# Siralim 3 – Class Perks

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 die, 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.