Base Species Perks: Difference between revisions

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{{Verbox|small=yes|text=This article was updated for version 0.21.0.2|version=0.21.0.2}}
Depending on the sum of base species in one's team, during combat gain up to 5 (up to 4 for most) bonuses per base species. Enemies also benefit from this. Pure species like PlantGirl/PlantGirl count as 2 base species. If there are multiple characters with the same species, like multiple angels, only 1 will count.
Depending on the sum of base species in one's team, during combat gain up to 5 (up to 4 for most) bonuses per base species. Enemies also benefit from this. Pure species like PlantGirl/PlantGirl count as 2 base species. If there are multiple characters with the same species, like multiple angels, only 1 will count.


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Centaur
Centaur


2: When a male/futa centaur (with energy fucks an ally, grant target haste for 3 turns.
* 2: When a male/futa centaur (with energy fucks an ally, grant target haste for 3 turns.
3: Allies start with strength charges equal to empty skill slots.
* 3: Allies start with strength charges equal to empty skill slots.
4: When charging without hitting an enemy, 50% chance to regain 1 ap.
* 4: When charging without hitting an enemy, 50% chance to regain 1 ap.
5: Dropping a weapon grants strengthbuff and focus for a turn.
* 5: Dropping a weapon grants strengthbuff and focus for a turn.


PlantGirl
PlantGirl


2: +5 food after a won battle.
* 2: +5 food after a won battle.
3: Absorbing water also affects other plantgirls and floral units on grass for half the effect.
* 3: Absorbing water also affects other plantgirls and floral units on grass for half the effect.
4: When a plantgirl/floral unit is defeated, use their magic to shield all other floral units.
* 4: When a plantgirl/floral unit is defeated, use their magic to shield all other floral units.
5: +5 wood after a won battle.
* 5: +5 wood after a won battle.


Mermaid
Mermaid


2: Poison/Burn duration on allies decreases twice as fast.
* 2: Poison/Burn duration on allies decreases twice as fast.
3: "Dive" grants 2 magic/strength charges.
* 3: "Dive" grants 2 magic/strength charges.
4: Mermaids skill cooldowns reduce by 2/turn.
* 4: Mermaids skill cooldowns reduce by 2/turn.
5: At the start of each turn, shield all allies by 1 for each mermaid on water.
* 5: At the start of each turn, shield all allies by 1 for each mermaid on water.


LavaGirl
LavaGirl


2: Allies gain 2 magic charges whenever they lose hp to fire damage.
* 2: Allies gain 2 magic charges whenever they lose hp to fire damage.
3: When an ally has 5+ magic charges, gain +2 strength charges each turn.
* 3: When an ally has 5+ magic charges, gain +2 strength charges each turn.
4: At the end of your turn, deal 1 fire dmg to ALL characters.
* 4: At the end of your turn, deal 1 fire dmg to ALL characters.
5: "Explosion" only damages the user by half their max hp.
* 5: "Explosion" only damages the user by half their max hp.


Lymean
Lymean


2: "MagicShield" also grants +1 str/magic charge to target.
* 2: "MagicShield" also grants +1 str/magic charge to target.
3: Stamina costs of initiating battles halved.
* 3: Stamina costs of initiating battles halved.
4: +1 crystal after a won battle.
* 4: +1 crystal after a won battle.
5: Enemies with O mana take double dmg from all sources.
* 5: Enemies with O mana take double dmg from all sources.


Succubus
Succubus


1: When seducing an enemy, increase LDmg by 1 for each allied succubus.
* 1: When seducing an enemy, increase LDmg by 1 for each allied succubus.
2: Whenever a succubus (with energy) fucks an enemy, deal 2*LDmg to other enemies.
* 2: Whenever a succubus (with energy) fucks an enemy, deal 2*LDmg to other enemies.
3: Allies can still move/seduce even at 100% lust.
* 3: Allies can still move/seduce even at 100% lust.
4: Enemies at 50%+ lust take double dmg, (instead of +50%).
* 4: Enemies at 50%+ lust take double dmg, (instead of +50%).
5: When attacking a creature, use IDmg instead of strength (if it's higher)
* 5: When attacking a creature, use IDmg instead of strength (if it's higher)


Harpy
Harpy


2: At the start of each turn, unengaged allies gain a str charge for each adjacent enemy.
* 2: At the start of each turn, unengaged allies gain a str charge for each adjacent enemy.
3: After flying to land near an enemy, gain mg shield.
* 3: After flying to land near an enemy, gain mg shield.
4: Allies start with haste for a turn.
* 4: Allies start with haste for a turn.
5. Allies are immune to slow.
* 5: Allies are immune to slow.


LizardGirl
LizardGirl


2: Poison on allies has a 50% chance to not deal dmg.
* 2: Poison on allies has a 50% chance to not deal dmg.
3: Using "Toxin" on an ally grants 3 magic/strength charges.
* 3: Using "Toxin" on an ally grants 3 magic/strength charges.
4: "Regenerate" also grants 2 strength charges.
* 4: "Regenerate" also grants 2 strength charges.
5: +1 duration for positive status effects. -1 for negative (min 1). (Reversed effect on enemies).
* 5: +1 duration for positive status effects. -1 for negative (min 1). (Reversed effect on enemies).


InsectGirl
InsectGirl


2: +1 energy drained when servicing enemies. +25% service success chance.
* 2: +1 energy drained when servicing enemies. +25% service success chance.
3: With exactly 1 insect queen, start battles with a genetic copy as a drone.
* 3: With exactly 1 insect queen, start battles with a genetic copy as a drone.
4: Servicing an enemy without energy exhausts them for the remaining battle.
* 4: Servicing an enemy without energy exhausts them for the remaining battle.
5: Insect girls start battle with magic charges equal to half their energy. (max 10).
* 5: Insect girls start battle with magic charges equal to half their energy. (max 10).


BeastGirl
BeastGirl


2: 50% chance to regain 1 stamina when spending it on a skill.
* 2: 50% chance to regain 1 stamina when spending it on a skill.
3: Allies start with +2 strength charges.
* 3: Allies start with +2 strength charges.
4: "Jump" also grants strength buff for a turn.
* 4: "Jump" also grants strength buff for a turn.
5: If an ally has 5+ strength charges, they never count as engaged in battle.
* 5: If an ally has 5+ strength charges, they never count as engaged in battle.


Shadow
Shadow


1: Start with 2 random shadow tiles on the map.
* 1: Start with 2 random shadow tiles on the map.
2: +20% global dark damage.
* 2: +20% global dark damage.
3: At the start of each turn: If 15+ tiles are shadow, curse all enemies.
* 3: At the start of each turn: If 15+ tiles are shadow, curse all enemies.
4: Consume random unoccupied shadow tiles to negate hp damage of allies. (after damage reduction).
* 4: Consume random unoccupied shadow tiles to negate hp damage of allies. (after damage reduction).
5: Enemies start cursed for a turn. Cursed enemies take 25% more damage.
* 5: Enemies start cursed for a turn. Cursed enemies take 25% more damage.


Tanid
Tanid


2: Level 1 characters start battle with +2ap and 5 str/magic charges.
* 2: Level 1 characters start battle with +2ap and 5 str/magic charges.
3: Start with a slimebulb on the field.
* 3: Start with a slimebulb on the field.
4: A random enemy starts infected for 10 turns.
* 4: A random enemy starts infected for 10 turns.
5: Sex-recruited characters gain the "Slime" trait.
* 5: Sex-recruited characters gain the "Slime" trait.

Revision as of 11:22, 6 August 2022

This article was updated for version 0.21.0.2

Depending on the sum of base species in one's team, during combat gain up to 5 (up to 4 for most) bonuses per base species. Enemies also benefit from this. Pure species like PlantGirl/PlantGirl count as 2 base species. If there are multiple characters with the same species, like multiple angels, only 1 will count.

To see these bonuses during combat, hover over top middle "Player" or "Enemy" accordingly. To see in Town or Portal Map: bottom, below "Battleranks".

Centaur

  • 2: When a male/futa centaur (with energy fucks an ally, grant target haste for 3 turns.
  • 3: Allies start with strength charges equal to empty skill slots.
  • 4: When charging without hitting an enemy, 50% chance to regain 1 ap.
  • 5: Dropping a weapon grants strengthbuff and focus for a turn.

PlantGirl

  • 2: +5 food after a won battle.
  • 3: Absorbing water also affects other plantgirls and floral units on grass for half the effect.
  • 4: When a plantgirl/floral unit is defeated, use their magic to shield all other floral units.
  • 5: +5 wood after a won battle.

Mermaid

  • 2: Poison/Burn duration on allies decreases twice as fast.
  • 3: "Dive" grants 2 magic/strength charges.
  • 4: Mermaids skill cooldowns reduce by 2/turn.
  • 5: At the start of each turn, shield all allies by 1 for each mermaid on water.

LavaGirl

  • 2: Allies gain 2 magic charges whenever they lose hp to fire damage.
  • 3: When an ally has 5+ magic charges, gain +2 strength charges each turn.
  • 4: At the end of your turn, deal 1 fire dmg to ALL characters.
  • 5: "Explosion" only damages the user by half their max hp.

Lymean

  • 2: "MagicShield" also grants +1 str/magic charge to target.
  • 3: Stamina costs of initiating battles halved.
  • 4: +1 crystal after a won battle.
  • 5: Enemies with O mana take double dmg from all sources.

Succubus

  • 1: When seducing an enemy, increase LDmg by 1 for each allied succubus.
  • 2: Whenever a succubus (with energy) fucks an enemy, deal 2*LDmg to other enemies.
  • 3: Allies can still move/seduce even at 100% lust.
  • 4: Enemies at 50%+ lust take double dmg, (instead of +50%).
  • 5: When attacking a creature, use IDmg instead of strength (if it's higher)

Harpy

  • 2: At the start of each turn, unengaged allies gain a str charge for each adjacent enemy.
  • 3: After flying to land near an enemy, gain mg shield.
  • 4: Allies start with haste for a turn.
  • 5: Allies are immune to slow.

LizardGirl

  • 2: Poison on allies has a 50% chance to not deal dmg.
  • 3: Using "Toxin" on an ally grants 3 magic/strength charges.
  • 4: "Regenerate" also grants 2 strength charges.
  • 5: +1 duration for positive status effects. -1 for negative (min 1). (Reversed effect on enemies).

InsectGirl

  • 2: +1 energy drained when servicing enemies. +25% service success chance.
  • 3: With exactly 1 insect queen, start battles with a genetic copy as a drone.
  • 4: Servicing an enemy without energy exhausts them for the remaining battle.
  • 5: Insect girls start battle with magic charges equal to half their energy. (max 10).

BeastGirl

  • 2: 50% chance to regain 1 stamina when spending it on a skill.
  • 3: Allies start with +2 strength charges.
  • 4: "Jump" also grants strength buff for a turn.
  • 5: If an ally has 5+ strength charges, they never count as engaged in battle.

Shadow

  • 1: Start with 2 random shadow tiles on the map.
  • 2: +20% global dark damage.
  • 3: At the start of each turn: If 15+ tiles are shadow, curse all enemies.
  • 4: Consume random unoccupied shadow tiles to negate hp damage of allies. (after damage reduction).
  • 5: Enemies start cursed for a turn. Cursed enemies take 25% more damage.

Tanid

  • 2: Level 1 characters start battle with +2ap and 5 str/magic charges.
  • 3: Start with a slimebulb on the field.
  • 4: A random enemy starts infected for 10 turns.
  • 5: Sex-recruited characters gain the "Slime" trait.