In this week’s dev blog, I’m going to reveal yet another specialization in Siralim Ultimate: the Sorcerer! I know the name of this specialization doesn’t seem particularly interesting to players who have been playing this series for so long, but I’m pretty excited about the way it works from a mechanical perspective.

This post is also a great time to show off some of the changes made to various buffs and debuffs in the game. Let’s get right into it!

Sorcerer Playstyle

In short, the Sorcerer is a control-oriented specialization that focuses on manipulating the battlefield to your benefit. If your enemies aren’t able to attack, cast spells, or otherwise take a turn, how can they ever hope to defeat you? What I like about the Sorcerer is that many of its perks feel very “deliberate”, in that you won’t need to rely much on random chance in order to take your enemies down. Instead, you can plan your strategy around these perks in order to capitalize on them and ensure victory.

Sorcerer Perks

Please note that the numerical values shown for each of these perks is not final yet. Any values shown in {brackets} increase as you level up the perk, but for the sake of clarity, I’ve provided you with their maximum values already.

If a buff or debuff is different in Siralim Ultimate compared to Siralim 3, I’ll make a note of it below each perk’s description. Otherwise, you can assume the buff/debuff works the same way that it always has.

Blink – After the order of the Timeline is determined at the start of battle, your creatures are moved up the Timeline {3} positions higher.

Note: “Timeline” is what we’re calling the “Action Queue” now.

Comfortable Proximity – When your creatures take damage from an enemy, they take {10%} less damage for each creature between the two creatures on the Timeline.

Deep Freeze – After an enemy takes damage from a spell, they have a {15%} chance to be afflicted with Frozen.

Frozen creatures are unable to act until they thaw, and have a 25% chance to thaw at the start of their turn. This chance doubles after each of their turns.

Fade – After your creatures take damage that exceeds 15% of their Maximum Health, they gain Invisible.

Flabbergast – After your creatures deal damage with attacks or spells to an enemy directly below them on the Timeline, that enemy has a {20%} chance to be sent to the bottom of the Timeline.

Gravity’s Void – When your creatures damage an enemy, they deal {15%} more damage for each other creature between the two creatures on the Timeline.

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

“Shelled” is simply “Shell” as you remember it from the previous games. Many buffs/debuffs were renamed so that they make more grammatical sense when you’re reading about them in trait descriptions and things like that.

Perplex – After an enemy takes damage from an attack, they have a {15%} chance to be afflicted with Confused.

Confused creatures have a 50% chance to attack or cast harmful spells on their allies.

Psychic Scream – After an enemy casts a spell, they have a {50%} chance to be afflicted with Silenced.

Ruin – Your creatures deal 1% more damage and take 1% less damage for each debuff each enemy has.

For example, if each of your enemies have 3 debuffs, that’s a total of 18 debuffs, meaning your creatures would deal 18% more damage to them and take 18% less damage from them.

Singe – After an enemy attacks, they have a {50%} chance to be afflicted with Scorned.

Solidarity – When your creatures deal damage, they deal {10%} more damage for each consecutive ally that is adjacent to them on the Timeline.

Spell of Roots – At the end of an enemy’s first turn, they are afflicted with Snared.

Creatures with Snared are stuck at the bottom of the Timeline until they break free. They have a 10% chance to break free at the start of each creature’s turn.

Spell of Slumber – At the end of an enemy’s second turn, they are afflicted with Sleeping.

Creatures with Sleep cannot act until they either take damage or this debuff wears off.

Spell of Stone – At the end of an enemy’s third turn, they are afflicted with Stone.

Stone replaces Stun from previous games. Creatures with Stone cannot act until this debuff wears off. They also take 50% less damage from attacks and spells, and 100% less damage from all other sources.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.