In this world, Magic is Everything. All people, all races, are granted with the power to perform mystical and magical feats via grimories, mystical tomes granted to each and every child on their 15th birthday. Those blessed by the mana can have their names written down in legend.
Shattered Grimoires is the work of the mind(s) of Ardere & Shattered Grimoire's staff. All characters and content are copyright their creators, and may not be replicated without their creators' permission. Black Clover is owned by Yuki Tabata and published by Viz Shonen Jump. All images belong to their original owners. The theme you are currently viewing was made by Eliza of ElizaCodes exclusively for Shattered Grimoires.
Post by Jagen Lavender♛ on Nov 8, 2020 19:44:45 GMT -5
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[attr="class","header"]CHARACTER SLOTS
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You are able to have a potentially unlimited number of character slots for different characters!
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Upon first joining Shattered Grimoires, you are allowed TWO (2) character slots. The rest of your remaining character slots will now be unlocked via activity on the site, following these guidelines.
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Initially Joining you are allowed TWO (2) character slots.
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Your 3rd character slot opens after ONE (1) month of activity.
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Your 4th character slot opens after THREE (3) months of activity.
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Your 5th character slot opens after SIX (6) months of activity.This Character slot is also able to be auto-tiered with a Gold Grimoire. You can choose to roll for your grimoire still and after that still take the auto gold if you wish.
Every slot afterward will be opened every FOUR (4) months. Such as at ten (10) months, your 6th will open. At fourteen (14) months, your 7th will open and so on and so forth.
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If you happen to stay active on the site for TWO (2) YEARS, you will be granted an automatic Platinum Grimoire spot. This must be a new character and you cannot have taken any hiatus longer than three (3) months. If there are extraneous circumstances, staff will approach that and may make an exception.
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You are allowed to re-roll your character slots every THREE (3) months so long as the character slot has not been used to make a character.
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[attr="class","header2"]SIGNATURES
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For the convenience of Mods and other players, we require that signatures please have a link to these three pages for your character.
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There is no real template regarding these pages, just ensure that you have a link to each in your signatures! If you can't think of some special way to list them all, here is also a simple template you are free to use.
[div align="center] [url="APPLICATION LINK HERE"]Application[/url] | [url="STATS TRACKER LINK HERE]Tracker[/url] | [url="GRIMOIRE & INVENTORY LINK HERE"]Grimoire & Inventory[/div]
[attr="class","header"]THREAD CAPS
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Though Shattered Grimoires may operate on a Liquid Time style of roleplay, we still have limits imposed on the number of threads a single character may participate in at any given time. Players may involve themselves in up to 4 Social Threads, 4 Mission Threads,and 2 Dungeon Threads (see Dungeon Perks for an exception to Dungeon Perks). Players may also be in no more than three solo threads a month.[break][break]
Post by Jagen Lavender♛ on Nov 8, 2020 19:46:10 GMT -5
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[attr="class","header"]CHARACTER RACES
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In the world of Shattered Grimoires, several mythical races have called this land home. With the tampering of spirit, daemon, and the magic zones, certain DNA has resurfaced throughout the world. An awakening so to speak is starting to occur. While a vast majority of the population (roughly 89%) remain human or some variant (witch). The other 11% have had their DNA from other races somehow reawoken with the sudden surge of magic in the world. At the moment no pure version of these races is known to exist nor have existed within the past few hundred years, it is only those that have mixed with humans. There are no crosses between anything other than a human.
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Those with these races tend to have altered looks, taller than average, narrower face, pointy ears, but these are not too drastic of differences to typical humans. Remember no non-human like appendages or appearances, save very small and minor things.
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Players will be limited to the number of races they may play. You may have an UNLIMITED number of humans but you may only have ONE (1) of each OTHER race at a time. Players are limited to the number of different race slots that they may use. Please see the chart below for more information on when you obtain race slots.
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SLOT
TIME SPENT ON SITE
1st
Starting
2nd
3 Months
3rd
6 Months
4th
9 Months
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[attr="class","header2"]HUMANS(Playable)
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The most abundant race across all the Kingdoms. Humans are rather resilient and ever-advancing. Technology and magic type wise, they are the most diverse. This coupled with their dense populations have led humans to be the dominate race. Players can have any number of human-based players that they want!
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RACE PASSIVES
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Naturally start with a bonus of 5,000 gold. Will gain an additional 10,000 gold at Senior rank and 20,000 gold at Archmage.
+1 advance spec perk at senior rank and again at archmage
+15 spells points starting out.
+15 spell points rank up
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[attr="class","header2"]WITCHES(Playable)
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Witches and humans are practically the same race, though witches seem to have some underlying traits that set them apart from their fellow humans. True witches are 100% female. There has never been nor will there ever be a male equivalent of a witch.
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RACE PASSIVES
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Naturally start with the perk Element Oddity for free.
Gain +10 mana when starting and +10 when reaching senior rank.
Naturally obtain Sage when they reach Senior rank along with an Advance Magic Perk that goes with that Sage's specilization
+15 spell points rank up
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[attr="class","header2"]ELVES(Playable)
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While Pure Blood Elves have been lost in history, their DNA has seeped through generations of humans. Every now and then this blood seems to become more potent in some individuals more so than others. This causes these people to develop minor elf-like traits (elongated faces, pointed ears, markings on their body, and deeps wells of mana).
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RACE PASSIVES
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+5 Mana when ranking up
Start with +10 Mana
Elves naturally start with a Mana perk that will not count towards their starting perks. This does not let them have more than 2 but does give the potential to start with 2 Mana perks.
+15 stat points at creation with an additional 5 given being given with each rank up.
Naturally have a higher cap for their total stats raised by +10. This will allow them to bypass the Grand and Archmage stat limits to allow 760 and 910 respectively for total stats.
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[attr="class","header2"]DWARVES(Playable)
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Creatures that were at one time thought to have built an empire in the mountain range that separates Diamond and Spade Kingdoms. Dwarves were thought to have high natural resistance plus the unnatural talent of learning more than one magic. They also seem to be able to pull in natural mana from the environment around them. This allows them to regenerate mana at a much higher pace. Female Dwarves can be no taller than 5'2" while male Dwarves can not be taller than 5'7"
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RACE PASSIVES
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Auto start with an Endurance based physical perk for free, though this will still count towards their limit on physical perks.
When their mana goes below 25% of its total, they naturally recover 10 additional mana for the following two posts. At grand rank, this increases to a three post duration. During this time, the dwarven raced player will naturally shed any excess weight they may have and grow nearly 1ft/30cm height increase. This can occur once a thread.
Naturally has an extra intermediate worth of health. At grand, this increases to senior.
Dwarves seem to have a knack for crafting. Due to this, they auto start with a free junior mundane item. At senior, they’ll auto gain a senior magic item and at archmage they will gain a relic. (Both the magic item and relic have to be of their element and will free!)
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[attr="class","header2"]SPIRITS(Non-Playable)
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Spirits are beings composed of raw mana taking on physical form. They come in all different shapes and sizes but when at bay and traditionally summoned, take the form of a creature no larger than the size of a small house cat. It is unknown if all spirits have the ability to talk or if only a select few. Spirits all have different personalities that seem to fundamentally tie to the element that they are closest to affinity to. Spirits come in two known types, Secondary and Main. When tied to a mage, powerful spirits can grant rare high-level magic known as Spirit Magic and create a phenomenon known as Spirit Dive.
Devils are generally large and humanoid in appearance with pointed teeth, horns, tails, and bat-like wings. Every devil seen so far has access to particularly formidable and frightening forms of magic. These creatures are only known in myth. They are warned as the harbingers of doom and are widely thought to be incarnate of evil. Due to the nature of the world, the Devil's world is unable to breach ours without help from the human realm.
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[attr="class","header2"]DAEMON(Non-Playable)
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Through the use of dark Devil magic spirits have become corrupted and turn into what is commonly referred to as a daemon. In a sense, they are a spawn of a Devil. They are bound to bookmark looking items that fuse with one's grimoire. Over time, after it has properly fused, the daemon will begin to manifest its powers in its owner. After exposure to a daemon over time, a person's personality will become corrupt as the daemon takes over. Daemons have a strange ability to "corrupt" and "consume" their host's magic and abilities. Giving the magic more malicious aspects than it might have had previously. Daemon are known to try to create their own spawn. Once it is fully bonded with its host, the daemon will begin to try to spread its powers to others nearby, morphing their personalities to bid to its will as well, almost like an infectious disease.
Post by Jagen Lavender♛ on Nov 8, 2020 19:47:42 GMT -5
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[attr="class","header"]GRIMOIRE TIER GUIDE
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Here at Shattered Grimoires we have a system of 'tiered' or 'ranked' Grimoires. A Grimoire Tier is separate from a user's personal rank of grimoire (Such as intermediate rank grimoires, junior ranked grimoires) but instead sort out Grimoires in tiers of rarity and power. Grimoires are ranked on a scale of five tiers, from most common to legendary tiers: Copper, Bronze, Silver, Gold, and Platinum. Differing tiers of grimoires have some special bonuses per tier, with the most boons coming from the rarer tiers and some general special gains from the more common tiers.
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[attr="class","header2"]TIER INFORMATION
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Upon Character Creation, you are required to roll for a tier of your Grimoire in the #grimoire-rolling channel on Discord. [break][break]
Once you gain a tier of your grimoire, you are allowed to pick an element on the tier list. Elements are separated via Tier, with general common elements being on the lower tiers to more specialized and unique elements as the tiers go up. A Tier's rarity can define an element's availability. You are allowed to pick elements in Tiers that equal to or lower than the tier that you rolled.
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Tiers mostly do not define a character's history, however, this is one rule regarding Tiers and Character Backgrounds, Copper Tier Grimoires cannot be written as Nobility. Characters with Bronze Tier and above have the option of being of nobility, but it is not required.
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To find the Grimoire Tiers Copper-Gold go here, for Platinum elements go here
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You may select elements from your tier or those below! You will see that certain numbers are automatically associated with Platinum elements. If you are lucky enough to roll a Platinum, you will have a Four Leaf Clover Grimoire. Rolling a Platinum grimoire tier will grant you access to the selection of the Platinum elements, you are free to pick your element of choice, so long as there aren't two active users of that element. While rolling a Platinum gives you access to these rare elements, you are still free to choose elements from tiers below, retaining your platinum boons and four-leaf clover!
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Platinum Activity Requirements: Though there are no activity requirements for Copper to Gold Grimoires, those who have a Platinum Grimoire will need to be active with at least one In-Character post every 30 days. Failure to do so will result in losing the Platinum Grimoire. Those who lose it can either take a Gold tier Grimoire instead or re-roll their slot.
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If someone were to roll Platinum for their next character and are already in possession (via a previous character) of a Platinum Grimoire, they may auto take a Gold tier grimoire instead. Players may only ever have access to ONE Platinum Tier character, regardless if they choose a platinum element or not. This does NOT count Platinum gained through the NA shop. [break][BREAK]
[attr="class","header2"]TIER BREAKDOWN
Copper Tier: Copper tier is the most common tier of Grimoire, a general basic grimoire with the most basic of elements. Copper Tier grimoires are usually in the hands of commoners and the general populace, though Magic Knights that come from such lower standings still may work their way high in the ranks of the Order.
Bronze Tier: The Bronze tier is your most common Magic Knight, this is also the tier that most “talented commoners” fall into while those of noble birth in this tier are thought to be as duds.
Silver Tier: The Silver tier is a rather elite group. The gap between bronze and silver is where you start seeing the biggest difference in mentality and magical prowess, and is the majority of the Noble Class. The silver tier is where most Vice-Captains of Squads and other elite members of a squad reside.
Gold Tier: The Gold tier is the world’s elite and the highest nobility. This is the tier that shows the most potential from birth. These people often find themselves as Captains or Vice Captains of squads. Some of the highest noble families purposely breed their children in attempts to obtain gold tiered offspring. It is almost unheard of for a commoner to be considered a gold tier, though it has happened in certain tales. The silver tier even fears those in the gold tier due to the raw power that these people wield.
Platinum Tier: A myth, these people are only told in stories and very few are known to be in the world today, these are legendary rank grimoires with blessed powers beyond imagination. Most if not all Wizard Kings are this type of grimoire. These people are known to have a presence that is meant to change the fate of the world. Those born with this type of grimoire are easily spotted due to the 4 leaf clover that is embedded on the book. However, blessed with great powers, Platinum Tier Elements may also have some great restrictions.
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[attr="class","header2"]TIER BONUSES
[break] Each type of Grimoire gives its user a passive bonus when they first start as well as whenever they rank up. Please see the chart below for further information.
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GRIMOIRE TIER
STARTING BONUS
RANK UP BONUS
Copper
+2 Power[break]
+2 Durability
+2 Power[break]
+2 Durability
Bronze
+2 Stamina[break]
+2 Power[break]
+5 Mana
+2 Stamina[break]
+2 Power
Silver
+3 Control[break]
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+5 Mana
+3 Control[break]
+3 Power[break]
+5 Mana
Gold
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+10 Mana
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+10 Mana[break]
+5 Spell Points
Platinum
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+20 Mana[break]
+10 Spell Points
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+10 Spell Points
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[attr="class","header2"]GRIMOIRE UPGRADE GUIDE
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Your Grimoire is your magic tome that holds all your spells and through it, you are able to cast spells. To cast more powerful spells, you must update your Grimoire and to do so you must meet the requirements; with each rank requiring a max stat total as well as ensuring you haven't over-invested in one singular stat. You are only allowed to use spells of your rank or below.
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When it comes time for your grimoire to upgrade, simply specify in your stat update table and make the changes. Look above in the tiers concerning any bonuses and adjust accordingly.
Post by Jagen Lavender♛ on Nov 8, 2020 19:49:22 GMT -5
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[attr="class","header"]General Perk Rules & Info
[break] Perks are abilities and oddities that each person is naturally blessed with, there are different types of these natural skills that can help increase a person's raw talent in the heat of battle or something that allows them to progress at an accelerated rate.
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Starting Perks Total SIX (6)
Players Start with a Life Perk.
Players Start with THREE (3) additional Perk Slots.
Players gain a single advance spec perk when gaining a magic spec. At Start this means that each Magic Spec has ONE (1) Advanced Spec Perk.
Players may only start with a single increase and mana perk.
Players can only have TWO (2) increase and TWO (2) mana perks ever, so be wary when selecting
If a perk has ✤ by its name, it means that it may be purchased multiple times!
Archmages cannot utilize Increase Perks other than Arcane Knowledge. They will not auto lose these perks if they obtained them at earlier ranks and must use an item to wipe them if they desire to free up the slot.
There are a maximum of THIRTY-FIVE (35) perk SLOTS, excluding your SIX (6) starting perks. [break]
Race perks, or any event perks or bought perks DO count towards this cap.
Items (relics) with perks on them do NOT count towards this cap while you are wielding them.
Any extra perks you receive from having PLATINUM MAGICdo NOT count towards the max.
Rogue perks do NOT count towards the max.
Dungeon perks have a cap of TEN (10) SLOTS.
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[attr="class","header"]THE PERK LIST
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[attr="class","header2"]LIFE PERKS
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Life Perks are perks that everybody starts with, but can only have a single life perk during their life span. These are perks that play a part if/when a character dies. Everybody starts with one of these, they do not count towards your total perk amount. You will need to have an ACTIVE character on the site for a MINIMUM of EIGHT (8) months before a life perk can be applied.
Those with this perk have seen many different lives throughout their existence.
Players will gain a new Grimoire by rolling the dice 3x and picking which of the outcomes they'd want.
They will retain 50% of their current stat pool
They will gain 50% of their current gold pool
They will liquidate their current spells and gain 25% of those points back, plus all the points they had on hand at death.
They will gain none of the previous life's items
They will retain 25% of their stars/infamy/piety
They will start with +1 perks
They can be any race at creation even if they already have a character with that race due to this you may only have one character with this life perk at a time
[break][break] [b]ANCIENT SOUL[/b] [spoiler]Those with this perk have seen many different lives throughout their existence. [ul type="circle"][li]Players will gain a new Grimoire by rolling the dice [b]3x[/b] and picking which of the outcomes they'd want.[/li][li]They will retain [b]50%[/b] of their current stat pool[/li][li]They will gain [b]50%[/b] of their current gold pool[/li][li]They will liquidate their current spells and gain [b]25%[/b] of those points back, plus all the points they had on hand at death.[/li][li]They will gain[b] none [/b]of the previous life's items[/li][li]They will retain 25% of their stars/infamy/piety[/li][li]They will start with +1 perks[/li][li]They can be any race at creation even if they already have a character with that race due to this you may only have one character with this life perk at a time[/li][/ul] [/spoiler]
It seems that those with this perk seem to find mana just seems to flow with them.
Players will gain a new Grimoire by rolling the dice 4x and picking which of the outcomes they'd want. They may add a single tier to this selection if they wish to. Note: You can not gain a platinum grimoire this way
They will regain 30% of their stats
They will start at the base gold pool
They will gain 30% of their spell pool +5 sp per rank your previous character had
They will have access to 2 of their previous items
They will keep none of their gold stars, if they choose to make a Magic Knight in the next life.
They will gain +40 mana upon creation.
If they roll a platinum they will be able to keep it even if they already have a rolled platinum grimoire character
[break][break] [b]BLESSED BY MANA[/b] [spoiler] It seems that those with this perk seem to find mana just seems to flow with them.
[ul type="circle"][li]Players will gain a new Grimoire by rolling the dice [b]4x[/b] and picking which of the outcomes they'd want. They may add a single tier to this selection if they wish to. [b]Note: You can not gain a platinum grimoire this way[/b][/li][li]They will regain 30% of their stats[/li][li]They will start at the [b]base[/b] gold pool[/li][li]They will gain 30% of their spell pool +5 sp per rank your previous character had[/li][li]They will have access to 2 of their previous items[/li][li]They will keep none of their gold stars, if they choose to make a Magic Knight in the next life.[/li][li]They will gain [b]+40 mana[/b] upon creation.[/li][li]If they roll a platinum they will be able to keep it even if they already have a rolled platinum grimoire character[/li][/ul][/spoiler]
Your soul seems to have a touch of something sinister.
Players will be able to roll the dice 4x times.
Players can naturally start out with 20 Infamy
Players will auto start with 2 magic enchanted items of your rank
Players will start will +7,500 gold.
Players will liquidade their spells and regain 50% of them with an additional +50 Spell Points on top
Players naturally start with an additional +40 stats on top of their base stats
Players will be able to have up to 5 Rogue perks
Players will naturally start with a rogue perk and gain another when they reach Senior rank
[break][break] [b]CORRUPT SOUL[/b] [spoiler]Your soul seems to have a touch of something sinister.
[ul type="circle"][li]Players will be able to roll the dice [b]4x[/b] times.[/li][li]Players can naturally start out with [b] 20 Infamy[/b][/li][li]Players will auto start with [b]2 magic enchanted items [/b]of your rank[/li][li]Players will start will [b]+7,500 gold.[/b][/li][li]Players will liquidade their spells and regain 50% of them with an additional [b]+50 Spell Points[/b] on top[/li][li]Players naturally start with an additional [b]+40 stats[/b] on top of their base stats[/li][li]Players will be able to have up to 5 Rogue perks[/li][li]Players will naturally start with a [b]rogue perk [/b]and gain another when they reach Senior rank[/li][/ul] [/spoiler]
These people seem to flow through the universe opting to be reborn as a similar version of their past life.
Players will keep their same tier of grimoire
They will retain 40% of their current stat pool
They will gain 40% of their current gold pool
They start with the base amount of spell points plus an additional 30
They keep three items
They will keep 20% of their gold stars/Piety/Infamy
They will be able to start with the original race they were born with the life before as a second race upon character creation. Note: this life perk can not be chosen two times in a row due to this.
[break][break] [b]CYCLE OF REBIRTH[/b] [spoiler]These people seem to flow through the universe opting to be reborn as a similar version of their past life.
[ul type="circle"][li]Players will keep their [b]same[/b] tier of grimoire[/li][li]They will retain [b]40%[/b] of their current stat pool[/li][li]They will gain [b]40%[/b] of their current gold pool[/li][li]They start with the[b] base amount of spell points plus an additional 30[/b][/li][li]They keep [b]three items[/b][/li][li]They will keep [b]20%[/b] of their gold stars/Piety/Infamy[/li][li]They will be able to start with the original race they were born with the life before as a second race upon character creation. Note: this life perk can not be chosen two times in a row due to this.[/li][/ul] [/spoiler]
Those with this perk seem to find gathering money as no issue at all in their next life.
Players will gain a new Grimoire by rolling the dice 2x
They will retain 40% of their current stat pool
They will gain 200% of their current gold pool
They start with the base amount of spell points with an additional +30
They will be able to keep 3 of their items
Players will be able to buy things at a 20% discount from the npc shops, this will stack with any other reductions they may get although will not count towards the black market.
Players can opt to liquidate their three items for additional gold
[break][break] [b]INHERITANCE FUND[/b] [spoiler] Those with this perk seem to find gathering money as no issue at all in their next life.
[ul type="circle"][li]Players will gain a new Grimoire by rolling the dice [b]2x[/b][/li][li]They will retain [b]40%[/b] of their current stat pool[/li][li]They will gain [b]200%[/b] of their current gold pool[/li][li]They start with the [b]base amount of spell points with an additional +30[/b][/li][li]They will be able to keep [b]3[/b] of their items[/li][li]Players will be able to buy things at a [b]20% discount from the npc shops[/b], this will stack with any other reductions they may get although will not count towards the black market.[/li][li]Players can [b]opt to liquidate[/b] their three items for additional gold[/li][/ul] [/spoiler]
It seems as though gods above believe you are the perfect vessel to carry out their will.
Players will be able to roll the dice 3x times.
Players that were a member of the Church before, you can take a position that is right below their previous one
Players will be able to start in whichever sect they wish even if they don't have the right starting perks
Players will gain their spell points back from all their known spells.
Players will start will +20 mana when starting out.
Players naturally start with an additional +20 stats.
Players that start with the element of their sect will gain a +3 affinity instead of the normal +1
Players will gain a relic instead of a magic item when they reach Bishop it will follow the same rules of being returned if the person leaves the church. Note: A person may try to keep the item but they may be hunted by the church.
[break][break] [b]MESSENGER OF GOD[/b] [spoiler] It seems as though gods above believe you are the perfect vessel to carry out their will.
[ul type="circle"][li]Players will be able to roll the dice [b]3x[/b] times. [/li][li]Players that were a member of the Church before, you can take a position that is right below their previous one[/li][li]Players will be able to start in whichever sect they wish even if they don't have the right starting perks[/li][li]Players will gain their spell points back from all their known spells.[/li][li]Players will start will [b]+20[/b] mana when starting out.[/li][li]Players naturally start with an additional [b]+20[/b] stats.[/li][li]Players that start with the element of their sect will gain a +3 affinity instead of the normal +1[/li][li]Players will gain a relic instead of a magic item when they reach Bishop it will follow the same rules of being returned if the person leaves the church. Note: A person may try to keep the item but they may be hunted by the church.[/li][/ul] [/spoiler]
Your spirit seems to flow throughout those who have ties to the military.
Players must become a Magic Knight in their next life.
Players will gain a new Grimoire by rolling the dice 3x and picking which of the outcomes they'd want.
They will start at 60% of their current stat pool
They will start at 60% of their current gold pool
They will start at 50% of their current spell points plus an additional 30
They will keep one of your previous items
They will keep 90% of their current gold stars. (if they were previously a magic knight) and start with 15 if they weren't
Players can start in whichever squad they desire regardless of that squad's restrictions
Players can gain stats/spell points in training threads although it will be 1 stat/spell point for every 1,250 words
[break][break][b]MILITARY LEGACY[/b] [spoiler] Your spirit seems to flow throughout those who have ties to the military.
[ul type="circle"][li]Players[b] must become a Magic Knight[/b] in their next life.[/li][li]Players will gain a new Grimoire by rolling the dice [b]3x[/b] and picking which of the outcomes they'd want.[/li][li]They will start at [b]60%[/b] of their current stat pool[/li][li]They will start at [b]60%[/b] of their current gold pool[/li][li]They will start at [b]50%[/b] of their current spell points [b]plus an additional 30[/b][/li][li]They will keep[b] one[/b] of your previous items[/li][li]They will keep [b]90% [/b]of their current gold stars. (if they were previously a magic knight) and start with 15 if they weren't[/li][li]Players can start in whichever squad they desire regardless of that squad's restrictions[/li][li]Players can gain stats/spell points in training threads although it will be 1 stat/spell point for every 1,250 words[/li][/ul] [/spoiler]
Your spirit seems to flow through those with a sense of adventure!
Players will gain a new Grimoire by rolling the dice 3x and picking which of the outcomes they'd want.
They will start at 10% stat pool
They will start at 10% gold pool
They will start at 10% spell points
They will keep two of your previous items
They will keep 25% of their current gold stars/infamy/piety
Players can start with a free physical and increase perk that will not count towards their overall total perk slots but will fill up slots for their physical (4) and increase (2) slots
Can naturally hit for 3x their rank physically
Can naturally have 5 buffs instead of the normal 4
[break][break] [b]ROOKIE'S PATH[/b] [spoiler] Your spirit seems to flow through those with a sense of adventure!
[ul type="circle"][li]Players will gain a new Grimoire by rolling the dice [b]3x[/b] and picking which of the outcomes they'd want.[/li][li]They will start at [b]10%[/b] stat pool[/li][li]They will start at [b]10%[/b] gold pool[/li][li]They will start at [b]10%[/b] spell points[/li][li]They will keep [b]two[/b] of your previous items[/li][li]They will keep [b]25%[/b] of their current gold stars/infamy/piety[/li][li]Players [b]can start with a free physical and increase perk[/b] that [i][b]will not[/b][/i] count towards their overall total perk slots but will fill up slots for their physical (4) and increase (2) slots[/li][li]Can naturally hit for 3x their rank physically[/li][li]Can naturally have 5 buffs instead of the normal 4[/li][/ul] [/spoiler]
Those with this perk will find great wealth in their next life.
Players will gain a new Grimoire by rolling the dice 3x and picking which of the outcomes they'd want.
They will retain 40% of their current stat pool
They will gain 80% of their current gold pool
They will start with the 25% of their spell
They will gain all previous life's items
They will gain 20% of previous life's stars/infamy/piety
Missions will give 50% more gold
They will start off with Treasure Finder and Treasure Hunter dungeon perks naturally, these perks do not count towards the dungeon perk cap
[break][break] [b]TREASURE BOX[/b] [spoiler] Those with this perk will find great wealth in their next life.
[ul type="circle"][li]Players will gain a new Grimoire by rolling the dice [b]3x[/b] and picking which of the outcomes they'd want.[/li][li]They will retain [b]40%[/b] of their current stat pool[/li][li]They will gain [b]80%[/b] of their current gold pool[/li][li]They will start with the [b]25%[/b] of their spell[/li][li]They will gain [b]all[/b] previous life's items[/li][li]They will gain [b]20%[/b] of previous life's stars/infamy/piety[/li][li]Missions will give 50% more gold[/li][li]They will start off with Treasure Finder and Treasure Hunter dungeon perks naturally, these perks do not count towards the dungeon perk cap[/li][/ul] [/spoiler]
Those with this perk have a deep-seated motive or goal that tethers their soul to this world.
Players will keep their same grimoire
They will retain 50% of their current stat pool
They will gain 50% of their current gold pool
They will keep all known spells and otherwise start with base sp
They will only be able to keep 2 of their items
They will keep 30% of their stars/infamy/piety
Players will start with 1 specialization they had in their previous life this doesn't count towards their perk max perk cap but does count towards how many specializations they can have overall
[break][break] [b]VENGEFUL SOUL[/b] [spoiler]Those with this perk have a deep-seated motive or goal that tethers their soul to this world. [ul type="circle"][li]Players will[b] keep[/b] their same grimoire[/li][li]They will retain [b]50%[/b] of their current stat pool[/li][li]They will gain [b]50%[/b] of their current gold pool[/li][li]They will [b]keep all known spells[/b] and otherwise start with base sp[/li][li]They will only be able to keep [b]2[/b] of their items[/li][li]They will keep [b]30%[/b] of their stars/infamy/piety[/li][li]Players will start with 1 specialization they had in their previous life this doesn't count towards their perk max perk cap but does count towards how many specializations they can have overall[/li][/ul] [/spoiler]
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[attr="class","header2"]MANA PERKS
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Mana Perks are Perks that deal with the size of your mana pool as well as how you allocate your mana. You are only allowed a MAXIMUM of TWO (2) Mana Perks, and are only allowed to take ONE (1) Mana perk upon initial character creation. However, if you do not pick a Mana Perk at character creation, you are free to pick any two at any other time you are able to pick a perk.
5 times in a thread your mana Regeneration can be Tripled! This triples the effects of both the base regen and from other mana perks, but not from supplementary construct bonuses. [break][break] BURNING WILL
5 times in a thread your mana Regeneration can be Tripled! This triples the effects of both the base regen and from other mana perks, but not from supplementary construct bonuses.
You will be able to use spells with less mana than others when it comes to casting spells! Each rank of spell will have its spell cost go down by the following amounts, please remember that this is based on the rank of the spell not the character! The sustain cost of the Spell will be equal to half the new cost. [Juniors]: 2 | [Intermediate]: 4 | [Senior]: 6 | [Grand]: 10 | [Archmage]: 16 [break][break] [b]MANA CONSERVATIONIST[/b] [spoiler] You will be able to use spells with less mana than others when it comes to casting spells! Each rank of spell will have its spell cost go down by the following amounts, please remember that this is based on the rank of the spell not the character! The sustain cost of the Spell will be equal to half the new cost. [[b]Juniors[/b]]: 2 | [[b]Intermediate[/b]]: 4 | [[b]Senior[/b]]: 6 | [[b]Grand[/b]]: 10 | [[b]Archmage[/b]]: 16 [/spoiler]
Instead of adding 10 to your mana pool for every 5 points to stamina, you can add 15 to your mana pool for every 5 points to stamina this will increase to 20 once you reach grand. This perk may be applied retroactively. [break][break] [b]MANA POOL PLUS[/b] [spoiler] Instead of adding 10 to your mana pool for every 5 points to stamina, you can add 15 to your mana pool for every 5 points to stamina this will increase to 20 once you reach grand. This perk may be applied retroactively. [/spoiler]
You regenerate an extra +5 mana on top of your base regen both in and out of combat, this increases by a further +5 for each rank up past junior. [break][break] [b]MANA REGEN BOOST[/b] [spoiler] You regenerate an extra +5 mana on top of your base regen both in and out of combat, this increases by a further +5 for each rank up past junior. [/spoiler]
When your mana pool hits below 25% of your total, you will recover +10 mana [+10 per rank above junior] on top of your base regeneration, this can proc up to five times a thread. [break][break] [b]QUICK BREATHS[/b] [spoiler] When your mana pool hits below 25% of your total, you will recover +10 mana [+10 per rank above junior] on top of your base regeneration, this can proc up to five times a thread. [/spoiler]
Grants +15 Mana regen on top of your base while in combat, also allows you to regenerate mana on the first post you cast your spells. [break][break] [b]QUICK CHARGER[/b] [spoiler] Grants +15 Mana regen on top of your base while in combat, also allows you to regenerate mana on the first post you cast your spells. [/spoiler]
Once per post, a single spell (cast by the wielder of this perk) that comes into contact with magical targets may siphon mana from up to 2 of those in contact with the spell. If more than 2 targets are in contact, then who is siphoned is up to the caster. These can be NPCs and magical creatures as well as players, regardless of if they have a mana pool or not, however, it will not work on your own creations/golems. You will sap a total of 5 mana [+5 mana per target's rank above junior] from each of the 2 targets, and restore your own mana for an equal amount. At grand rank, this may be used twice, by casting two different spells. This perk does not have to be included in the spell itself to be utilized. [break][break] [b]VAMPIRIC MAGIC[/b] [spoiler] Once per post, a single spell (cast by the wielder of this perk) that comes into contact with magical targets may siphon mana from up to 2 of those in contact with the spell. If more than 2 targets are in contact, then who is siphoned is up to the caster. These can be NPCs and magical creatures as well as players, regardless of if they have a mana pool or not, however, it will not work on your own creations/golems. You will sap a total of 5 mana [+5 mana per target's rank above junior] from each of the 2 targets, and restore your own mana for an equal amount. At grand rank, this may be used twice, by casting two different spells. This perk does not have to be included in the spell itself to be utilized. [/spoiler]
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[attr="class","header2"]PHYSICAL PERKS
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Physical Perks are perks that target physical abilities, while some naturally boost the person's natural skill, others will only give a short boost. A person may gain one physical perk for free every other rank up IE: Senior rank and Archmage rank. They can purchase these perks with their normal perk slots if they want at anytime. A person can only have a MAXIMUM of FOUR (4) total physical perks.
Once per page for a single post, your physical attack damage is doubled. This can stack with Physical Reinforcement Spells [break][break] [b]ADRENALINE RUSH[/b] [spoiler] Once per page for a single post, your physical attack damage is doubled. This can stack with Physical Reinforcement spells [/spoiler]
For every two posts, you remain in combat your strength will increase by half a tier, capping after 8 posts. The moment a person leaves combat this will drop back to their natural base strength. [break][break] [b]BERSERKER'S RAGE[/b] [spoiler] For every two posts, you remain in combat your strength will increase by half a tier, capping after 8 posts. The moment a person leaves combat this will drop back to their natural base strength. [/spoiler]
Those with this perk can have their max potential melee damage per post increased to 3x their rank instead of the typical 2x. [break][break] [b]BRUTE[/b] [spoiler] Those with this perk can have their max potential melee damage per post increased to 3x their rank instead of the typical 2x. [/spoiler]
Those with this naturally deal junior physical damage, Intermediate level at grand tier. [break][break] [b]HERCULEAN STRENGTH[/b] [spoiler] Those with this naturally deal junior physical damage, Intermediate level at grand tier. [/spoiler]
Those with this perk can cause physical based attacks that do and do not have magical backing to have their damage potential cut down by a whole tier! This will cause junior based attacks to deal no damage whatsoever! [break][break] [b]CLOSE COMBAT EXPERT[/b] [spoiler] Those with this perk can cause physical based attacks that do and do not have magical backing to have their damage potential cut down by a whole tier! This will cause junior based attacks to deal no damage whatsoever! [/spoiler]
Those with this perk will have their total amount of mana skin increased by an extra Senior rank spell's worth. Once the player hits Grand this will increase to an extra Grand rank. [break][break] [b]EXTRA SHIELDS[/b] [spoiler] Those with this perk will have their total amount of mana skin increased by an extra Senior rank spell's worth. Once the player hits Grand this will increase to an extra Grand rank. [/spoiler]
A person is naturally able to cause knockback effects reduced by 1/2. At Grand rank, a person will only be knockbacked 1/4 the original amount. [break][break] [b]HUMAN TANK[/b] [spoiler] A person is naturally able to cause knockback effects reduced by 1/2. At Grand rank, a person will only be knockbacked 1/4 the original amount. [/spoiler]
Once every 2 posts a person can completely ignore a junior rank attack if it hits them, this will increase to an intermediate attack at grand. [break][break][b]LEATHER HIDE[/b] [spoiler] Once every 2 posts a person can completely ignore a junior rank attack if it hits them, this will increase to an intermediate attack at grand. [/spoiler]
Twice per thread when a ranged attack deals damage to them to have that attacks damage reduced by 1 rank. At grand rank, this goes to three times. This cannot lower the damage of grand or archmage spells. [break][break] [b]RANGED COMBAT EXPERT[/b] [spoiler] Twice per thread when a ranged attack deals damage to them to have that attacks damage reduced by 1 rank. At grand rank, this goes to three times. This cannot lower the damage of grand or archmage spells. [/spoiler]
Those with this perk will naturally have their mana skin regenerate a single junior rank worth of damage a post. This will not cause the mana skin to exceed its natural total amount. Once they hit grand, this will increase to intermediate. [break][break] [b]REGENERATING SKIN[/b] [spoiler] Those with this perk will naturally have their mana skin regenerate a single junior rank worth of damage a post. This will not cause the mana skin to exceed its natural total amount. Once they hit grand, this will increase to intermediate. [/spoiler]
Those with this perk will naturally find that their base health pool is double that of a normal mage of the same rank! [break][break] [b]STURDY BODY[/b] [spoiler] Those with this perk will naturally find that their base health pool is double that of a normal mage of the same rank! [/spoiler]
Those with this perk naturally can move 5 m/s faster than normal. This increases to +10 m/s at grand and then +15 m/s at Archmage! [break][break] [b]HEADSTART[/b] [spoiler] Those with this perk naturally can move 5 m/s faster than normal. This increases to +10 m/s at grand and then +15 m/s at Archmage! [/spoiler]
Once per page for a single post your physical speed is doubled. This can stack with Physical Reinforcement spells. [break][break] [b]MAD DASH[/b] [spoiler] Once per page for a single post your physical speed is doubled. This can stack with Physical Reinforcement spells.[/spoiler]
For every post that a person is in combat, they will gain +3 m/s in their base speed capping at +30 m/s speed or 10 posts. If they step out of combat, their speed boost would drop by 5 m/s per post until they reach their base speed. [break][break] [b]MOMENTUM[/b] [spoiler] For every post that a person is in combat, they will gain +3 m/s in their base speed capping at +30 m/s speed or 10 posts. If they step out of combat, their speed boost would drop by 5 m/s per post until they reach their base speed. [/spoiler]
Those with this perk will naturally have their base speed boosted by +2 m/s, this is further increased to +5 m/s once a player reaches Grand Rank. [break][break] [b]TRACK STAR[/b] [spoiler] Those with this perk will naturally have their base speed boosted by +2 m/s, this is further increased to +5 m/s once a player reaches Grand Rank. [/spoiler]
While sensory is the ability to sense magical presences, sometimes it still cannot match up to a person's natural senses. People with this perk will naturally have heightened senses allowing them to hear, see, and smell in a manner that could be similar to an animal. This should not allow you to godmode and if you attempt to use it as such then you will be reprimanded. The range that your senses are heightened is 20 meters + 10 meters per rank, including junior. At Grand rank, this would be capped out at 60 meters range. Spells that mask these indicators would not be seen through unless your sensory is +15 then the person's control. [break][break] [b]ANIMAL INSTINCTS [/b] [spoiler] While sensory is the ability to sense magical presences, sometimes it still cannot match up to a person's natural senses. People with this perk will naturally have heightened senses allowing them to hear, see, and smell in a manner that could be similar to an animal. This should not allow you to godmode and if you attempt to use it as such then you will be reprimanded. The range that your senses are heightened is 20 meters + 10 meters per rank, including junior. At Grand rank, this would be capped out at 60 meters range. Spells that mask these indicators would not be seen through unless your sensory is +15 then the person's control. [/spoiler]
Through the abilities of the nightlife and spending hours in caverns, the user has the natural gift of seeing in the dark completely as if the user was seeing in daylight, things seen in this function are in grayscale and without discernible color. This has a max range equal to a spell of your rank AoE's range. Players will also be harder to blind if they have this perk, requiring the enemy's spell to have a power stat +10 than what it typically needs to be. [break][break] [b]CAVERN SENSE[/b] [spoiler] Through the abilities of the nightlife and spending hours in caverns, the user has the natural gift of seeing in the dark completely as if the user was seeing in daylight, things seen in this function are in grayscale and without discernible color. This has a max range equal to a spell of your rank AoE's range. Players will also be harder to blind if they have this perk, requiring the enemy's spell to have a power stat +10 than what it typically needs to be. [/spoiler]
Your eyes are able to see past blinds. You may utilize this skill twice per page of a thread. [break][break] [b]RESISTANT EYES[/b] [spoiler] Your eyes are able to see past blinds. You may utilize this skill twice per page of a thread. [/spoiler]
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[attr="class","header2"]LIMIT PUSHING PERKS
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Limit Pushing Perks are those that naturally allow one's body to gain a short boost of power for an extra push. These are also perks that allow the owner's grimoire to naturally do things that others cannot. There is no limit to how many of these that you pick!
Those with this perk can reduce the required control it takes to produce extra ammo by -5. At Archmage this will increase to -10. [break][break] [b]ARTILLERY SUPPORT[/b] [spoiler] Those with this perk can reduce the required control it takes to produce extra ammo by -5. At Archmage this will increase to -10. [/spoiler]
Those that take this perk at creation can have their grimoire gain a single rank. You will get that new grimoire tier’s bonuses as well as being able to pick from that element choice. This cannot be applied to Gold tiers. This costs 2 Perk Slots! [break][break] [b]CHANGE OF FATE[/b] [spoiler] Those that take this perk at creation can have their grimoire gain a single rank. You will get that new grimoire tier’s bonuses as well as being able to pick from that element choice. This cannot be applied to Gold tiers. This costs 2 Perk Slots! [/spoiler]
Your Magic Knight has been blessed with the ability to specialize in TWO elements! This perk cannot allow a second platinum element to be taken nor can it be wiped! This perk takes up TWO Perk Slots. [break][break] [b]DOUBLE ELEMENT[/b] [spoiler] Your Magic Knight has been blessed with the ability to specialize in TWO elements! This perk cannot allow a second platinum element to be taken nor be wiped! This perk takes up TWO Perk Slots. [/spoiler]
Those with this perk can reduce the requirement for control to utilize a dual spec spell by -5 points! This further increases to -15 once the player reaches grand rank and -20 points once they reach archmage! [break][break] [b]ENIGMA[/b] [spoiler] Those with this perk can reduce the requirement for control to utilize a dual spec spell by -5 points! This further increases to -15 once the player reaches grand rank and -20 points once they reach archmage! [/spoiler]
Those that take this perk at creation can pick an element from a tier 1 higher than your own. This cannot be applied to Gold tiers. Though you have the element you will not gain that grimoire’s bonuses, just the elements’. [break][break] [b]FAUX POTENTIAL[/b] [spoiler] Those that take this perk at creation can pick an element from a tier 1 higher than your own. This cannot be applied to Gold tiers. Though you have the element you will not gain that grimoire’s bonuses, just the elements’. [/spoiler]
This will allow a person to fire 3 extra spells than their maximum casting limit during a single post. This skill can be used once a page per thread. [break][break] [b]HAT TRICK[/b] [spoiler] This will allow a person to fire 3 extra spells than their maximum casting limit during a single post. This skill can be used once a page per thread. [/spoiler]
Those with this perk find that the base word count for missions is reduced by 10%! [break][break] [b]JACK OF ALL TRADES[/b] [spoiler] Those with this perk find that the base word count for missions is reduced by 10%! [/spoiler]
Those with this perk can utilize an extra grand rank spell a post! [break][break] [b]SECOND ACE[/b] [spoiler] Those with this perk can utilize an extra grand rank spell a post! [/spoiler]
Those with this perk can reduce the required control to use a spell of a certain rank by -10, this increases to -15 at Archmage! [break][break] [b]SKILLFUL STUDENT[/b] [spoiler] Those with this perk can reduce the required control to use a spell of a certain rank by -10, this increases to -15 at Archmage! [/spoiler]
Some individuals are berserkers that naturally build up raw power as they fight, others are able to transfer pain into power through raw willpower or rage. Characters with this perk gain +5 to their Durability or Power (must be picked upon taking this perk) for every Junior rank of damage they are currently sustaining to their health, this is capped at +15 naturally and raises to a cap of +20 at Grand and +30 at Archmage. [break][break] [b]VENGEANCE[/b] [spoiler]Some individuals are berserkers that naturally build up raw power as they fight, others are able to transfer pain into power through raw willpower or rage. Characters with this perk gain +5 to their Durability or Power (must be picked upon taking this perk) for every Junior rank of damage they are currently sustaining to their health, this is capped at +15 naturally and raises to a cap of +20 at Grand and +30 at Archmage. [/spoiler]
Those with this perk are able to gain an additional physical perk slot to use! [break][break] [b]WORKING OVERTIME[/b] [spoiler] Those with this perk are able to gain an additional physical perk slot to use! [/spoiler]
This perk allows you to specialize in an additional type of magic. You're allowed to have one more Magic Specialisation than would normally be allowed for your rank. Takes up TWO Perk Slots. This Perk may only be taken twice. [break][break] [b]✤ EXTRA SPECIALIZATION[/b] [spoiler] This perk allows you to specialize in an additional type of magic. You're allowed to have one more Magic Specialisation than would normally be allowed for your rank. Takes up TWO Perk Slots. This Perk may only be taken twice. [/spoiler]
Can target a single stat type and increase its limit by +10. This will increase the overall total stat points a person can gain at Grand/Archmage Rank to go up +10 points as well. This can be taken twice by a person. [break][break] [b]✤ LIMIT INCREASE[/b] [spoiler] Can target a single stat type and increase its limit by +10. This will increase the overall total stat points a person can gain at Grand/Archmage Rank to go up +10 points as well. This can be taken twice by a person. [/spoiler]
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[attr="class","header2"]ADVANCED SPECIALTY PERKS
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Advanced Specialty Perks are those that set specializations apart even from within. A player may pick ONE per spec upon gaining their spec, at this point they will not count towards the total perk pool. Once a player reaches Senior rank they may now have TWO advance spec perks within the same specialty, once they reach Archmage rank they can pick up to THREE advance specialty perks from the same spec. The additional perks from senior and archamge will cost perk slot points! You can find each spec's advance perks in their area of the magic rules.
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Advanced Spec Perks can be found HERElisted under their respective Magic Specializations.
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[attr="class","header2"]MISCELLANEOUS PERKS
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These are perks that do not fit as neatly into one area or another as the other ones above. These perks can target OCC things as well as IC aspects. Oftentimes these perks can help your character not just in combat but in other situations. Be sure not to dismiss their use!
This perk allows a person to have their AoE spells to have their max size increased by 10 meters + 5 meters per rank of the spell starting at junior. [break][break] [b]AREA OF TRIUMPH[/b] [spoiler] This perk allows a person to have their AoE spells to have their max size increased by 10 meters + 5 meters per rank of the spell starting at junior. [/spoiler]
Those with this perk naturally can auto-learn a spell of their rank whenever ranking up. This spell will cost no gold/spell points or need to be trained via WC. This perk is not retroactive! [break][break] [b]CHEAT CODES[/b] [spoiler] Those with this perk naturally can auto-learn a spell of their rank whenever ranking up. This spell will cost no gold/spell points or need to be trained via WC. This perk is not retroactive! [/spoiler]
Get a 25% coupon after every 3 items you purchase. [break][break] [b]DISCOUNT WHISPERER[/b] [spoiler]Get a 25% coupon after every 3 items you purchase.[/spoiler]
Players can naturally progress to the next tier within the church with 20% fewer words than normal. [break][break] [b]DIVINE RITE[/b] [spoiler] Players can naturally progress to the next tier within the church with 20% fewer words than normal. [/spoiler]
A quirky perk that allows your element to naturally gain a property that is not naturally associated with that element. This does not give your element any sort of advantage or weakness over another element. It will still make them 100% the same strength/weakness as before. It is purely for flavor purposes or can add a different means of dealing damage, like adding a burning feature to an element that would not normally have said feature. For example, water that burns like acid. When picking this oddity, please limit the effect to something that is in your element's grimoire tier and do not make it broken. Staff can at any point in time force you to change it. Elements oddity can be turned on or off depending on the spell being used. If a spell is going to utilize the oddity it should be made mention in the spell's creation! Platinum elements and paint cannot be picked as oddities. Your oddity is [HERE] [break][break] [b]ELEMENTAL ODDITY[/b] [spoiler]A quirky perk that allows your element to naturally gain a property that is not naturally associated with that element. This does not give your element any sort of advantage or weakness over another element. It will still make them 100% the same strength/weakness as before. It is purely for flavor purposes or can add a different means of dealing damage, like adding a burning feature to an element that would not normally have said feature. For example, water that burns like acid. When picking this oddity, please limit the effect to something that is in your element's grimoire tier and do not make it broken. Staff can at any point in time force you to change it. Elements oddity can be turned on or off depending on the spell being used. If a spell is going to utilize the oddity it should be made mention in the spell's creation! Platinum elements and paint [i]cannot[/i] be picked as oddities. Your oddity is [[b]HERE[/b]][/spoiler]
Those with this perk can bring one extra item into any special topic with item limits. This can be taken three (3) times maximum [break][break] [b]✤ EXTRA POUCH[/b] [spoiler]Those with this perk can bring one extra item into any special topic with item limits. This can be taken three (3) times maximum[/spoiler]
You’re able to choose one other player/character upon purchasing this perk. That player will be able to ignore one of your spells damages/ill effects once a post. Once you’re grand rank this increases to two. At Archmage, it’s three. You cannot switch the person this perk targets unless that person dies. [break][break] [b]FRIENDLY TARGET[/b] [spoiler] You’re able to choose one other player/character upon purchasing this perk. That player will be able to ignore one of your spells damages/ill effects once a post. Once you’re grand rank this increases to two. At Archmage, it’s three. You cannot switch the person this perk targets unless that person dies. [/spoiler]
This perk will do absolutely nothing for you! You must buy before you become Grand rank. Once you do become Grand Rank and own this perk, it will automatically give you two extra perk slots! Patience really does pay off! This cannot be applied to NPCS! [break][break] [b]PATIENCE[/b] [spoiler] This perk will do absolutely nothing for you! You must buy before you become Grand rank. Once you do become Grand Rank and own this perk, it will automatically give you two extra perk slots! Patience really does pay off! This cannot be applied to NPCS! [/spoiler]
This perk allows a person's spells to naturally move +5 m/s faster than normal, this increases to +10 m/s at grand rank. [break][break] [b]QUICK SHOT[/b] [spoiler] This perk allows a person's spells to naturally move +5 m/s faster than normal, this increases to +10 m/s at grand rank. [/spoiler]
Every month, the user can apply a 25% discount on word count required to buy a spell. The month as in the real life calendar month. It can be only applied to one spell per month. You get a single "coupon" once a month on the 1st. This will expire on the last day of each month. [break][break] [b]RUTHLESS TRAINING[/b] [spoiler] Every month, the user can apply a 25% discount on word count required to buy a spell. The month as in the real life calendar month. It can be only applied to one spell per month. You get a single "coupon" once a month on the 1st. This will expire on the last day of each month. [/spoiler]
Allows you to gain +1 advance spec perks for a certain magic spec. This is only applicable to one spec per purchase, these cannot stack. This is applicable for all ranks and will let you bypass your rank’s restriction on the number of advanced perks one may have. Sage of [Magic Spec] does not give you an advanced spec perk. You still have to use a perk slot to gain the additional advanced spec. You may buy up to 3 of these perks. Each time you purchase the cost of the perk goes up +1 slot. [break][break] [b]SAGE OF [MAGIC SPEC][/b] [spoiler] Allows you to gain +1 advance spec perks for a certain magic spec. This is only applicable to one spec per purchase, these cannot stack. This is applicable for all ranks and will let you bypass your rank’s restriction on the number of advanced perks one may have. Sage of [Magic Spec] does not give you an advanced spec perk. You still have to use a perk slot to gain the additional advanced spec. You may buy up to 3 of these perks. Each time you purchase the cost of the perk goes up +1 slot. [/spoiler]
This perk allows the user to have their spell’s max range increased by 10 meters, this increases to 20 once they are Grand rank. This does not include AoE spells and can only be taken twice maximum. [break][break] [b]✤ SKILLED SNIPER[/b] [spoiler] This perk allows the user to have their spell’s max range increased by 10 meters, this increases to 20 once they are Grand rank. This does not include AoE spells and can only be taken twice maximum.[/spoiler]
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[attr="class","header2"]DUNGEON PERKS
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Dungeon Perks do NOT count towards your total perk pool. These slots are earned via events/other circumstances. Dungeon Perks cost DUNGEON PERK SLOTS. These are awarded via completing dungeons, though only on the first time you clear the dungeon or through other events.
Once per floor, for a single post, you can cause all of your spells to gain 1 rank in effectiveness at the cost of 25% extra mana to cast the spells. If these are sustainable they will revert to their normal ability and mana cost after the first post. This costs two dungeon perk slots. This will cost four dungeon perk slots if the person has another dungeon perk with the name [Mana Zone]. [break][break] [B][MANA ZONE] MANIPULATOR[/B] [SPOILER] Once per floor, for a single post, you can cause all of your spells to gain 1 rank in effectiveness at the cost of 25% extra mana to cast the spells. If these are sustainable they will revert to their normal ability and mana cost after the first post. This costs two dungeon perk slots. This will cost four dungeon perk slots if the person has another dungeon perk with the name [Mana Zone]. [/spoiler]
You naturally have a base +2 in all stats; gaining an additional +X to all stats with X = the # of floor you are currently on. This costs two dungeon perk slots. This will cost four dungeon perk slots if the person has another dungeon perk with the name [Mana Zone]. [break][break] [b][MANA ZONE] MASTER[/b] [spoiler] You naturally have a base +2 in all stats; gaining an additional +X to all stats with X = the # of floor you are currently on. This costs two dungeon perk slots. This will cost four dungeon perk slots if the person has another dungeon perk with the name [Mana Zone]. [/spoiler]
Those with this perk naturally gain +20 mana to their total while in the dungeon, gaining an additional +10 per floor they are on past the first floor. They also seem to recover 10% their total mana pool per room they complete. This costs two dungeon perk slots. This will cost four dungeon perk slots if the person has another dungeon perk with the name [Mana Zone]. [break][break] [b][MANA ZONE] MIRTHFUL[/b] [spoiler] Those with this perk naturally gain +20 mana to their total while in the dungeon, gaining an additional +10 per floor they are on past the first floor. They also seem to recover 10% their total mana pool per room they complete. This costs two dungeon perk slots. This will cost four dungeon perk slots if the person has another dungeon perk with the name [Mana Zone]. [/spoiler]
If entering a dungeon where their group is already deeper into the dungeon, you can reduce the word count needed to reach them by 50%. [break][break] [b]BACKUP[/b] [spoiler] If entering a dungeon where their group is already deeper into the dungeon, you can reduce the word count needed to reach them by 50%. [/spoiler]
After having cleared FIVE (5) total Dungeons. The user has slaughtered so many monsters within the Dungeons, that their mana has left a permanent mark on the individual. A scent that seems to constantly radiate from them akin to their own blood. This causes all monsters and bosses within Dungeons to suffer a -5 to all Stats, and a 30% loss of speed when in the same room as the user due to their intimidating aura. Multiple users with this Perk do not stack effects. [break][break] [b]BLOOD OF MONSTERS[/b] [spoiler] After having cleared FIVE (5) total Dungeons. The user has slaughtered so many monsters within the Dungeons, that their mana has left a permanent mark on the individual. A scent that seems to constantly radiate from them akin to their own blood. This causes all monsters and bosses within Dungeons to suffer a -5 to all Stats, and a 30% loss of speed when in the same room as the user due to their intimidating aura. Multiple users with this Perk do not stack effects. [/spoiler]
Allows you to be in one additional dungeon at a time. Can be taken twice maximum! [break][break] [b]✤ DUNGEON PASS[/b] [spoiler]Allows you to be in one additional dungeon at a time. This can be taken twice maximum![/spoiler]
Once per dungeon, you can create an encampment in a boss room that you have cleared. This allows players to “back track” to this room without leaving the dungeon. A great way to recoup and go at it again! Can only be used by a person once per dungeon. If a group has more than one user of this perk, they can use it once per user. While in the encampment you can recover 10% extra mana per post and restore 1 rank below your own of damage per post. This requires two (2) dungeon perk slots. [break][break] [b]ENCAMPMENT[/b] [spoiler] Once per dungeon, you can create an encampment in a boss room that you have cleared. This allows players to “back track” to this room without leaving the dungeon. A great way to recoup and go at it again! Can only be used by a person once per dungeon. If a group has more than one user of this perk, they can use it once per user. While in the encampment you can recover 10% extra mana per post and restore 1 rank below your own of damage per post. This requires two (2) dungeon perk slots. [/spoiler]
Once you clear a room, you are able to recover wounds that are one rank lower than their own rank naturally. For example, a Grand rank knight would recover senior rank damage that they've taken once they clear a room. If more than one member in a party has this perk then the whole party can apply it! [break][break] [b]FIELD MEDIC[/b] [spoiler] Once you clear a room, you are able to recover wounds that are one rank lower than their own rank naturally. For example, a Grand rank knight would recover senior rank damage that they've taken once they clear a room. If more than one member in a party has this perk then the whole party can apply it! [/spoiler]
You naturally learn 5 + 1 per floor in a dungeon, additional stat and spell points once they clear a dungeon, these points cannot be doubled with other perks. [break][break] [b]LEARNING EXPERIENCE[/b] [spoiler] You naturally learn 5 + 1 per floor in a dungeon, additional stat and spell points once they clear a dungeon, these points cannot be doubled with other perks. [/spoiler]
If a person has the Blacksmith perk, they are able to naturally find one mundane item per room. If more than one person in a group has both Blacksmith and Patchwork an entire group can benefit from this skill. [break][break] [b]PATCHWORK[/b] [spoiler] If a person has the Blacksmith perk, they are able to naturally find one mundane item per room. If more than one person in a group has both Blacksmith and Patchwork an entire group can benefit from this skill. [/spoiler]
You can naturally recover damage equal to one rank lower than your own once per floor and regain 5% of your base mana instantly. If two members of a party have this perk then 5% can be applied to the whole party! This will remain the base amount no matter how many have this perk. [break][break] [b]PROVISIONS[/b] [spoiler] You can naturally recover major damage equal to one rank lower than your own once per floor and regain 5% of your base mana instantly. If two members of a party have this perk then 5% can be applied to the whole party! This will remain the base amount no matter how many have this perk. [/spoiler][break][break]
Every time you clear a dungeon, the WC for each room drops by 2%, capping at 8% If there are two of you within a group with this perk, you'll auto drop the base WC per room by 10%.[b]MAPMAKER[/b] [spoiler] Every time you clear a dungeon, the WC for each room drops by 2%, capping at 8% If there are two of you within a group with this perk, you'll auto drop the base WC per room by 10%. [/spoiler][break][break]
Naturally gives you 10% off a room’s word count. Can only be applied once in a party, meaning even if multiple people have it in a party it only counts once.
[break][break] [b]SCOUT[/b] [spoiler] Naturally gives you 10% off a room’s word count. Can only be applied once in a party, meaning even if multiple people have it in a party it only counts once.[/spoiler]
You’ll be able to roll 1 extra loot dice for Jr and Int. Dungeons. You’ll be able to roll 2 extra dice for Senior+ dungeons. [break][break] [b]TREASURE FINDER[/b] [spoiler] You’ll be able to roll 1 extra loot dice for Jr and Int. Dungeons. You’ll be able to roll 2 extra dice for Senior+ dungeons. [/spoiler]
You gain 15% extra gold. This only applies once per group despite the number of people that have this perk. [break][break] [b]TREASURE HUNTER[/b] [spoiler] You gain 15% extra gold. This only applies once per group despite the number of people that have this perk. [/spoiler]