you defeat one god, the next will show up in a set order. Here is a run down of each god, in order of appearance:

Surathli (Starter)
Holy Strike will do very high damage, and then grant her teammates barriers depending on how much damage she did. This can be used to your advantage somewhat if you bring the Warp Reality spell, but don't ignore the amount of damage she dishes out.

Lister (Starter)
Lister should be taken out as quickly as possible; Gonfurian is a higher priority, but Lister's ultimate, Peace, is almost as bad since it reduces attack and intelligence to the lowest possible amount. This will ruin your damage output, but is much more survivable than having your defense axed.

Aeolian (Starter)
Aeolian's Eagle Claws spell gives him two free attacks against each of your creatures, and then boosts his team's speed by a significant chunk. As long as you don't have a team of entirely low-defense creatures this shouldn't be too bad, so Aeolian isn't a priority target.

Gonfurian (Starter)
Get rid of Gonfurian first, as fast as possible. His ultimate, Sunder, will reduce your entire team's defense to the lowest it can go, meaning unless you have some way to boost it back up quickly, you'll be taking horrendous amounts of extra damage.

Erebyss (Starter)
Erebyss's Dark Strike does a big chunk of damage - if the target survives, they'll be hit with every single debuff in the game for one turn. This, as you might imagine, is utterly crippling if you don't have a way of stripping them off before the turn comes up and starts processing poison and burn damage. For this reason it's worth taking Erebyss out quickly after Gonfurian, Lister and Meraxis are gone.

Zonte
Zonte's Unstable Anomaly deals damage based on how much mana you've spent over the course of the battle - this is offset somewhat by the fact he shows up so early in the battle, making him not terribly threatening unless he sticks around for a long time.

Meraxis
Arguably the third biggest threat among the gods after Gonfurian and Lister - the Good Fortune spell will fully heal his entire team and grant them all every single positive buff in the game for one turn. This will boost their already high damage output and defenses even further - if you don't have anything that can strip buffs off, then either take him out before he casts it or prepare for a world of hurt.

Vulcanar
Heat Wave deals damage and then reduces maximum health depending on how much damage it did. As long as your defenses are up to the task this isn't quite as menacing as it sounds unless he manages to cast it multiple times.

Tartarith
Butcher deals damage and then gives his team a stat boost based on how much damage was dealt. It's essentially a weaker version of Eagle Claws, but do keep an eye on your creatures health as it does deal a good chunk of damage.

Yseros
I'm not entirely sure how Yseros's ultimate (Illusion) works here, as i've never actually seen her cast it in this battle. At the very least it can potentially double her entire team's stats, so dispatch of her very quickly.

Azural
Frost Hammer does a chunk of damage, inflicts stun and freeze, and knocks the target to the bottom of the action queue. Annoying, but not as much of a threat as the other gods.

Vertraag
Comet deals more damage the longer the battle has been going on. Given he shows up quite late in the battle, this could potentially be deadly, so dispatch of Vertraag quickly.

Friden
Ghostly Scimitar just does a massive chunk of damage and ignores the defense stat completely. Depending on who it gets cast on, this can range from dangerous to a guaranteed one hit kill.

Regalis
Seduction lowers your entire team's stats and boosts her whole team's stats. This will make things far harder for you, so get rid of her.

So, a quick summary of priorities:
Kill ASAP: Gonfurian, Lister, Meraxis
Dangerous: Erebyss, Vertraag, Zonte, Regalis, Yseros
Lower Threat: Everyone else

Once Torun shows up, you're onto the last part of the fight, because unlike the other gods he's actually here to help you despite being on the opposite side of the field. He is completely invulnerable and will support you by occasionally casting Avalanche to do a ton of damage to Siralim and any of the gods who are still standing, as well as physically attacking them. Once you've got just Torun and Siralim left standing, take a moment to heal up your team and shore up your defenses before going in for the kill on Siralim.

As might be expected, this is a tremendously difficult battle and it's normal to struggle here - but keep at it, get your creatures and artifacts up to par, double-check your spell gems, upgrade your perks and equip some good runes, and you'll get through it sooner or later.

Once you've defeated Siralim, you've completed the main quest - the rest is up to you. Good luck.