Siralim 3 - Class Perks - Magic Game World

Siralim 3 – Class Perks

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Chaos Mage Perks

Attack Damage

Ranks: 100

Increases your creatures’ damage with attacks by 1% per rank.

 

 

Chaos Guardian

Ranks: 1 (Costs 50 points)

While your creatures are Defending, they have 100% more Defense.

 

 

Chaos Magic

Ranks: 35

When your creatures attack, they have a 1% chance per rank to cast a random spell.

(Maximum Chance: 35%)

 

 

Critical Chance

Ranks: 100

Increases your creatures’ chance to deal critical damage with attacks by 1% per rank.

(Maximum Chance Bonus: 100%)

 

 

Critical Damage

Ranks: 100

Increases your creatures’ damage dealt with critical attacks by 1% per rank.

(Maximum Damage Bonus: 100%)

 

 

Magma Diver

Ranks: 40

Your creatures deal additional damage equal to 0.5% of the target’s Current Health per rank. (Maximum: 20% of target’s current Health)

 

 

Mania

Ranks: 50

When your creatures cast a spell, 1% of their Attack per rank is added to their Intelligence to determine the damage dealt.
(Maximum Attack Contribution: 50%)

 

 

Pandemonium Presence

Ranks: 3 (Cost starts at 35 points)

Your creatures start battles with 1 random buff per rank.

(Maximum Buffs: 3)

 

 

Threat Signal

Ranks: 1 (Costs 50 points)

Your creatures’ Provoke command has a 100% chance to divert enemies’ attention.

 

 

Touch of Chaos

Ranks: 50

When creatures attack, they have a 2% chance per rank to afflict the target with a random debuff for 1 turn.

(Maximum Chance: 100%)

 

 

 

Death Mage Perks

Blood Spatter

Ranks: 1 (Costs 50 points)

When one of your temporary summoned creatures dies, enemies take damage equal to 20% of its Maximum Health.

 

 

Damnation’s Edge

Ranks: 1 (Costs 50 points)

Saia’s artifact is upgraded to Damnation’s Edge.

 

 

Dark Ascension

Ranks: 1 (Costs 50 points)

You can now use Catalysts and Gifts of Forgetting on Saia.

 

 

Daybreaker

Ranks: 1 (Costs 50 points)

At the start of battle, Saia gains a new trait called Daybreaker: This creature has access to your temporary summoned creatures’ traits and Spell Gems.

 

 

Harbinger

Ranks: 50

Your creatures’ minimum stat limit is increased by an additional 1% per rank.
(Maximum Increase: 50%)

 

 

Heartbleed

Ranks: 50

When your creatures attack, 0.5% of their current Health per rank is added to their Attack to determine the damage dealt. When your creatures cast a spell, .5% of their missing Health per rank is added to their Intelligence to determine the potency.
(Maximum Bonus: 25%)

 

 

Horror Show

Ranks: 1 (Costs 50 points)

At the start of battle, your creatures cast their Summon spells. These spells are cast repeatedly until you have 6 creatures fighting for you, and they cost 0 Mana.

 

 

Living Nightmare

Ranks: 100

Your temporary summoned creatures have 1% more Health, Mana, Attack, Intelligence, Defense and Speed per rank.

(Maximum Bonus: 100%)

 

 

Necromancy

Ranks: 25

Your creatures have a 1% chance per rank to resurrect as a random Death creatures with 4% Health per rank when they die.
(Maximum Chance: 25%)

 

 

Nighttaker
Ranks: 1 (Costs 50 points)
At the start of battle, Saia gains a new trait called Nighttaker: Your creatures’ attacks afflict their targets with a random debuff.

 

 

 

Saia

Ranks: 1 (Costs 50 points)

Saia the Grave Leper joins your party. Comes with a unique artifact and trait. Gains permanent stat bonuses after it kills enough enemies. Has no level cap. Cannot be bred or nicknamed. Cannot turn into a Nether Creature. Cannot be given Tomes.

 

 

Stat Decrease

Ranks: 100

Increases the potency of your creatures’ effects that reduce enemies’ stats by 1% per rank.

(Maximum Extra Potency: 100%)

 

 

Unholy Night

Ranks: 50

When your creatures are resurrected, they gain 2% Attack, Intelligence, Defense and Speed per rank.
(Maximum Stat Gain: 100%)

 

 

Life Mage Perks

Apotheosis

Ranks: 50

When your creatures are healed, they have a 1% chance per rank to gain a random buff.

(Maximum Chance: 50%)

 

 

Censure

Ranks: 25

Your creatures deal additional damage to 0.5% per rank of the healing they’ve received in the current battle.

(Maximum Bonus: 25%)

 

 

Chastise

Ranks: 50

When your creatures heal an enemy, they instead cause damage to the enemy equal to 1% per rank of the amount of healing the enemy would have received.

(Maximum Damage: 50% of Potential Healing)

 

 

Damage Reduction

Ranks: 35

Your creatures take 1% less damage per rank from all sources.

(Maximum Reduction: 35%)

 

 

Greater Healing

Ranks: 100

Your creatures’ healing effects are 1% more powerful per rank. In addition, your creatures gain 1% more benefit per rank from healing effects.

(Maximum Empowerment: 100%)

 

 

Guardian Angel

Ranks: 35

When your creatures are about to die from damage, they have a 1% chance per rank to prevent that damage.

(Maximum Chance: 35%)

 

 

Luminesce

Ranks: 1 (Costs 50 points)

When one of your creatures are healed, and the amount healed exceeds the creature’s Maximum Health, store the extra healing in a Barrier.

 

 

Overheal

Ranks: 1 (Costs 50 points)

Your creatures can trigger healing effects even while they’re at full Health.

 

 

Perseverance

Ranks: 25

You have a 1% chance per rank to negate enemy attacks and spells.

(Maximum Chance: 25%)

 

 

Shining Force

Ranks: 50

Your creatures deal additional damage equal to 2% of their Barrier’s potency per rank.
(Maximum Bonus: 100%)

 

 

Nature Mage Perks

Acrobatics

Ranks: 50

Your creatures deal additional damage equal to 1% of their Speed per rank.

(Maximum Bonus Damage: 50%)

 

 

Adaptation

Ranks: 100

Your creatures take .5% less damage per rank and deal 1% more damage per rank to creatures of their own class.

(Maximum Damage Reduction: 50% Maximum Damage Bonus: 100%)

 

 

Dodge

Ranks: 100
Increases your creatures’ chance to dodge by 1% per rank.
(Maximum Bonus Chance: 100%)

 

 

Druidism

Ranks: 100

Your creatures’ maximum stat limit is increased by an additional 3% per rank.

(Maximum Increase: 300%)

 

 

Forest Pact

Ranks: 3 (Cost starts at 35 points)

Traits and spells that are affected by the number of a certain creature race or class act as if you have 1 more of those creatures in your party per rank.

(Maximum Bonus: 3 Creatures)

 

 

Hybridization

Ranks: 1 (Costs 50 points)

Your creatures have 10% more Health, Attack, Intelligence, Defense and Speed for each different class of creature fighting on your side.

(Maximum Bonus Stats: 60%)

 

 

Lone Wolf

Ranks: 1 (Costs 50 points)

Your creatures deal 30% more damage, take 12% less damage, and have 30% more Health for each creature missing from your group. In addition, your creatures have a 20% chance to resist debuffs for each creature missing from your group.

(Maximum Bonuses: +150% Damage bonus +60% Incoming damage reduction +150% Health bonus 100% Debuff resist chance)

 

 

Purebred

Ranks: 1 (Costs 50 points)

Each of your creatures have 10% more Health, Attack, Intelligence, Defense and Speed for each creature of the creature’s same class fighting on your side.

(Maximum Bonus Stats: 60%)

 

 

Raid

Ranks: 3

After the Action Queue order is determined, your creatures are moved up 1 slot higher per rank.

(Maximum Priority Bonus: 3)

 

 

Stat Increase

Ranks: 100

Increases the potency of your creatures’ effects that increase your creatures’ stats by 1% per rank.

(Maximum Increase: 100%)

 

 

Survival Instincts

Ranks: 50

When your creatures dodge an attack, they have a 2% chance per rank to counterattack for 2% extra damage per rank.

(Maximum: 100% chance of counter, 100% extra damage)

 

 

 

Sorcery Mage Perks

Battlemage

Ranks: 50

When your creatures attack, 1% of their Intelligence per rank is added to their Attack to determine the damage dealt.

(Maximum Bonus: 50%)

 

 

Echo

Ranks: 25

Your creatures’ spells have a 1% chance per rank to cast an additional time. This effect can repeat multiple times in a row.

(Maximum Chance: 25%)

 

 

Mana

Ranks: 50

Your creatures have 1 more Maximum Mana per rank.

(Maximum Mana: 50)

 

 

Meditation

Ranks: 1 (Costs 50 points)

When your creatures defend, they recover 100% Mana.

 

 

Outspoken

Ranks: 1 (Costs 50 points)

Your creatures are immune to Silence.

 

 

Spell Damage

Ranks: 100

Your creatures deal 1% more damage with spells per rank.

(Maximum Bonus: 100%)

 

 

Spell Mastery (Chaos)

Ranks: 1 (Costs 50 points)

Your creatures can equip Chaos Spell Gems, regardless of their class.

 

 

Spell Mastery (Death)

Ranks: 1 (Costs 50 points)

Your creatures can equip Death Spell Gems, regardless of their class.

 

 

Spell Mastery (Life)

Ranks: 1 (Costs 50 points)

Your creatures can equip Life Spell Gems, regardless of their class.

 

 

Spell Mastery (Nature)

Ranks: 1 (Costs 50 points)

Your creatures can equip Nature Spell Gems, regardless of their class.

 

 

Spell Mastery (Sorcery)

Ranks: 1 (Costs 50 points)

Your creatures can equip Sorcery Spell Gems, regardless of their class.

 

 

Spell Slots

Ranks: 5 (Cost starts at 35 points)

Your creatures can equip 1 additional Spell Gem per rank.

(Maximum: 5 Extra Gems)

 

 

Wild Magic

Ranks: 1 (Costs 50 points)

At the start of battle, your creatures are given 3 random Spell Gems that belong to their class. These spells cost 0 Mana.

 

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    He is the founder and editor of Magic Game World. He loved gaming from the moment he got a PlayStation 1 with Gran Turismo on his 7th birthday.

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