Perceptor

s are a monster summonable by an Alliance member with the correct rights. Commonly called Percs, they can be placed by members of an Alliance to gather drops from fights occurring in the area. They hold these drops in their inventory until either an alliance member collects them, or an enemy player kills the Perceptor and steals the drops, including any added equipment.
==Placing a Perceptor==
Designated alliance members may place a Perceptor on their current map using Perceptor Summoning Potions. Not all maps accept Perceptors. Places such as Class Temples and certain quest locations. Non-subscriber zones such as Astrub and its immediate territories do not accept the placement of Perceptors.
Only one Perceptor can be placed per alliance per group of territories. For example, Nauseating Swamps, Bottomless Swamps, and Amakna Swamps all count as one territory group, so only one Perceptor can be placed there. These groups are generally linked by an identical monster family. For example: Dopple Village, Dopple Mine, and Cania Bay. Dragon Pig's Den, Dragon Pig's Maze, and Porco Territory.
===Placement ===
Perceptors can be summoned using Summoning Potions varying between levels 20-200. These can be crafted by Alchemists and are unlocked every 20 Alchemy levels. They can also be bought from the Consumables Market.
*Perceptor Potion (Level 1-20)
*Remarkable Perceptor Potion (Level 21-40)
*Astonishing Perceptor Potion (Level 41-60)
*Incredible Perceptor Potion (Level 61-80)
*Formidable Perceptor Potion (Level 81-100)
*Splendid Perceptor Potion (Level 101-120)
*Marvellous Perceptor Potion (Level 121-140)
*Spectacular Perceptor Potion (Level 141-160)
*Exceptional Perceptor Potion (Level 161-180)
*Extraordinary Perceptor Potion (Level 180-200)
Perceptors can only be placed in areas that correspond to the potion's level. For example, a Perceptor in Kanig Village (level 150) would have to be summoned using the Spectacular Perceptor Potion.
===Equipment===
Perceptors can be upgraded for both defending from an attack and collecting drops using equipment. This equipment consists of: Armour, Bags, Banners, Chests, Daggers, Shoes, and Tunics. Important to note that equipment that boosts Strength and Chance does not also boost Prospecting and Pods.
*Armour is used to boost Vitality, Pushback Resistance, Critical Resistance, MP Parry, AP Parry, and Heals.
** Crafted by level 200 Artificers.
*Bags are used to add Range, Pods, and MP. 
**Crafted by level 200 Shoemakers.
*Banners are used to boost Vitality, Pushback Damage, Critical Resistance, MP Reduction, AP Parry, Heals, and Intelligence.
**Crafted by level 200 Carvers.
*Chests are used to add Prospecting, Initiative, and AP.
**Crafted by level 200 Handymen.
*Daggers are used to boost Pushback Damage, Critical Damage, Dodge, Critical, AP Reduction, and Chance.
**Crafted by level 200 Smiths.
*Shoes are used to boost Lock, MP Parry, Agility, Pushback Resistance, MP Reduction, and Dodge.
**Crafted by level 200 Jewellers.
*Tunics are used to boost Strength, Critical, Critical Damage, AP Reduction, AP Parry, and Lock. 
**Crafted by level 200 Tailors.
===Appearance===
Perceptors hold a banner with the alliance's logo. Their spots take on the primary color of their alliance, and their bracers and headband correspond to the secondary colors.
==Characteristics==
Every Perceptor has the same base characteristics without equipment.
==Spells==
Perceptors have a variety of spells ranging between dealing damage, buffing, movement, and healing. Only six spells can be equipped, though there is a selection of 40 spells available. Only alliance members with the right to modify the alliance's default perceptor can change these spells. 
Alliance members can also change their own Perceptor's spells by talking with a specific Perceptor and modifying it. Alliance members with the rights can also do so with any of their Perceptors in the world.
Note that the below table does not have the correct images yet, but the other information is correct.
Icon	Name 	Element	Description
 	Exoneration 	 	Reduces the duration of effects on targets in an area of effect.
 	Ploughing 	 	Inflicts Earth damage on enemies and repels the targets in an area of effect.
 	Cold Cash 	 	Inflicts Earth Damage and removes MP.
 	Annuity 	 	Applies a start-of-turn Earth poison on the targeted enemy or heals the targeted ally at the start of their turns.
 	Shoeing 	 	Inflicts Neutral damage and removes AP Reduction in an area of effect.
 	Customs 	 	Inflicts Fire damage on enemies and repels targets outwards in an area of effect.
 	Salt Tax 	 	Inflicts Fire damage on enemies and steals AP.
 	Deficit 	 	Applies a start-of-turn Fire poison on the targets and reduces Damage in an area of effect. Does not affect the caster.
 	Buckaray 	 	Moves the caster closer to the target, inflicts Fire damage on enemies, and repels the target.
 	Liquidation 	 	Inflicts Water damage and reduces enemies' Lock in an area of effect.
 	Drinking Trough (Spell)	 	Inflicts Water damage on enemies in an area of effect. Heals allies in the area of effect by 50% of the damage inflicted on enemies. Does not affect the caster.
 	Dues 	 	Inflicts Water damage and removes MP Reduction in an area of effect. Does not affect the caster.
 	Rodeo 	 	Inflicts Water damage on enemies and repels the targets in an area of effect around the caster.
 	Fundraising 	 	Inflicts Air damage on enemies and repels the target.'
 	Show Jumping 	 	Teleports the caster to the targeted cell and inflicts Air damage on enemies in a line up to the targeted cell.
 	Fee 	 	Inflicts Air damage and reduces the chance of inflicting critical hits in an area of effect.
 	Levy 	 	Inflicts Air damage on enemies and steals MP.
 	Sagittarius 	 	Inflicts Earth, Fire, Water, and Air damage and repels the target.
 	Punitive Damages 	 	Randomly inflicts damage in the caster's best attack element immediately or with a delay at the start of the caster's turn. Damage is greater based on the delay.
 	Menalt's Wrath 	 	Inflicts Earth and Water damage and increases the damage suffered by the target.
 	Blinkers 	 	Inflicts Fire and Water damage and removes Range.
 	Chancellery 	 	Inflicts Water and Air damage and reduces the final damage inflicted by the target.
 	Surtax 	 	Inflicts Fire and Air damage and minimises the target's random effects.
 	Go Bust 	 	Inflicts Fire and Earth damage and erodes the target.
 	Malversation 	 	Inflicts Earth and Air damage and reduces the healing received by the target.
 	Enfranchisement 	 	Reduces the duration of effects on the target.
 	Rein 	 	Removes MP.
 	Halter 	 	Removes AP.
 	Lasso 	 	Attracts the target.
 	Equine Tale 	 	Increases allies' Power in an area of effect.
 	Spur 	 	Increases the targeted ally's AP.
 	Trot 	 	Increases the targeted ally's MP.
 	Galop 	 	Increases the targeted ally's MP.
 	Overpayment 	 	Heals the targeted ally.
 	Subsidy 	 	Heals the targeted ally.
 	End of Abundance 	 	Heals all targets with at least 70% of their health points and reduces the healing received by all others.
 	Standard Mister Bar 	 	Heals the caster and increases their Power.
 	Thoroughbred 	 	Reduces the duration of effects on the caster.
 	Big Hackney 	 	Moves the caster away from the target and attracts allies (excluding the caster) in an area of effect.
 	Centoror's Endurance 	 	Reduces the damage suffered by the caster.
==Collecting Perceptors==
Alliance members who have the right to remove items from a Perceptor may do so if they're on the same map. Removing a Perceptor does not return the potion used to place it. After collecting a Perceptor, a new one can be placed on that same map after 10 minutes.
==Perceptor Fights==
Perceptor fights are similar to other forms of PvP, with a few differences: 
*The preparation phase is significantly longer than with other fights in order to allow for alliance members to join the Perceptor's side.
*Only one character per IP can join a Perceptor fight.
*If you lose against a Perceptor you lose 3000 energy in addition to normal energy loss.
*When you lose a fight, you must wait 60 minutes before you can attack the same Perceptor.
*You cannot attack a Perceptor in a dungeon room if you logged in at that room, although you can still join the fight if another person starts it.
*Perceptors can not be attacked by characters who are below level 50.
*Anybody can attack a Perceptor, no matter whether they are part of an Alliance or not. Players in different Alliances can band together to attack.
==Defending a Perceptor==
When a Perceptor is attacked, every player in the Alliance will receive a notification. By opening the alliance menu and going to the Attacks menu, they can join the fight by clicking "Join". Members with "Be the main Perceptor defender" right, has a priority in joining the defending of a perceptor.
*Battles against the Perceptors are 5 defenders against 5 offenders maximum (Perceptors not included).
*Only one character per IP can be used in defense of the Perceptor.
*Perceptors are now controlled by a defender by default. A right to control for this can be added to Alliance ranks. If multiple players in the fight have this right, the player with the highest initiative will control the Perceptor. If the player controlling the Perceptor dies, the Perceptor won't die, and the player will continue to control the Perceptor. If the Perceptor is fighting alone (no defender came), it will be controlled by the AI.
*Winners of a Perceptor battle are returned to where they were before the battle, while losers are returned to their last save point. Defenders of a Perceptor do not lose energy nor do their pets lose health.
**Players of the winning alliance who died will return to where they were before battle, but their HP will be halved similar to having lost a fight in a dungeon.
*After a won fight, the Perceptor can not be attacked for another hour.
==Events==
Since 2010 (2014 not included), during Kwismas, Perceptors change appearance from their normal centaur like appearance to that of a reindeer.
de:Perzeptaurus
Category:Game information
Category:Monster