I'll list the level 9 perks here as well as some thoughts
Warrior
Titan grasp-You can wield two handed weapons in one hand or dual wield non light weapons
Enduring body- Heal 10% hp per turn
Thief
Pierce through-ignore 25% of enemies armor
Attrition expert-When you apply one or more debuffs gain 1 turn of obscured and lethal edge(10 acc and crit)
White Mage
Over protective- 25% of excess healing is gained by the target as shield hp
Holy champion- If wearing heavy armor gain max hp and initial threat equal to your spell power. if not increase holy damage dealt by 20%
Black mage
Wardbreaker-add half your willpower to spell pen and your pen can reduce enemies ward below 0 for damage calculation
Resummon-The first time one of your summons are defeated in combat they are automatically recasted
Charmer
Distracting- Add half your presence to temptation and your penetration can reduce focus below 0 for damage calculation
Mutual inspiration- Whener you apply one or more buffs gain 1 turn of inspirational(+20 acc, eva, initiative, sexiness and leadership)(this stacks with expert inspiration)
The companions gain the relevant perks based on their current set.
So lets go over what each class gets
Warrior- Holy fucking smokes both of these are disgusting the average base damage for a two hander, one hander and light weapon are 50/40/35. So two handers get to become crit proof and dual wielders get a solid +5 to their base damages which is a lot in a game where basically nothing increases base damage(I can finally use ashelander!!!!). And even if you aren't focused on damage just take the 10% hp per turn. combine this with war banner and mares ring and you will be regenerating 40% of your hp per turn. Warriors are feasting right now
Thief-25% armor pen(I'm not sure if this applies before or after your actual armor pen) Is very powerful. Late game enemies will easily have around 100 armor so gaining 25 armor pen is obviously very powerful. The thief class already has great perks and pierce through is just another great one. Attrition expert on the other hand seems odd the 10 acc and crit should generally be worse than 25% armor pen but this does allow you to gain permanent obscurment with something like the white blossom ring which could be interesting. Off the top of my head only sneak attack actually requires you to be obsucred and while 50 attack power and 15 acc are nice, double attack or a stance are probably better for an at will.
White mage- 25% excess healing into shielding is kinda meh. Definitely feels like a win more perk. If you are in a situation where this would give you a fat shield, you didn't need to heal and you could have done something else with your turn. If you aren't healing to max this perk genuinely does nothing. Holy champion on the other hand seems pretty good. That is at least 100 extra hp. 20% more holy damage is also extremly powerful stacking with righteous fury and charge weapon giving you a metric fuck ton of extra base damage.
Black mage- 15 more spell pen is pretty good enemies tend to have much lower ward then armor (50vs100). And as each point of ward reduces damage taken by 1%, you can take the 15 spell pen as essentially 15% more damage(I know its not but i cant be bothered to do math) and since ward is so much lower than armor its very possible to actually benefit from the bonus damage from reducing below 0. The summon one seems so whatever. I've never liked summons, they steal your turn and cant be controlled. they did also feel kinda squishy so maybe this helps?
Charmer- Same for black mage focus is around the same as ward. Mutual inspiration is kinda crazy. that is A LOT of stats for applying a buff. I don't usually play charmers but if there were a white blossom ring equivalent for buffs it would be very possible to keep this up perpetually.
Overal was not expecting level 9 so soon (I say soon but its been like almost a year) I still remember the days where we were stuck on level 6 for years. I feel like every class got something cool which is nice to see. What do you think about the new perks? Let me know down below!
Warrior
Titan grasp-You can wield two handed weapons in one hand or dual wield non light weapons
Enduring body- Heal 10% hp per turn
Thief
Pierce through-ignore 25% of enemies armor
Attrition expert-When you apply one or more debuffs gain 1 turn of obscured and lethal edge(10 acc and crit)
White Mage
Over protective- 25% of excess healing is gained by the target as shield hp
Holy champion- If wearing heavy armor gain max hp and initial threat equal to your spell power. if not increase holy damage dealt by 20%
Black mage
Wardbreaker-add half your willpower to spell pen and your pen can reduce enemies ward below 0 for damage calculation
Resummon-The first time one of your summons are defeated in combat they are automatically recasted
Charmer
Distracting- Add half your presence to temptation and your penetration can reduce focus below 0 for damage calculation
Mutual inspiration- Whener you apply one or more buffs gain 1 turn of inspirational(+20 acc, eva, initiative, sexiness and leadership)(this stacks with expert inspiration)
The companions gain the relevant perks based on their current set.
So lets go over what each class gets
Warrior- Holy fucking smokes both of these are disgusting the average base damage for a two hander, one hander and light weapon are 50/40/35. So two handers get to become crit proof and dual wielders get a solid +5 to their base damages which is a lot in a game where basically nothing increases base damage(I can finally use ashelander!!!!). And even if you aren't focused on damage just take the 10% hp per turn. combine this with war banner and mares ring and you will be regenerating 40% of your hp per turn. Warriors are feasting right now
Thief-25% armor pen(I'm not sure if this applies before or after your actual armor pen) Is very powerful. Late game enemies will easily have around 100 armor so gaining 25 armor pen is obviously very powerful. The thief class already has great perks and pierce through is just another great one. Attrition expert on the other hand seems odd the 10 acc and crit should generally be worse than 25% armor pen but this does allow you to gain permanent obscurment with something like the white blossom ring which could be interesting. Off the top of my head only sneak attack actually requires you to be obsucred and while 50 attack power and 15 acc are nice, double attack or a stance are probably better for an at will.
White mage- 25% excess healing into shielding is kinda meh. Definitely feels like a win more perk. If you are in a situation where this would give you a fat shield, you didn't need to heal and you could have done something else with your turn. If you aren't healing to max this perk genuinely does nothing. Holy champion on the other hand seems pretty good. That is at least 100 extra hp. 20% more holy damage is also extremly powerful stacking with righteous fury and charge weapon giving you a metric fuck ton of extra base damage.
Black mage- 15 more spell pen is pretty good enemies tend to have much lower ward then armor (50vs100). And as each point of ward reduces damage taken by 1%, you can take the 15 spell pen as essentially 15% more damage(I know its not but i cant be bothered to do math) and since ward is so much lower than armor its very possible to actually benefit from the bonus damage from reducing below 0. The summon one seems so whatever. I've never liked summons, they steal your turn and cant be controlled. they did also feel kinda squishy so maybe this helps?
Charmer- Same for black mage focus is around the same as ward. Mutual inspiration is kinda crazy. that is A LOT of stats for applying a buff. I don't usually play charmers but if there were a white blossom ring equivalent for buffs it would be very possible to keep this up perpetually.
Overal was not expecting level 9 so soon (I say soon but its been like almost a year) I still remember the days where we were stuck on level 6 for years. I feel like every class got something cool which is nice to see. What do you think about the new perks? Let me know down below!