Equipment Perk

Equipment Perks are special traits available on weapons, sub weapons, and armor in Castlevania: Grimoire of Souls. They are passive effects which are activated by equipping the associated item.
There are two different kinds of equipment perks:
* Main Perks - These perks appear at the top of the perk list, have a blue icon, and are highlighted red. In order to take effect, these perks must be equipped in the Main Weapon slot or Main Armor slot or the single Sub Weapon slot. Some equipment have additional requirements for the Main Perk to take effect, such as equipping a certain sub-weapon or playing as a certain character. Each equipment that is 3★ or above has a single Main Perk, which are available as soon as the equipment is available to equip.
* Sub Perks - These appear at the bottom of the perk list in the order they are unlocked, have a red icon, and are highlighted blue. These perks take effect regardless of which slot the equipment is in. However, they must first be unlocked before they can be used by performing a Limit Break with 100 parchments of that equipment. 2★ Weapons have one Sub Perk, 3★ have two, 4★ have three, and 5★ have four. All Sub Weapons and Armor that are 2★ or higher have a single Sub Perk.
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==Main Perks==
*HP Fixed Up - Max HP increased by a fixed number
*MP Fixed Up - Max MP increased by a fixed number
*ATK Fixed Up - ATK increased by a fixed number
*DEF Fixed Up - DEF increased by a fixed number
*CRIT Fixed Up - CRIT increased by a fixed number
*ATK Rate Up - ATK +25%
*FLA Fixed Up - Flame increased by a fixed number
*ICE Fixed Up - Ice increased by a fixed number
*LIG Fixed Up - Lightning increased by a fixed number
*HOL Fixed Up - Holy increased by a fixed number
*DAR Fixed Up - Dark increased by a fixed number
*MP Rate Up - Max MP increased by 25%
*FLA Rate Up - Flame element +25%
*ICE Rate Up - Ice element +25%
*LIG Rate Up - Lightning element +25%
*HOL Rate Up - Holy element +25%
*DAR Rate Up - Dark element +25%
*FLA Res Fixed Up - Flame resistance increased by a fixed number
*ICE Res Fixed Up - Ice resistance increased by a fixed number
*LIG Res Fixed Up - Lightning resistance increased by a fixed number
*HOL Res Fixed Up - Holy resistance increased by a fixed number
*DAR Res Fixed Up - Dark resistance increased by a fixed number
*FLA Res Rate Up - Flame resistance +25%
*ICE Res Rate Up - Ice resistance +25%
*LIG Res Rate Up - Lightning resistance +25%
*HOL Res Rate Up - Holy resistance +25%
*DAR Res Rate Up - Dark resistance +25%
*Poison Res Fixed Up - Poison resistance increased by a fixed number
*Frozen Res Fixed Up - Frozen resistance increased by a fixed number
*Burn Res Fixed Up - Burn resistance increased by a fixed number
*Shock Res Fixed Up - Shock resistance increased by a fixed number
*Stone Res Fixed Up - Stone resistance increased by a fixed number
*Curse Res Fixed Up - Curse resistance increased by a fixed number
*Dizzy Res Fixed Up - Dizzy resistance increased by a fixed number
*Normal ATK Damage Fixed Up - Increases normal attack ATK by a fixed number
*Character Skill Damage Fixed Up - Increases Character Skill ATK by a fixed number
*Weapon Skill Damage Fixed Up - Increases Weapon Skill ATK by a fixed number
*Alter Arts Damage Fixed Up - Increases Alter Arts ATK by a fixed number
*MP Cost Fixed Down - Sub weapon MP cost reduced by a fixed number, can't be stacked
*Stun Rate Up- Increases stun gauge accumulation by a percentage
*Normal ATK Damage Rate Up - Increases normal attack ATK by 30%
*Character Skill Damage Rate Up - Increases Character Skill ATK by 30%
*Weapon Skill Damage Rate Up - Increases Weapon Skill ATK by 30%
*Alter Arts Damage Rate Up - Increases Alter Arts ATK by 30%
*Recovery Effect Rate Up - Increases rate of HP recovery by 30%
*MP Recovery Effect Rate Up - Increases rate of MP recovery by 20%
*MP Auto-Recovery Rate Up - Increases automatic recovery rate of MP by a percentage
*MP Cost Rate Down - Sub weapon MP cost reduced by 20%, can't be stacked
*Cooldown Time Rate Down - Reduces Weapon Skill cooldown by 15%
==Sub Perks==
*Max HP I - Max HP +5%
*Max MP I - Max MP +5%
*ATK I - ATK +5%
*DEF I - DEF +5%
*CRIT I - CRIT +5%
*Attrbt.(Fire) I - Fire element +10%
*Attrbt.(Ice) I - Ice element +10%
*Attrbt.(Lightning) I - Lightning element +10%
*Attrbt.(Holy) I - Holy element +10%
*Attrbt.(Dark) I - Dark element +10%
*Resistances(Fire) I - Fire resistance +10%
*Resistances(Ice) I - Ice resistance +10%
*Resistances(Lightning) I - Lightning resistance +10%
*Resistances(Holy) I - Holy resistance +10%
*Resistances(Dark) I - Dark resistance +10%
*Resistance: Poison I - Poison resistance +30
*Resistance: Frozen I - Frozen resistance +30
*Resistance: Burn I - Burn resistance +30
*Resistance: Shock I - Shock resistance +30
*Resistance: Stone I - Stone resistance +30
*Resistance: Curse I - Curse resistance +30
*Resistance: Slow I - Slow resistance +30
*Resistance: Dizzy I - Dizzy resistance +30
*Weapon Skill Damage Rate Up I - Weapon Skill ATK +5%
*MP Conservation I - Sub weapon MP cost reduced by 5%, can't be stacked
*MP Conservation II - Sub weapon MP cost reduced by 15%, can't be stacked
*MP Conservation III - Sub weapon MP cost reduced by 25%, can't be stacked
==Main Perk Conditions==
*Cutter's Blessing - Main weapon type must be Atropos
*Spinner's Blessing - Main weapon type must be Clotho
*Surveyor's Blessing - Main weapon type must be Lachesis
*Cutter's Support - Support weapon type must be Atropos
*Spinner's Support - Support weapon type must be Clotho
*Surveyor's Support - Support weapon type must be Lachesis
*Flame Blessing - Main weapon element must be Flame
*Ice Blessing - Main weapon element must be Ice
*Lightning Blessing - Main weapon element must be Lightning
*Holy Blessing - Main weapon element must be Holy
*Dark Blessing - Main weapon element must be Dark
*Fiery Favor - Sub weapon element must be Flame
*Icy Favor - Sub weapon element must be Ice
*Lightning Favor - Sub weapon element must be Lightning
*Holy Favor - Sub weapon element must be Holy
*Dark Favor - Sub weapon element must be Dark
*Flame Guard - Main armor element must be Flame
*Ice Guard - Main armor element must be Ice
*Lightning Guard - Main armor element must be Lightning
*Holy Guard - Main armor element must be Holy
*Dark Guard - Main armor element must be Dark
*Fiery Grace - All support weapons' element must be Flame
*Icy Grace - All support weapons' element must be Ice
*Lightning Grace - All support weapons' element must be Lightning
*Holy Grace - All support weapons' element must be Holy
*Dark Grace - All support weapons' element must be Dark
*Flame Providence - Stage element must be Flame
*Ice Providence - Stage element must be Ice
*Lightning Providence - Stage element must be Lightning
*Holy Providence - Stage element must be Holy
*Dark Providence - Stage element must be Dark
*Knife's Favor - Sub weapon must be a Knife
*Axe's Favor - Sub weapon must be a Axe
*Cross's Favor - Sub weapon must be a Cross
*Holy Water's Favor - Sub weapon must be Holy Water
*Feline's Favor - Sub weapon must be a Cat
*Gun's Favor - Sub weapon must be a Gun
*Dhampir - Equip to Alucard
*Veteran Hunter - Equip to Simon
*Genius Witch - Equip to Charlotte
*Innocence - Equip to Maria
*Organization's Secret Weapon - Equip to Shanoa
*Overwhelm - Activated when HP is at 50% or above
*Cornered - Activated when HP is at 40% or below
*Concentration - Activated when MP is at 50% or above
*Burning Bridges - Activated when MP is at 50% or below
Category:Mechanics
Category:Grimoire of Souls