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- Passive Perks

  • Alchemy I (Passive): you can craft alchemy items without need of a recipe and create your own through experimentations. The list of items you can craft includes potions, alchemy tools, mutagens, poisons and bombs.
  • Monster Charmer III (Passive): You can recruit monsters into your [Party]. The monster’s level must be equal or below yours to join, and they cannot outlevel you afterward. Monsters in your party gain a 20% boost to stat growth on level-up, but will also die if your HP hits 0. Recruited monsters cannot leave your party unless you allow them to. You automatically form a party with an original partner selected by the Trimurti System. You can unlock the hidden potential of a recruited monster, granting them an additional Perk they cannot access in the wild. Monsters will keep these additional abilities even if you kick them out of your party. When monsters reach the level needed to undergo metamorphosis, they will now choose between multiple options rather than having one forced upon them.You must validate the choice as their Tamer.
  • Monster Lair II (Passive): you can select a hideout or dungeon under your control as your personal Lair. Lairs offer benefits based on your level. You can select and improve your Lair by clicking on Status in your menu. Your monsters can now create Lairs of their own; however, they must have undergone a metamorphosis at least once. Your monsters will keep this ability and their lair even if they leave your party.
  • Runic II (Passive): you can now learn and cast [Runic] Spells up to Tier II. If you gain the ability to cast [Runic] Spells from other classes or Perks, the Tiers stack together.
  • Monster Insight (Passive): you can passively glean information from monsters by observing them closely, including their elemental affinities and useful trivia. Your chances of analyzing a monster depend on your Intelligence, their level, and the effect of secondary Perks.
  • All for One (Passive): Tamer class Capstone. You have proven that the bond uniting you to your monsters is unbreakable. All buffs and beneficial status effects affecting you apply to your monsters; however, status ailments and debuffs also carry over. [All for One] applies to your entire Guild.
  • Soulbound Weapon (Passive): Select a weapon in which you have an advanced or perfect proficiency. This weapon will be bound to you, allowing you to teleport it to your hand at will as long as you both remain on the same world; it will also gain new abilities and improve in quality as you progress into the Deathknight of the Sepulchre class. You can only select one Soulbound Weapon and cannot select a new one until the first is destroyed beyond repair.
  • Lethal Vigil (Passive): Nothing will disturb your vigil. You are immune to all status ailments that would either impede your ability to freely choose your actions (such as [Berserk], [Madness], [Charm]...) or physically acting at all (such as [Paralysis], [Sleep], [Petrification]...). Self-inflicted ailments, such as those activated by your Perks or equipment, will still affect you.
  • Dragoon II (Passive):  You gain perfect proficiency with Swords, Spears and Shields (x3 damage, +30% Crit).
  • Dragon Rider II (Passive): You gain perfect proficiency with riding creatures, but only those with the [Dragon] Type (+30% damage to attacks when mounted, you cannot be dismounted by anything unless you wish to be, your mount’s Agility benefits from a perpetual buff, and you can direct your mount and attack without splitting your attention).
  • Dragonbane II (Passive): not only will all your attacks made with weapons in which you have a proficiency inflict Dragonslayer damage supereffective against [Dragon] types (x3 damage), but they will also ignore all of their natural forms of damage reductions (Equipment or Spell related damage reductions are unaffected) and Resistances (but not Immunities).
  • Double Jump II (Passive): You can jump continuously while in midair, allowing you to fly. Additionally, the distance of your leaps is doubled and the damage of your Spear weapons is doubled while in the air.
  • Duty Beyond Death (Passive): not even death will stop you from fulfilling your duty. When your health points hit 0, you do not immediately die. Instead you gain the [Invincibility] status for 5 minutes, during which you cannot take any damage, nor suffer from debuffs and status ailments. However, you cannot regain HP and once the effect ends, so will your life. You also cannot be turned into an [Undead] type by any means, even willingly.
  • Runecraft (Passive): you can now incorporate runes to your crafting process, permanently empowering your equipment with their additional effects.
  • Wyrm Spirit (passive): Your determination to win at all costs is truly worthy of a dragon. Your attacks made with weapons, including your natural ones, increase in power equal to the percentage difference between your Max HP and current HP (so if reduced at half health, you will inflict 50% more damage). This modifier does not apply to Spells, but it affects Weapon Techniques.

- Active Perks

  • Magitek (Active): You can use the ‘refine’ option on a technological device to forge a rune on a selected item. The device must have an unused effect spot and you must know a rune spell to assign to it. This ability can apply to pieces of technology from forged tools to machines and vehicles, but cannot work on Consumables, Lairs, or Key Items.
  • Fuel Technology (Active): you can spend Special Points to power machinery instead of the normal fuel. The Special Points consumption rate is unique to each device.
  • Monster Cure II (Active): 50 SP, [Support], [Life]. The tamer heals a medium amount of HP for all monster members of his party (HP recovered: (Tamer Levels+MAG) x 2); the Tamer and other Players do not benefit from the healing, but the effect applies regardless of distance. Additionally, the spell will heal status ailments affecting the targets. This replaces Monster Cure I.
  • One for All II (Active): if you are a party leader, you can teleport your party back to your Lair. Additionally, you can spend 1 SP x Level of a tamed monster to summon them at your current location; this ability works even if you have no Lair selected, but you can only summon one ally at once.  You can now summon all monsters in your party at once instead of one at a time, though you must pay 1 SP x monster for each individual you are trying to summon. Neither teleportation effect works in dungeons or magically warded areas, and they cannot cross dimensions.
  • Death’s Banner II (Active): [Support], 10 SP per minute. Your faith empowers your party members, granting them the following benefits as long as they benefit from [Death’s Banner II]: All their attacks gain the [Deadslayer] effect (x3 damage against Undead types); immunity to the [Terror], [Zombie], and [Insta-Death] ailments; they do not take damage from ailments such as [Poison], though it doesn’t cure them of it; and their critical hits will inflict [Insta-Death] on the victims. This replaces [Death’s Banner I].
  • Elemental Orb (Active): Variable element, 60 SP. You can throw a deadly orb of elemental energy from your hand; you can choose the elemental affinity of the orb, but it must be an element in which you have a Strong affinity (Base damage 130 of the selected element). This power is the equivalent of a Tier VI Spell.
  • Dragonbreath II (Active): You can fire an elemental breath at will (base power 90). Additionally, it has a 30% chance of inflicting an additional ailment based on its element. Element selected: [Corrosion]. Associated ailment: [Poison].
  • Runestorm I (Active): [Support] 10 SP. You can empower any melee weapon you wield (such as swords, axes or daggers) with an elemental infusion for five minutes, changing the damage Type to the chosen element. Available elements: [Fire], [Wind], [Earth], [Water], [Frost] and [Lightning].
  • Magic-Eater I (Active): When you have Runestorm active on a weapon, you can redirect any spell of the channeled element within twenty meters to your weapon, absorb it, and regain an amount of SP proportional to the spell’s power. You can only redirect Spells, and not Active Perks or standard attacks.

- Spells

  • Spell: Fire Rune: Runic, 10 SP, [Fire]. Empowers one of your weapons with the power of flames, inflicting an additional 20% [Fire] damage for 5 minutes. Multiple applications of [Fire Rune] do not stack and the weapon loses its properties if you no longer wield it.
  • Spell: Ice Rune: Runic, 10 SP, [Frost]. Empowers one of your weapons with the power of ice, inflicting an additional 20% [Frost] damage for 5 minutes. Multiple applications of [Ice Rune] do not stack and the weapon loses its properties if you no longer wield it.
  • Spell: Corrosive Rune: Runic, 20 SP, [Corrosion]. Empowers one of your weapons with the power of corrosion, inflicting an additional 20% [Corrosion] damage for 5 minutes. Multiple applications of [Corrosive Rune] do not stack and the weapon loses its properties if you no longer wield it.
  • Spell: Venomous Rune: Runic, 20 SP, [Ailment]. Empowers one of your weapons with the power of poison, inflicting an additional 20% [Poison] chance for 5 minutes. Multiple applications of [Venomous Rune] do not stack and the weapon loses its properties if you no longer wield it.
  • Spell: Savage Rune: Runic, 20 SP, [Support]. Empowers one of your weapons with savage power, increasing its chances of inflicting a critical hit by 20% for five minutes; the Berserker’s favorite tool. Multiple applications of [Savage Rune] do not stack and the weapon loses its properties if you no longer wield it.

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A/N: a certain person's updated art and stats ;) picture by Dinovoila!

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Comments

P enyuk

"Duty Beyond Death (Passive)" Man, what a huge death flag.

Angus Losier

I do have to wonder how Vainqueur will react to a Dragonknight who has already slain dragons more than once.

Joseph Klos

Depends on if Vainquer learns about the lack of proper minion care first, and if Rosemarine comes along or not