For Siralim Ultimate players, this is a guide that helps you get the most out of crafting artifacts and spell gems. Let’s check it out.
Welcome to my guide on crafting Artifacts and Spell Gems in Siralim Ultimate.
Though they are fairly simple systems, crafting can be a rather resource-intensive pursuit and some of the nuances aren’t immediately apparent, which can trip up less experienced players. This guide sets out to provide detailed information that will allow you to plan out your crafts before you spend the resources on them, hopefully preventing you from wasting your time and currencies.
Guide last updated on the 18th of September 2020, and is current as of game version 0.3.4.
Note that this is based on an alpha version of the game, and chances to the information in this guide are likely. I will do my best to keep up with any changes and keep the guide up to date.
Crafting Stations & Resources
When you start a new game, you begin with the Blacksmith and Enchanter already placed in your castle and available for use after the tutorial. They begin at Rank 1 each, and you can begin to upgrade them both after defeating the boss at Realm Depth 6 and unlocking projects. Each rank the crafting station is upgraded by increases the level you can upgrade that station’s products to – artifacts for the blacksmith, spell gems for the enchanter.
The Blacksmith can be upgraded four times to a maximum of Rank 5, and each upgrade to the blacksmith increases the upgrade level cap for artifacts by 10, up to a maximum of Tier 50. The projects for upgrading the blacksmith may take a few realms to complete; generally, ingots and coals have a chance to be found by breaking resource nodes in realms, and mallets can spawn on the ground in realms – if the mallet doesn’t spawn in a realm, don’t worry; the game will keep giving you another chance to find it until you’ve picked it up.
The Enchanter can be upgraded twice to a maximum of Rank 3, each upgrade increasing the spell gem’s upgrade cap by 5, to a maximum of Tier 15. The projects are a little slower than the blacksmith upgrade projects, but they are more straightforward as all of the items you need are found on the ground in realms.
Both projects also ask for a fee in Granite to start them, but it is quite cheap and should not be a concern. They (as with all projects) also ask for Creature Parts and Arcane Dust.
Creature parts can be obtained by defeating creatures in battle, and you will usually get around 50 or so from each battle, with some possible variation in the number. The amount of creatures fought in each battle do not matter.
Arcane Dust is obtained by completing realm quests, and you’ll get approximately 100 each time.
You can get a rough estimate of how many realms will give you enough of these components by dividing the total amount of creature parts needed by 50, and the total amount of arcane dust needed by 100. For instance, the first Blacksmith upgrade asks for 1,500 creature parts and 500 arcane dust, so it will take roughly 5 realms to get enough dust, and 30 battles to get enough parts. You may finish a little late or early depending on how much the game decides to give you, however.
Crafting unsurprisingly carries a cost, taken from your resources. The Blacksmith uses Brimstone, while the Enchanter uses Crystal. Costs can get quite expensive, especially if you’re kitting out a full team, so learning how to manage your resources and obtain more will help a great deal, especially with the Blacksmith which is known to have rather steep costs overall.
Resources in general are primarily earned from battles, treasure, and resource nodes.
The base amount earned from battles is roughly 100 of each resource, with some variation. Your Fortune bonus increases this amount by the stated percentage, and defeating creatures with which you have gained knowledge rank B or higher also offers its own bonus. Certain sets of Cards can also offer you bonuses to resources won in battle – of particular interest would be Minotaurs (bonus Brimstone), Elves (bonus Crystal) and Griffons (bonus to all resources). Cards are a much later game pursuit earned very rarely by defeating specific creatures, however – so if you’re still early in the game, don’t worry about this too much yet.
As of the time of writing, Elves are a god shop race and thus their cards are tremendously difficult, if not impossible, to obtain. This will likely change later on.
Resources earned from treasure will increase gradually with realm depth, though you can increase it further by turning up the Realm Instability, though this will increase the difficulty of battles, so be careful. There’s not much else you can do to affect this, but it’s there.
Resource nodes come in two varieties – a generic node present in all realms that gives you a variable amount of a randomly chosen resource, and specialized nodes present in some realms that give a higher amount of a specific resource. Brimstone nodes are available in Great Pandemonium and Cutthroat Jungle, and Crystal nodes can be found in Frostbite Caverns, Faraway Enclave, and Blood Grove. The Card sets for Phase Warriors and Soulflayers can increase your gains from these nodes even further.
Blacksmith and Artifacts
Forging a new artifact costs 1,000 Brimstone, and creates a completely new artifact at Tier 1. You can choose one of five types, each of which has an innate stat-increasing property that enhances the stat of whichever creature that wears it. Artifact type is also important with regards to the Spell Gem Slot unlocked at Tier 50 – the type of artifact will determine what kind of action causes the slotted spell to have a chance to be cast.
Upgrading an artifact adds new slots for socketing, and makes each slotted bonus confer more benefit. The brimstone cost of upgrading gradually scales up as the artifact increases in tier.
Slots are added to an artifact when you reach certain artifact tiers, as indicated:
- Tier 3: Stat Slot
- Tier 5: Trick Slot
- Tier 10: Stat Slot
- Tier 15: Trait Slot
- Tier 25: Trick Slot
- Tier 35: Stat Slot
- Tier 50: Spell Gem Slot
- Upgrade again at Tier 50: Nether Stone Slot
Once the Nether Stone Slot has been added, the artifact is at maximum power and cannot be upgraded any further.
The slots added by upgrading an artifact are used by the Socket function, which inserts materials you’ve collected into the slot to confer a bonus to the wielder. The type of bonus depends on the slot, and the cost of socketing tends to vary. Socketed materials can be unsocketed for a flat 1,000 brimstone fee, though you do not get the socketed material back – so be sure before you socket something, especially with rare materials.
The most common type of slot, a fully upgraded artifact will have three of these not counting the innate property of the artifact, which functions identically to a stat slot. These grant a bonus to the wielder’s stats – the stated stat is increased by the stated percentage.
To socket a stat slot, you need five ambers of the corresponding color. Ambers are very common in loot, so you should build up a very ample supply of these rather quickly. The cost of socketing the first stat slot is 1,000 brimstone, and the second and third slots cost 2,500 brimstone.
Trick Slots confer more specialized bonuses than Stat Slots, usually relating to benefits to specific actions a creature can take or be affected by.
To socket a trick slot, you need three of the trick material you want to slot. These are uncommon but not overly rare so you might expend your stock quickly, but building it back up shouldn’t be too much of an issue over time. The cost of socketing the first trick slot is 2,500 initially, but the cost jumps to 5,000 at Tier 35, so it is best to socket it before then. The second slot always costs 5,000 to socket.
The Trait Slot is used to add a trait to the artifact, which confers it to the wielder as long as they are not afflicted with the Disarmed debuff. Traits and trait combos can be especially powerful, so this slot is quite important – along with fusion, this can consistently give a creature three traits in every battle.
To socket a trait slot, you only need one of a given trait material – however, these are quite rare, and getting a specific one you might want can be a considerable hassle. Socketing the trait slot costs 5,000 initially, but the cost jumps to 10,000 at Tier 35 so you may want to plan this out carefully to avoid wasting brimstone.
Spell Gem Slot
The Spell Gem Slot is added when an artifact hits its maximum tier of 50, and takes a spell gem and 25,000 brimstone to socket it. Any properties on the spell gem will be discarded when it is socketed, so don’t bother upgrading or enchanting the gem.
The creature has a chance to cast the spell in its artifact’s spell gem slot whenever performing certain actions – consult the table in the Forging section for when each artifact may cast its spell. This can be incredibly powerful, as the gem slotted into the artifact does not require charges to be cast, and can be potentially cast multiple times per turn if the conditions are right.
Note that spell gems slotted into swords must deal health damage with their attacks – dealing 0 damage or striking a barrier will not trigger the spell. Also, spell gems slotted into boots have a lower chance to be cast than other spell gem slots.
Nether Stone Slot
The Nether Stone Slot can be added once an artifact hits Tier 50, and costs 25,000 to add. To socket it requires 50,000 and a Nether Stone, which are extremely rare items found in loot.
Nether Stones vary in strength drastically, and can feature bonuses conferred by any kind of artifact slot – it’s essentially like slotting another, randomly generated artifact into your artifact and getting the bonuses of both in one. Due to the drastic brimstone cost, you should only consider slotting strong Nether Stones with several properties. Even having the Nether Slot put in in the first place is quite an investment, so it may be best to wait until you have a good stone to use first. Weak Nether Stones should instead be crushed at the refinery to gain piety.
Fully upgrading and slotting every single slot on an artifact will cost a cumulative total of 194,250 brimstone, including the forging cost and using the lower cost of the trick and trait slots. To equip a full team of six with maximized artifacts costs 1,165,500. This is a huge amount of brimstone, though it should be noted most of the cost is backloaded towards the higher tier upgrades and slots.
Finding the most efficient way to get the most out of your spending is a matter of your team composition – do you have a single “star” creature that takes the important actions, or is your team balanced with every member playing an active role?
For the former, the focus should obviously go to the lead creature, foregoing anything but perhaps stat and trait slots for the supports if they are required. For support creatures, perhaps upgrade each of their artifacts to T15 to unlock the trait slot and then stop, unless more stats are necessary. For the main fighter, upgrade their artifact as much as you possibly can.
For the latter, a balanced baseline would be to upgrade each creature’s artifact to perhaps T25, allowing for two stat slots, two trick slots, and a trait slot before the brimstone costs start to scale up hard.
Enchanter and Spell Gems
Crafting a new spell gem costs 2,000 crystal. Each creature has three spell gem slots by default, so to fully equip a creature with three gems would cost 6,000 crystal. To craft gems, you first need to find Inscriptions – these can be found rather easily in loot, though some specific spells can only be found in certain shops, so be sure to look everywhere. Once you have an inscription, you keep it forever and can craft as many of that gem as you like as long as you have enough crystal.
Upgrading spell gems is largely similar to upgrading artifacts, though there are less tiers.
Enchantment slots are added at tiers 5, 10 and 15. Once a gem is upgraded to Tier 15, it is at maximum power and be upgraded no further.
Enchanting a gem always costs 1,000 crystal, and slots can be disenchanted for free, though you do not get the material back when doing so. Enchanting costs a gem material of a specific type for the enchantment you want to add. Unlike artifacts, you also cannot stack multiple of the same enchantment on the same gem.
Gem crafting materials can be found in loot roughly as often as artifact trick materials, though one particular realm, the Temple of Lies, has nodes of these materials that can be collected if you need to build up a stockpile quickly.
Most spell gem enchants are self-explanatory, though a few need a quick explanation:
Magnetic gems get stronger if other creatures on the team have the same gem equipped.
Singular gems gain a drastic potency boost if it’s the only gem the creature has equipped.
Cascading enchanted gems get stronger as the gem uses up its charges. The last remaining cast of this gem in each realm will be far more powerful than any prior cast.
Enchanting a gem with Generous means that all creatures on the team other than the one who has it equipped all gain a temporary copy of the gem with 1 charge at the start of every battle.
Crafting a gem, fully upgrading it and enchanting all three slots costs a total of 22,000 crystal. Doing this for all three slots on a creature will cost 66,000 crystal, and equipping every creature on your team with three fully upgraded gems will cost 396,000 crystal.
Gems are considerably cheaper than artifacts on the whole, so you don’t need to do quite as much planning and worrying about the costs. In addition, enchanting properties onto them is far less crucial than with artifacts. Unless you’re struggling and need every advantage you can muster, it’s totally fine to leave gems absolutely untouched in terms of upgrades and enchants after crafting and equipping them.
In addition, gems you no longer need can be grinded at the refinery, which will recoup some of the cost that went into crafting, upgrading and enchanting them.
That’s all we are sharing today in Siralim Ultimate Crafting Guide, if there are anything you want to add please feel free to leave a comment below and we’ll see you soon.
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