SPOILER : Creature Abilities from Siralim 2 Steam Page

This thread contains the 50 creature abilities that are revealed in either Screenshots or Video on the Siralim 2 Steam page. (I have additionally included the 5 starting creatures that are shown in Screenshots in a very recent devblog.)

Note: These screenshots and Videos were taken from an earlier build and so everything is subject to change. (For this reason, I have chosen not to include anything less recent than the Steam Greenlight for Siralim 2.)

IMPORTANT: This Thread contains information that may be regarded by some as “Spoilers”. If you don’t want this information prior to the release on Friday, stop reading now!

























… You have been warned.

[size=14pt]CHAOS CREATURES[/size]

Berserker Fiend
Outrage: This creature always has the Berserk buff. (Deals 100% more damage, but also takes 50% more damage)

Aarox Apocalypse
Urh Harbinger: Your creatures have 5% more Attack, Intelligence, Defense, and Speed for eahc turn they have taken in the current battle.

Zarox Apocalypse
Mungus Harbinger: Your creatures’ spells cost 25% less mana for each turn they have taken in the current battle.

Abaddon Guard
Hell’s Protection: Your creatures take 1% less damage for every 1% of Health they are missing

Cerberus Gatewatcher
Abaddon’s Boon: This creature cannot cast spells directly. After this creature defends, it casts one of its spells that targets all your creatures. This spell costs 0 Mana.

Crypt Bat
Bombardment: After an ally attacks, this creature deals damage to the target equal to 20% of its Attack.

Mutated Crypt Bat
Cloud of Bats: After an ally attacks, this creature has a 35% chance to attack the same target.

Flailing Manticore
Parry: This creature has additional Defense equal to 60% of its Attack.

Frostfire Efreet
Living Flame: After an enemy takes damage from Burn, deal 50% of that damage to adjacent enemies.

Obsidian Efreet
Snuff: When an enemy’s Burn debuff expires, deal damage to it equal to 10 turns of this debuff.

Nightwing Gargoyle
Ransack: Your creatures have access to all of the enemies’ Chaos spell gems.

Twisted Devil
Angel’s Horror: This creature deals 150% more damage to Life creatures and takes 50% less damage from them.

Wyvern Sonicshrieker
Bounce: After the enemy casts a single-target spell, this creature has a 25% chance to reflect the spell to a random enemy.

Wyvern Spellstealer
Spell Stealer: After an enemy casts a spell on all its allies, this creature has a 25% chance to cast the spell on your creatures as well.

[size=14pt]DEATH CREATURES[/size]

Rapturous Ghoul
Ravage: This creature’s attacks deal extra damage equal to 65% of its Speed.

Dread Wight
Undeath: After this creature dies, it has a 50% chance to resurrect with 100% Health.

Gravebane Wight
Woe: After this creature dies, enemies take damage equal to its maximum Health.

Abyss Banshee
Unknown Entity: All creatures always have 50% Mana.

Abyssal Spectre
Cold Touch: After this creature attacks, it sets the target’s Attack, Intelligence, Defense and Speed to its lowest stat.

Accursed Pit Worm
Haunted Carapace: At the start of each Ally’s turn, this creature deals damage to a random enemy equal to 20% of the Ally’s Intelligence.

Acedia Sin
Sloth: At the start of battle, reduce the enemies’ Attack and Intelligence by 30% and Mana by 50%.

Avaritia Sin
Greed: At the start of battle, this creature steals 15% of your other creatures’ Attack, Intelligence, Defense, and Speed.

Addled Leper
Lush Licks: This creature’s attacks turn one of the target’s buffs to a random debuff with the same duration.

Leper Blightbringer:
Pus and Pox: Your creatures start battle with a random debuff.

Rotten Carnage
Consumption: After this creature kills a creature, it gains 35% of the target’s Attack, Intelligence, Defense and Speed.

Skeleton Gunslinger
Quick Shot: After this creature attacks, it has a 50% chance to attack the same target again.

[size=14pt]LIFE CREATURES[/size]

Dusk Crusader
Amalgamy: After this creature attacks it gains 40% Defense.

Apis Charger
Threshold: This creature’s attacks deal 50% more damage and afflict the target with Stun for 1 turn, but it takes damage equal to 50% of the damage dealt.

Apis Endurer
Long Life: While this creature’s Health is below 35%, it does not take damage from attacks.

Aerum Rift Dancer
Moon Dance: After this creature defends, attacks, then casts a spell in consecutive order, it casts the spell 3 additional times for 0 Mana.

Aen Rift Dancer
Psychic Dance: After this creature provokes, casts a spell, then defends in consecutive order, allies regenerate 100% Mana.

Neralim Seraph
Chasing Infinity: When this creature provokes, it loses 100% Mana. If it has enough Mana for this to happen, its spells cost 0 Mana for the rest of the battle.

Priest of Radiance
Radiant Eclipse: This creature can attack allies to grant them a Barrier that absorbs damage equal to 50% of their Health instead of dealing damage.

Silverclaw Griffin
Colony: After one of your Griffins defends, the rest of them defend as well.

Valkyrie Scout
Fight or Flight: After your creatures are attacked, this creature attacks the enemy for 30% normal damage.

[size=14pt]NATURE CREATURES[/size]

Sand Giant
Rapid Regeneration: At the start of this creature’s turn, it recovers 50% of its missing Health.

Brownie Mauler
Sweeping Smash: After this creature attacks, it deals 50% of the damage dealt to adjacent enemies.

Dragonlair Arachnalisk
Numbing Venom: When an enemy takes damage from Poison, they have a 40% chance to be afflicted by Snare.

Elder Ent
Unscathed: When your creatures are attacked, the enemy’s artifact is ignored.

Heretic Hunter
Glaive of Justice: After this creature attacks, it attacks another random enemy for each Hunter fighting on your side. Each attack deals 25% normal damage and has a 30% chance to cast Holy Smite on the enemy.

Imp Shaman
Incarnation: After your creatures cast a single-target Nature spell, they have a 25% chance to cast the spell on all creatures fighting on the target’s side.

Storm Lord
Damage Control: While this creature is above 90% Health, your creatures take 65% less damage from attacks and spells.

Wall Giant
Hostile Vitality: After this creature attacks, it deals extra damage equal to 25% of its current Health.

Waspid Guardian
Endless Swarm: After this creature attacks, each of your dead Waspids have a 50% chance to be resurrected with 30% Health.

[size=14pt]SORCERY CREATURES[/size]

Coast Watcher
Baffle: This creature’s spells and attacks deal extra damage equal to the amount of Intelligence it has greater than its target.

Rift Watcher
Prowess: Your creatures deal 50% more damage for each Sorcery creature you have greater than your enemy.

Depravity Smith
Braze: Your creatures adjacent to this creature gain the trait granted by this artifact.

Disease Crafter
Crumble: Enemies do not gain any benefit from their artifacts’ Attack, Intelligence, Defense or Speed bonuses.

Magma Golem
Cataclysm: After this creature is attacked, it afflicts enemies with Burn for 5 turns.

Minotaur Warrior
Blood Crazed: After this creature is attacked, it gains 25% Attack.

Necro Grimoire
Book of the Dead: This creature has exclusive access to the Animate Dead, Death Siphon, and Unholy Augmentation spells.

Phase Champion
Resilience Aura: After an enemy dies, your creatures are resurrected with 20% Health.

Phase Spellblade
Shock Aura: After your creatures are attacked, the enemy takes damage equal to 10% of the enemy’s Speed.

Raven Ritualist
Psychic Barrier: This creature has additional Defense equal to 60% of its Intelligence.

Snowsting Yeti
Cold Snap: When this creature attacks a Frozen enemy, it deals 300% damage and removes the debuff.

Leper Blightbringer:
Pus and Pox: Your creatures start battle with a random debuff.

Why would I want to start battle with a random debuff? Seems… pretty bad. Maybe if there’s a debuff transfer, but it seems like a poor way to apply debuffs (especially since it’s random). Does this creature have some inherently massive stats to make up for this ability?

The video shows that Blightbringer has good stats (24 Attack, Intelligence and Speed at Level 1), but not so good as to justify the ability. I expect that the creature is only useful as part of some combo team that uses spells or abilities to transfer de-buffs to the enemies. I have no idea if such a team is viable in Siralim 2, but it could potentially be a fun niche team.

I have a spreadsheet I’m making that has about 100 traits listed so far. I will get it up once I am finished copying over the ones I don’t have from here. Thanks for putting these up.