Siralim 3 – Class Perks
/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.