Siralim 3

Siralim 3

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Library Reference
By gay moth aunt
A copy of all text found in the ingame Library, to be used as a reference when you don't have the game open or don't otherwise have access to it.
   
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Preamble
Hello and welcome to this document. This is not strictly a "guide" per se, but is a retyping of all text found as-is in the ingame library, which contains information on basically all of the game's mechanics. This is intended as a reference for those who are stuck in battle, have the game closed, or otherwise just want to look up the text without going into the ingame library function.

This guide does not inherently include the lists of Breeding Recipes, Spells, or Traits due to the sheer amount of transcription required as well as formatting issues. Information on these can be found in a better contained and organized format at the Siralim 3 Wiki[siralim3.gamewiki.tips].
Alternatively, I have links to google sheets containing each of these sets of information in the "Supplemental Information" section at the bottom of this guide.

This guide was last updated on 12/02/2018, and is current as of game version 1.2.4.
Guide: Creatures
Introduction to Creatures

Creatures are the main focus of the game. Your primary task is to collect creatures, equip and enhance them with powerful effects, and use them to defeat enemy creatures.

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

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

Acquiring Creatures

Creatures can be acquired in one of three ways:

1) You can extract Cores from enemies and use them to summon a new creature at the Summoning Brazier.
2) You can breed two creatures to make them lay an egg. The egg will hatch into a new creature.
3) You can complete certain quests to obtain cores, eggs, and creatures.

Creature Stats

Creatures have 6 main stats:

Health: creatures lose health when they take damage. If their health reaches 0, they die.
Mana: expended to cast spells.
Attack: increases damage dealt with attacks.
Intelligence: increases potency of spells.
Defense: reduces incoming damage from attacks and spells.
Speed: determines the creature's starting location on the Action Queue and affects chance to deal critical damage and dodge attacks.

These stats increase when a creature levels up, but you can also increase stats with artifacts, certain traits, Deity Point perks, and some items.

Creature Classes

Each creature belongs to one of five classes: Chaos, Death, Life, Nature, or Sorcery.

When a creature attacks or casts a damaging spell on an enemy, the damage is increased if the attacker's class is strong against that of the defender. This will be depicted with a '!' at the end of the damage value. Similarly, if a creature is weak against its enemy's class, it will deal reduced damage and will be depicted with '...'.

Here is a list of which classes are strong against each other:
Life > Death
Death > Chaos
Chaos > Sorcery
Sorcery > Nature
Nature > Life

Equipping Your Creatures

Creatures can equip one artifact at a time. For more information about artifacts, refer to the book called 'Guide: Artifacts'.

Creatures can also equip Spell Gems to allow them to cast spells. For more information about Spell Gems, refer to the book called 'Guide: Spell Gems'.

Enhancing Your Creatures

Your creatures gain additional stats when they defeat enough creatures and gain enough experience points to level up. The higher a creature's base stats (the stats it starts with at level 1), the more stats they'll gain each time they level up. Creatures in the stable gain experience points as well, but not as much as those in your party.

Certain items can be used to enhance your creatures as well. For example, rare items called Tomes increase the base stats of your creatures, while Seeds allow you to change a creature's class.

Heredity, Part 1

After your creatures kill enough enemies in battle, they'll eventually become 'Primed'. This means that they can pass on 'Heredity' to their offspring when they are used for breeding.

There are five types of Heredities: Health, Attack, Intelligence, Defense and Speed. Heredities either positively or negatively affect the amount of stats a creature will gain when its level increases. For example, a positive Attack heredity causes a creature to gain extra Attack, while a negative Defense heredity causes a creature to gain less Defense.

Heredities can reach a maximum of 15, or a minimum of -15. The total of all five Heredities will always equal 0.

Heredity, Part 2

When you breed two creatures together, they will always pass on their own Heredities to the offspring, even if they aren't Primed. If they are Primed, however, the offspring will gain additional Heredities based on the highest and lowest stats of each parent.

When you're inspecting a creature, their Heredities will be shown between parentheses. For example, 'Attack (5)' means a creature has 5 Attack heredities.

Knowledge System

Each time you kill a creature, use one in battle, or extract a core from one, you'll gain Knowledge Points about that creature. After you accumulate enough Knowledge Points, your Knowledge Rank for that creature will increase. The higher your Knowledge Rank, the better you'll fare against that creature in future battles.

Eventually, higher Knowledge Ranks will allow you to view creatures' health and mana values in battle, deal more damage to them, take less damage from them, unlock detailed lore about them, and much more.

Before you can extract Cores from certain creatures, you must attain a certain Knowledge Rank with that creature.

Nether Creatures

Nether Creatures are more powerful versions of normal creatures, boasting upgradeable traits that cannot be found anywhere else. You can only have one Nether Creature in your party at a time. They have no class weaknesses, and their damage is always dealt as if their class is strong against that of their target. Nether Creatures can equip Spell Gems from any class, and can be upgraded by giving them items that can be purchased from the gods or found in the wild.

You cannot breed Nether Creatures.

To unlock the ability to create Nether Creatures, you must attain sufficient favor with Meraxis, God of Bliss.

Avatars

Later on, you will unlock the Gate of the Gods to challenge the gods to battle. If you win, you'll receive Glimmer which can be transformed into an Avatar Core, which can be used to summon an Avatar of a god.

Avatars have a unique trait, along with an ultimate spell. Much like Nether Creatures, you can only have one Avatar in your party at a time. You can upgrade your Avatar using Talismans that can also be found at the Gate of the Gods.

Unlike normal creatures, Avatars start each battle with 0 Mana, and have a maximum of 100 Mana. As your creatures and Avatar take certain actions in battle, the Avatar will gain Mana. Upon obtaining enough Mana, the Avatar can cast its ultimate spell. All other spells can be cast by Avatars for 0 Mana.

Itherian Creatures

Itherian Creatures are creatures that can only be found in Itherian Realms. You can always extract Cores from these creatures regardless of your Knowledge Rank.

Itherian creatures are marked with a special, shooting star icon in battle.

Singular Creatures

Singular Creatures are ultra-rare versions of normal creatures. They have a unique color palette, but other than that, they behave the same way as normal creatures.

You can always extract from Singular Creatures regardless of your Knowledge Rank. When you do so, you'll receive a Singular Core for that creature which can be used at the Summoning Brazier.

Eggs can be Singular as well. When you breed a Singular Creature with another creature, the egg will contain a Singular Creature as long as the offspring is the exact same type of creature as its SIngular parent.

Singular Creatures are marked by a special, golden icon.
Guide: Battles
Introduction to Battles

Battles pits up to 6 of your creatures against up to 6 enemy creatures.

Each time you win a battle, your character and creatures will receive some experience points. Your creatures in the Stables will receive a portion of these experience points as well. You'll also receive a small amount of resources. You'll receive fewer resources from enemies that are at a lower level than your creatures' levels.

On the right-hand side of the battle screen is the Action Queue. The Action Queue shows the order in which the next 5 creatures will be able to take their turn. The creature at the top of the Action Queue is the creature that is currently taking its turn. After a creature takes its turn, it is placed at the bottom of the Action Queue.

Attacking

When a creature attacks, it deals damage to the target. The amount of damage is based on the attacker's Attack stat and the defender's Defense stat.

Unlike casting a spell, attacking does not cost mana. Attacks also have a chance to deal critical damage, but they also have a chance to be dodged by the enemy. The chance for either of these effects to occur is based on the attacker's Speed compared to the defender's Speed.

Defending

When a creature defends, its Defense stat increases dramatically until the start of its next turn.

Provoking

When a creature provokes, its Defense stat decreases until the start of its next turn.

When a creature attacks another creature, and some other creature is provoking, the attacker has a chance to attack the provoking creature instead. Provoking only affects attacks - not spells.

Casting

When a creature casts a spell, the potency of the spell is based on the caster's Intelligence stat. If the spell deals damage, this damage is mitigated by the target's Defense stat. Spells can only be cast if the caster has enough mana to do so.

Inspection

You can inspect any creature in battle to view its stats, traits, artifact properties, and spell gems.

Battle History

You can view a chronological list of events that happened during the current battle by using the 'History' command.

Start of Battle Effects

There are several traits that have an effect at the very start of battle. These traits are executed in the following order:

1) Traits are granted.
2) Gems are granted.
3) Buffs are granted and debuffs are afflicted.
4) Stats are increased.
5) Stats are decreased.
6) Creatures attack.
7) Creatures cast spells.

Advanced Topics

Creatures can attack, cast spells, receive buffs, receive debuffs, and receive healing a maximum of 15 times per turn. In addition, they can resurrect a maximum of 10 times per battle.

Creatures' stats cannot fall below 20% of the amount they started the battle with. Similarly, their stats cannot rise above 500% of the amount they started the battle with.

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

Items are generally used to create or enhance creatures, or to make your life a little easier when traveling through realms. Items are broken down into several different categories, and this book aims to describe each one of those categories in detail.

Acquiring Items

If you find an item in a realm, it will be placed in the 'Pending' category of your inventory. Only by completing a Realm Quest and using the Teleportation Shrine in that realm can you claim these 'Pending' items as your own. Alternatively, you can use a Fountain of Purification found in all realms to instantly add these items to your inventory. If your party is defeated, all the items in the 'Pending' category are lost forever. However, Cores, Cards and Talismans will never be marked as 'Pending' and will instead be added to your permanent inventory immediately.

Achievement Points significantly increase your chance to find rare items, so try to complete as many Achievements as you can!

Artifacts

You can equip each of your creatures with one Artifact. Artifacts confer substantial bonuses to your creatures, and they can be upgraded to grow even more powerful.

For more details about Artifacts, please refer to the book called 'Guide: Artifacts'.

Cards

Cards grant small bonuses to you and your creatures just by having them in your inventory. a card exists for each creature in Rodia.

Cards are extremely rare items, and can be found only by defeating enemies in realms. At the end of each battle, you'll have a small chance to earn one of the enemies' cards.

You can only find one card for each creature in Rodia.

Consumables

Consumable items are typically used to either upgrade a creature or make your life easier in realms.

As the category name suggests, consumable items are usually one-time use and will disappear after you use them.

Cores

Cores allow you to summon a new creature at the Summoning Brazier in Nex. You will most often acquire Cores by using the 'Extract' command on enemy creatures in battle.

Eggs

You can hatch Eggs by interacting with nests in the Stables. Eggs are most commonly acquired by breeding two of your creatures together.

Materials

Materials can be used to add new properties to your Artifacts at the Enchanter. There are three different rarities of materials: common, rare, and legendary.

You can learn more about materials by reading other books in the library.

Miscellaneous Items

Miscellaneous Items don't fall into any of the other categories. These items are most commonly used as currency. For example, Emblems fall into the Miscellaneous category and are used to purchase items from the gods.

Runes

You can equip up to five runes at a time - one from each of the five classes. Runes grant powerful bonuses to your creatures, or modify the way certain buffs and debuffs work.

You can grind your runes into Rune Powder at the Arcane Refinery. Rune Powder allows you to upgrade your Artifacts.

Sigils

Sigils allow you to access Itherian Realms. They can have up to 5 properties that affect the creatures and realm you visit. You can modify your Sigils at the Arcanist in Nex after you unlock her.

Sigils are most commonly found in non-Itherian Realms.

For more information about Sigils and Itherian Realms, consider reading about them in the other books in the library.

Spell Gems

Your creatures can equip Spell Gems which allow them to cast the spells contained within. For more information about Spell Gems, please see the book called 'Guide: Spell Gems'.

Talismans

Talismans are similar to cards in that they provide a bonus to your creatures just by having them in your inventory. Talismans, however, can be upgraded to enhance their powers. Although Talismans do not have a maximum rank and can be upgraded forever, you'll unlock another powerful bonus once your Talismans reach rank 100 or higher.

Talismans can be upgraded in one of two ways. First, you can ask the Runemaster to upgrade them for you. This process costs Rune Powder, which can be acquired by grinding your runes using the Arcane Refinery. Secondly, you can upgrade your Talismans by completing an Itherian Realm. The higher depth the Itherian Realm, the better your chance to successfully upgrade a talisman.
Guide: Artifacts
Introduction to Artifacts

Each of your creatures can equip one artifact at a time. Artifacts can grant their bearer additional stats, new traits, permanent buffs, on-hit effects, and much more.

Artifacts can have up to 6 properties, as well as an extra trait. After you unlock the Enchanter, you can enchant an artifact to add new properties to it.

In battle, an artifact can become 'decayed'. This means that the effects of that artifact will be ignored for the duration of the battle.

Acquiring Artifacts

Artifacts can either be found in the wild, or by creating a new one at the Blacksmith.

Artifacts come with certain stats called 'innate' stats which are marked with an asterisk, *. Typically, these stats are a little more powerful than they would be if you enchanted them yourself. Innate stats cannot be reforged or disenchanted.

Equipping Artifacts

You can equip an artifact to a creature by opening the menu, then choose 'Creatures', select the creature of your choice, then choose 'Equip Artifact'. You can unequip an artifact in the same manner.

Blacksmith

During your travels, you'll unlock the Blacksmith and his apprentice. The Blacksmith can forge or craft new artifacts for you, reforge artifacts to change the values of their properties, and brand artifacts to change their names. The Blacksmith's apprentice can salvage your artifacts, which yields crafting materials.

Enchanter

Later on, you'll unlock the Enchanter. She can enchant your artifacts to add new properties, or disenchant them to remove unwanted properties. She can also transmute your unwanted crafting materials into different ones.

Materials

Materials are required to add new properties to your artifacts. Materials come in one of three rarities: common, rare, and legendary.

Common materials typically add normal stats to your artifacts, such as Attack or Defense.

Rare materials typically add on-hit effects or buffs to artifacts. You can only apply one of the same type of rare property to an artifact.

Legendary materials typically grant your artifacts new traits. You can only add one legendary property to an artifact, and this property does not count as a Secondary Stat.

Awakening

Legends speak of a rare item called the Mallet of Awakening. You can use this item to Awaken an artifact, granting the artifact's wielder a chance to automatically cast a spell when it attacks. You can acquire and use Mallets of Awakening on an artifact multiple times to change the spell it can cast.

An awakened artifact can only cast its spell once per turn.
Guide: Spell Gems
Introduction to Spell Gems

Spell Gems are items that can be equipped to your creatures in order to allow them to cast that gem's corresponding spell in battle.

Normally, creatures can equip up to 3 Spell Gems at a time, and no more than one of each spell can be equipped at the same time. In addition, creatures can normally only equip Spell Gems that correspond to that creature's class. However, these limits can be changed or removed with the help of certain spell gem properties, creature traits, or character perks.

Spell Gems can have up to 3 properties that change the way the spell works. For example, a Gem of Fireball will cast on two enemies instead of one if it has the 'Casts 1 Additional Time' property. Most properties increase the mana cost of a Spell Gem.

Acquiring Spell Gems

Spell Gems can be found just about anywhere. While you'll mostly find them in treasure chests and as rewards for completing Realm Quests, you can also buy them from the gods.

Equipping Spell Gems

To equip a Spell Gem, open the menu and select 'Creatures', select a creature, select 'Manage Spell Gems', then select an empty gem slot.

Casting Spells

Most spells cost a certain amount of mana to cast. Each spell has a base mana cost which is affected by the Spell Gem's properties.

Some spells can be cast automatically with the help of certain traits or perks. Spells that are cast automatically are typically less potent than they would be if the creature had cast them manually.

Some traits and spells can cause a Spell Gem to become 'sealed' in battle. This means that the gem can no longer be used for the duration of the battle.

Spell Gem Properties

There are countless different Spell Gem properties that affect the way the spell works. Some spells cannot ever have certain properties, so be sure to check the book called 'List: Spells' for a comprehensive list of which properties a spell can have.

Later on, you'll unlock the Arcane Vault. You can use this relic to add new properties to your Spell Gems, or remove the ones you don't want.

List of Properties, Part 1

Below is a list of Spell Gem properties that a spell gem can have. Remember, not all spells can have every property.

Mana Cost Reduced
Stat +/- Increased
Damage Increased
Healing Increased
Costs % Health Instead of Mana
Duration Increased
Chance to Cast Twice
Casts on Extra Target
Chance to Provoke After Use
Change to Defend After Use
Chance to Attack After Use
Swap to Different Class

List of Properties, Part 2

Most Spell Gem properties are self-explanatory, but some are not. Below is a list of Spell Gem properties that you might not know the meaning of:

Potency: Instead of using Intelligence to determine the spell's potency, a portion of another stat is used instead.

Generous: At the start of battle, this gem is shared with the bearer's allies.

Supercharged: the spell is much more powerful than normal, but the gem permanently breaks after use!

Grinding Spell Gems

Eventually, you'll unlock the Arcane Refinery. You can use this relic to grind your unwanted Spell Gems into Dust which can be used to enchant your other Spell Gems with new properties.
Guide: Quests
Introduction to Quests

There are 3 types of quests: Castle Quests, Realm Quests, and Side Quests.

You can view a list of your current or completed quests by opening the menu, then selecting 'Quests'.

Castle Quests

Castle Quests are part of the game's story. These quests must be completed in a certain order, and cannot be repeated.

Realm Quests

Realm Quests are quests that are given to you at the start of every realm. They are generally simple tasks that grant a reward upon completion.

You must complete a Realm Quest before you can use the Teleportation Shrine to return to Nex or travel to a different realm.

Side Quests

Side Quests are optional quests that are normally given to you by citizens in Nex. Many Side Quests serve as tutorials, while others will allow you to unlock rewards that you cannot find anywhere else.
Guide: Gods/Favor
Introduction to Gods

Each of the 15 realms are ruled by a different god. You can gain favor with each of these gods to unlock new rewards and privileges.

You can view your current standing with each god by opening the menu, selecting 'Character', then selecting 'Gods/Favor'. Only the gods you've already met are displayed here.

Gaining Favor

You can gain favor by completing various tasks in that god's realm. After you gain enough favor to level up, the god will whisper to you from afar. Then, your favor rank with that god will increase and you'll receive some rewards.

God Rewards

Each god has an altar located somewhere in their corresponding realm. You can visit this altar to exchange their corresponding Emblems for powerful items.

At certain levels of favor, the gods will reward you with additional perks and privileges as well.

After you attain favor ranks beyond 'Deified', you will also be able to purchase Tomes from that god's shop. You can purchase only one Tome for each rank you attain beyond 'Deified'.

Deity Points

After you gain a favor level with a god, or when your character gains a level, you'll receive several Deity Points. You can spend Deity Points to upgrade your character or creatures, or to unlock new perks.

You can view and spend your Deity Points by opening the menu, selecting 'Character', then selecting 'Perks'.
Guide: God Rewards
Introduction to God Rewards
After you gain enough favor with a god, your Favor Rank will increase for that god. As you gain Favor Ranks, you'll unlock new items, creatures and game features. You'll also be able to purchase new items from these gods' shops.

This book lists all the things you can unlock from each god.

Aeolian, God of Wind
Respected: Mana Vortex
Honored: Dense Fog, Servant Hunter
Revered: Mul Rune, Springtime Aspect
Exalted: Merchants, Vaccuum, Hemlock Ent
Deified: Steel Storm, Nature Shapeshifter
Deified(5): Breath of Aeolian

Azural, God of Frost
Respected: Frostbite Yeti
Honored: Black Ice, Frost Phoenix
Revered: Mav Rune, Gorgon Gazer
Exalted: Arcane Refinery, Shatter, Phase Spellblade
Deified: Icewolf Bite, Frostfire Efreet
Deified(5): Azural's Safeguard

Erebyss, Goddess of Darkness
Respected: Dungeon Shade
Honored: Heart of Darkness, Summon Death, Skeleton Sniper
Revered: Vae Rune, Transient Spectre
Exalted: Shadow Infusion, Reclusive Wight
Deified: Dark Whispers, Death Shapeshifter
Deified(5): Darkside of Erebyss

Friden, God of the Sea
Respected: Forsaken Swampdweller
Honored: Defile, Creep Mummy
Revered: Casual John, Var Rune, Pit Wraith Dominator
Exalted: Ghoul's Grip, Leper Blightbringer
Deified: Finger of Death, Revenant Sealord
Deified(5): Friden's Greed

Gonfurian, God of War
Respected: Asura Bonebreaker
Honored: Arena, Shield Bash, Minotaur Juggernaut
Revered: Rod Rune, Goretongue Gargoyle
Exalted: Impale, Stronghold
Deified: Lacerate, Diabolic Commander
Deified(5): Gonfurian's Beckoning

Lister, God of Fortune
Respected: Siren Oracle
Honored: Goblet of Giving, Cloud Beam, Enclave Amaranth
Revered: Aon Rune, Skyward Vulpes
Exalted: Zephyr, Stag Idol
Deified: Ascension, Ancient Spirit
Deified(5): Lister's Riches

Meraxis, God of Bliss
Respected: Pilwiz Peasant
Honored: Giant's Strength, Elf Huntsman
Revered: Potion of Transforming, Fen Rune, Leda Imling
Exalted: Soothing Breeze, Boulder Imler
Deified: Sandstorm, Stone Giant
Deified(5): Meraxis' Smile

Regalis, Goddess of Poison
Respected: Spitting Arachnalisk
Honored: Web, Mite Invader
Revered: Fih Rune, Waspid Slicer
Exalted: Potion of Forgetting, Scrolls, Poison Arrow, Vile Wolpertinger
Deified: Petrify, Dryad Proliferator
Deified(5): Regalis' Lust

Surathli, Goddess of Light
Respected: Vanelin Seraph
Honored: Consecration, Goldblight Angel
Revered: Aen Rune, Priest of Light
Exalted: True Light, Holy Crusader
Deified: Divination Candle, Celestial Idol
Deified(5): Surathli's Redemption

Tartarith, God of Punishment
Respected: Chaos Guard
Honored: Eviscerate, Harpy Torturer
Revered: Rii Rune, Destroyer Fiend
Exalted: Anger, Carver Sadist
Deified: Altar of Blood, Knives, Ravage, Cerberus Hellguard
Deified(5): Tartarith's Hatred

Torun, God of Anger
Respected: Imp Hexer
Honored: Tailor, Profanity, Brownie Brute
Revered: Ime Rune, Centaur Chaser
Exalted: Stampede, Raving Storm
Deified: Lightning Storm, Forest Gargantuan
Deified(5): Torun's !@#$

Vertraag, God of Time
Respected: Pit Wraith Redeemer
Honored: Purgatory, Styx Banshee
Revered: Wex Rune, Nix Imposter
Exalted: Ticking Timebomb, Gateway Shade
Deified: Arcanist, Annihilate, Incursion Reaper
Deified(5): Vertraag's Reality

Vulcanar, God of Fire
Respected: Inox Apocalypse
Honored: Flame Lash, Crimson Manticore
Revered: Rao Rune, Roaring Basilisk
Exalted: Godly Godsauce, Molten Wall, Fire Salamander
Deified: Volcano, Chaos Shapeshifter
Deified(5): Vulcanar's Deception

Yseros, Goddess of Illusion
Respected: Apis Defender
Honored: Starfire, Life Shapeshifter
Revered: Aru Rune, Sphinx Elder
Exalted: Requiem, Irantha Ophan
Deified: Class Robes, Lionheart, Aerum Rift Dancer
Deified(5): Mystery of Yseros

Zonte, God of Wisdom
Respected: Djinn Illusionist
Honored: Magic Missile, Dragon Guardian
Revered: Arcane Vault, Mae Rune, Sorcery Shapeshifter
Exalted: Counterspell, Gold Golem
Deified: Elemental Barrage, Occultist Spellbinder
Deified(5): Zonte's Knowledge
Guide: Macros
Introduction to Macros

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

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

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

Parts of a Macro

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

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

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

Creating a Macro

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

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

Parts of a Line

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

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

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

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

Using a Macro

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

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

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

Importing/Exporting Macros

You can import macros from outside sources into the game, or export them and share them with other people.

You can export a macro to your clipboard and then paste that text anywhere you want.

Other players can copy that text to their clipboard and import it into their game.

These functions make it easy to discuss and share macros between players.
Guide: End-Game
Introduction to End-Game

'End-Game' refers to everything you can do after you finish the game's main story quests. In many ways, the main story quests can be viewed as an extended tutorial to prepare you for end-game content, which is when the game truly begins.

Nemesis Creatures

Nemesis Creatures are powerful versions of normal creatures that you'll sometimes find in normal Realms. These creatures have an 'affix' that affects the way the creatures behave. Each affix does something different and provides different challenges.

In addition to dropping lots of extra loot, Nemesis Creatures also grant extra experience points and resources, along with a chance to earn plenty of other exclusive rewards.

Itherian Realms

Itherian Realms can be accessed using a Sigil at the Teleportation Shrine. The creatures contained in the Itherian Realm take on the properties of the Sigil. The more difficult the properties, the better your rewards.

Itherian Realms are home to Itherian Creatures, which are creatures that can only be found in these realms. You can also find rare artifacts called Itherian Artifacts in these realms, which grant your creatures exclusive traits.

After you complete a Realm Quest in the Itherian Realm, a portal will open which will lead you to the boss of that realm. Defeating this boss will allow you to upgrade your Talismans.

Nether Crucible

During your travels through non-Itherian Realms, you'll sometimes encounter a Nether Crucible. You can use this, along with your Nether Orb, to summon a more powerful version of a boss that you fought earlier on in the game. These bosses drop exclusive legendary crafting materials that you won't find anywhere else.

You can unlock additional bosses to fight by defeating each of the original bosses at least once.

Arena

The Arena allows you to draft a team of creatures on-the-fly and use them to fight against waves of enemies. Depending on how well you do in the Arena, you'll earn a certain amount of Arena Points which can be exchanged for prizes. You'll also gain Fame. As you gain Fame Ranks, you'll be able to purchase new items from the Arena Shop.

To unlock the Arena, you must attain sufficient favor with Gonfurian, God of War.

Tavern Brawls

Tavern Brawls pit your team against other players' creatures. If you win, you'll not only earn Tavern Tickets which can be exchanged for prizes, but your team will also be added to the pool for other players to fight in the future!

Both teams of creatures will be scaled to level 100 in Tavern Brawls. Nether Creatures are allowed in Tavern Brawls, but will be converted to normal creatures in these battles. Avatars are banned from Tavern Brawls. In addition, certain effects are disabled in Tavern Brawls: Deity Perks, Runes, Talismans, Cards, Knowledge and Tomes.

When you defeat a player, you team will be made available for other players to fight. If you assigned any Macros to your creatures, they'll use those when they battle against other players as well.

Gate of the Gods

After you unlock the Gate of the Gods, you can challenge the gods to battle. If you win, you'll earn the right to summon an Avatar of that god, as well as obtain items that can be used to empower your Avatars.

To unlock the Gate of the Gods, you need to reach 'Deified' favor with all 15 gods.

Prophecies

Prophecies tie all the other end-game systems together. Elize the Fortune Teller will give you a list of five prophecies to fulfill, all of which deal with other end-game systems. When you complete a set of prophecies, you'll receive a large amount of treasure. Sometimes, you'll earn Cores, Spell Gems, and other items that you cannot find anywhere else.

To unlock Prophecies, you must attain sufficient favor with Surathli, Goddess of Light; and Tartarith, God of Punishment. After you receive relics from both gods, you will eventually be given a quest in Itherian Realms. Completing this quest unlocks Prophecies.
List: Buffs
Arcane
Arcane creatures regenerate 30% or 10 of their Mana (whichever is higher) at the start of their turn.

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

Berserk
Berserk creatures deal 50% more damage and take 50% more damage.

Critical
Critical creatures have a 100% greater chance to deal critical damage with attacks.

Grace
Creatures with Grace have an independent 30% chance to dodge attacks.

Invisible
Invisible creatures cannot be targeted by attacks or spells.

Leech
Creatures with Leech recover health equal to 25% of the damage they deal with attacks.

Mend
Creatures with Mend recover 15% health at the start of their turn.

Multicast
When creatures with Multicast cast spells, the spell casts 1 extra time.

Multistrike
When creatures with Multistrike attack, they attack the same target 1 extra time.

Protect
Creatures with Protect take 50% less damage from attacks and spells.

Shell
Shell negates the next incoming attack or spell.

Splash
Creatures with Splash deal 35% of their damage to enemies adjacent to the target after they attack.

Taunt
Creatures with Taunt have a 100% chance to successfully provoke their enemies.

Ward
Creatures with Ward have a 30% chance to avoid spells.
List: Debuffs
Bleed
Creatures with Bleed take damage equal to 30% of their Current Health at the start of each turn.

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

Blind
Blind creatures have a 30% chance to miss attacks.

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

Confused
Confused creatures have a 50% chance to attack or cast spells on the wrong target.

Curse
When creatures with Curse attack, they take damage equal to 100% of their target's Attack.

Drunk
Drunk creatures behave as drunk creatures do. This debuff can stack up to 10 times, which increases the chance and severity for certain effects to occur.

Frozen
Frozen creatures stay at the bottom of the Action Queue until they thaw, and have a 30% chance to thaw at the end of each creature's turn.

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

Scorn
Creatures with Scorn cannot attack. Overwrites Silence.

Silence
Creatures with Silence cannot cast spells. Overwrites Scorn.

Sleep
Creatures with Sleep cannot act until they wake up, and have a 20% chance to be woken up at the start of their turn and a 100% chance to be woken up when damaged.

Snare
Creatures with Snare are unable to act until they break free, and have a 40% chance to break free at the start of their turn.

Stun
Creatures with stun cannot act until the effect wears off.

Vulnerable
Vulnerable creatures take 50% more damage from attacks and spells.

Weak
Weak creatures deal 50% less damage with attacks and spells.
List: Runes
Aen Rune (Life)
Your creatures have +10% Maximum Health.

Aru Rune (Life)
Your creatures deal 35% more damage to Life creatures.

Aon Rune (Life)
Your creatures take 35% less damage from Life creatures.

Chi Rune (Life)
You gain 25% more Power from battles.

Dao Rune (Life)
Your creatures' Barrier buffs absorb 30% more damage.

Dun Rune (Life)
Your creatures' Mend buffs heal 50% more Health.

Eda Rune (Life)
Your creatures' Protect buffs also have a 25% chance to negate incoming damage.

Efu Rune (Life)
Your creatures' Shell buffs now also heal them for 30% of their Maximum Health when this buff is removed.

Eno Rune (Life)
Enemies' Scorn debuffs now also prevent them from defending and provoking.

Eri Rune (Life)
Enemies' Sleep debuffs have a 50% chance to persist after the enemy takes damage.

Fen Rune (Nature)
Your creatures have +10% Speed.

Fih Rune (Nature)
Your creatures deal 35% more damage to Nature creatures.

Ime Rune (Nature)
Your creatures take 35% less damage from Nature creatures.

Inu Rune (Nature)
You gain 25% more Crystal from battles.

Ith Rune (Nature)
Your creatures' Critical buffs now also increase the damage they deal with spells by 30%.

Jih Rune (Nature)
Your creatures' Grace buffs now also reduces the damage they take from spells by 30%.

Kai Rune (Nature)
Enemies' Blind debuffs now also have a 30% chance to make them fail to cast spells.

Kih Rune (Nature)
Enemies' Frozen debuffs now only have a 15% chance to be removed at the end of each turn.

Len Rune (Nature)
Enemies' Poison debuffs now cause them to take 100% more damage from this debuff.

Lua Rune (Nature)
Enemies' Snare debuffs now cause them to take damage over time based on 30% of the inflictor's Speed.

Mae Rune (Sorcery)
Your creatures have +10% Intelligence.

Mav Rune (Sorcery)
Your creatures deal 35% more damage to Sorcery creatures.

Mul Rune (Sorcery)
Your creatures take 35% less damage from Sorcery creatures.

Nae Rune (Sorcery)
You gain 25% more Essence from battles.

Nax Rune (Sorcery)
Your creatures' Arcane buffs now also cause them to deal 35% more damage with spells.

Ner Rune (Sorcery)
Your creatures' Invisible buffs now also cause them to take 90% less damage.

Nuy Rune (Sorcery)
Your creatures' Multicast buffs now cause them to cast a spell 1 additional time.

Omi Rune (Sorcery)
Your creatures' Ward buffs now also give them a 50% chance to avoid attacks.

Opa Rune (Sorcery)
Enemies' Confused debuffs now have a 100% chance to cause them to target the wrong creature.

Qah Rune (Sorcery)
Enemies' Silence debuffs now also cause their attacks to deal 50% less damage.

Rao Rune (Chaos)
Your creatures have +10% Attack.

Rii Rune (Chaos)
Your creatures deal 35% more damage to Chaos creatures.

Rod Rune (Chaos)
Your creatures take 35% less damage from Chaos creatures.

Ruh Rune (Chaos)
You gain 25% more Brimstone from battles.

Sah Rune (Chaos)
Your creatures' Berserk buffs no longer cause them to take extra damage.

Seo Rune (Chaos)
Your creatures' Multistrike buffs now cause them to attack 1 additional time.

Tae Rune (Chaos)
Your creatures' Splash buffs now cause them to deal 100% of their attack damage to adjacent enemies.

Tur Rune (Chaos)
Enemies' Burn debuffs now cause them to take 100% more damage from this debuff.

Uka Rune (Chaos)
Enemies' Stun debuffs now cause them to take 50% more damage.

Uyi Rune (Chaos)
Enemies' Vulnerable debuffs now cause them to have a 0% chance to dodge attacks or deal critical damage.

Vae Rune (Death)
Your creatures have +10% Defense.

Var Rune (Death)
Your creatures deal 35% more damage to Death creatures.

Wex Rune (Death)
Your creatures take 35% less damage from Death creatures.

Xil Rune (Death)
You gain 25% more Granite from battles.

Xio Rune (Death)
Your creatures' Leech buffs now also cause their attacks to steal a buff from the enemy.

Yar Rune (Death)
Your creatures' Taunt buffs now also cause them to automatically Provoke at the end of their turns.

Yun Rune (Death)
Enemies' Bleed debuffs now deal damage 2 times at the start of their turns.

Zar Rune (Death)
Enemies' Blight debuffs now also cause any buffs they gain to be converted to a random debuff instead.

Zey Rune (Death)
Enemies' Curse debuffs now also cause them to take 25% of your creatures' Intelligence as damage when they attack.

Zod Rune (Death)
Enemies' Weak debuffs now cause them to be killed when they take damage and their Health falls below 20%.

Egi Rune (Life)
When an enemy's Drunk effect prevents it from attacking or casting your creatures with the lowest Health recovers 100% Health.

Wan Rune (Death)
When an enemy with Drunk loses stats they have a 50% chance to be afflicted with 1 stack of Drunk.

San Rune (Chaos)
Enemies take 5% more damage from attacks for each stack of Drunk they have.

Jar Rune (Nature)
Enemies have a 3% chance to lose their turns for each stack of Drunk they have.

Qor Rune (Sorcery)
Enemies take 5% more damage from spells for each stack of Drunk they have.
Supplemental Information
Supplemental Lists
The information lists mentioned in the opening preamble can be found at these links. Note that Steam's link checking/referral system has Google Sheets links flagged as malicious, but I can give you my assurance that these sheets only contain information, and no scripts or anything of the sort.

List of Breeding Combinations can be found here.[docs.google.com]
List of Spells can be found here.[docs.google.com]

Community Lexicon
Contained here are some terms the Siralim 3 community uses that may not be immediately familar or understandable to newcomers.
  • Build: A phrase that refers to your team's creatures and equipment overall.
  • T0/Turn Zero: Used to refer to a team build that attempts to defeat the opponent before any action can be manually taken by either side.
  • PDC: Piercing Dragon Claws, the trait of Dragon Queen that causes damage based on the trait user's Speed if enemies gain buffs or debuffs.