Class Perks in Magic Legends are passive boosts of the various Classes of the game. Each perk is unique and resonates specifically with a class, and unlocking a perk further enhances the stats of the character and boosts the effects of its abilities. This page covers a list of all the class perks featured in Magic: Legends.
Magic Legends Class Perks
You gain a shield equal to your maximum health for as long as the power is active.
Leap forward a short distance and damage foes near your impact point. 2 charges.
Whenever you cast a Sorcery, gain 5% of your maximum health in shield for 10 seconds.
Whenever you cast a Sorcery, gain Greater Might for 3 seconds. This can only occur once every 10 seconds.
Mind Mage Perks
Mindlash's final strike deals 150% additional damage to enemies hit in the last half of the attack area.
Confuse foes around you as long as this power is active.
Confound can confuse an additional target, and the duration of the effect is increased by 2 seconds.
Illusory's Escape's illusion explodes on termination, inflicting damage and Greater Slow to enemies nearby.
When a creature you control with 3 or greater Toughness dies, disorient foes near the creature.
Falling below 25% health will cause you to summon a 0/6 Illusion that taunts when it enters the battlefield.
Grim Siphon heals a creature you control with the lowest health percentage for 10% of damage dealt, and the final attack deals additional damage.
Whenever a foe dies while under the effect of the Necrotic Curse, randomly create a 1/1 Skeleton, 1/1 Skeleton Archer, or 2/2 Zombie creature token at its location. If it was a Champion Rank or above, create a 4/4 Zombie Hulk.
Necromantic Aura now heals the Necromancer for 10% of the damage dealt.
Whenever you cast a Sorcery, heal for 5% of your maximum health over 3 seconds.
Whenever a creature you control dies, another random creature you control gets +1/+1 for 10 seconds.
Summon 5 4/4 white Angel creature tokens with Lifelink.
After casting a Sorcery, the effectiveness of incoming healing from Lifelink is increased for 15 seconds. This effect stacks up to 6 times.
Half of all healing received from Lifelink will also heal nearby allies. Mending Aura's healing will not trigger effects that are activated by incoming or outgoing healing.
Summons a 5-5 Aether Fox with Trample to fight by your side as long as this power is active.
Your Companion gets +1 +1 as long as a foe you've marked is nearby. Additionally, Rending Throw's cooldown is reduced by 2 seconds.
Wild Roar's effects last an additional 2 seconds, and your COmpanion gains Trample while under its effects.
Gain 1 Mana over 3 seconds after summoning a creature with a Converted Mana Cost that is greater than 4.
Recover 10% of your Maximum Hit Points over 2 seconds whenever you cast a creature spell.
Dimir Assassin Perks
Final Primary attack creates a swirling energy blade that deals damage to foes continually that it contacts.
Kills with primary attacks and class abilities reduce the cooldown of "Blink Dash" by 0.5 seconds each.
Whenever you sacrifice a creature, draw a spell.
Whenever you cast a Sorcery with a Control effect, gain Lesser Might (Increased damage) for 5 seconds.
Pyromancer Lvl. 4 Perk Information TBA
Pyromancer Lvl. 6 Perk Information TBA
Pyromancer Lvl. 10 Perk Information TBA
Pyromancer Lvl. 15 Perk Information TBA
Pyromancer Lvl. 20 Perk Information TBA
Pyromancer Lvl. 25 Perk Information TBA