Minor modifications to ability 3, and here's abilities 4, 5 and 6:
3. Improved Magics(Passive, level 1)
Effect: Increase damages and success rate of your spells.
Bonus: +50% to offensive and healing spells damages/power.
+10 to spell's power for overcoming resistance rolls(if any).
+10% to stats boosters power.
+1 to maximum summoning depth for summoning spells.
Extra points: +50% to spells damages.
+10 to spell's power for overcoming resistance rolls(if any).
+1 to maximum summoning depth for summoning spells.
This passive ability increases the damages of all your monster's spells.
While you can invest your ability points in a specific spell for twice
the effect, if the monster you're playing has several diverse spells,
then this ability might be a worthy option because it will improve all
of them as opposed to just one. Also, if your spell needs to win a
resistance roll to work(such as status ailment spells), it will improve
the success rate of these spells.
4. Inner Elemental Mastery(Active/Passive, level 1)
Effect: Increase damages of a chosen element by 25% of your resistance to it.
Can also be activated for a "Piercing Spells" effect.
Damages bonus: +(25% of resistance)% to specific element damages.
Piercing power for activated effect: 15
Extra points: +(25% of resistance)% to specific element damages.
+15 to piercing power.
When you increase this ability for the first time, you will be asked to
choose between 15 of the 16 main elements, and you might also get some other
choices if your monster has a specific resistance to something else. Once you
choose the element, this ability will increase the damages of any attacks
of the chosen element by 25% of your resistance to it. This ability is
obsiously meant for monsters with natural immunities, of which many have,
but you can still benefit from it even if you don't have one by equipping
essences or items that gives you resistances.
5. Improved Essence Activations(Passive, level 1)
Effect: Increase damages and success rate of activated essences.
Bonus: +50% to offensive and healing spells damages/power.
+10 to spell's power for overcoming resistance rolls(if any).
+10% to stats boosters power.
+1 to maximum summoning depth for summoning spells.
Extra points: +50% to spells damages.
+10 to spell's power for overcoming resistance rolls(if any).
+1 to maximum summoning depth for summoning spells.
This passive ability increases the damages and success rate of the activation
of Essences. This is basically just like Improved Magics, but for activations.
If your monster cannot inherently cast spells, equipped essences with spells
and raising this ability is a way of getting the magical attacks you normally
wouldn't have access to. Keep in mind that most of them will require the
essence to recharge, so it's a good idea to equip more than one essence with
spells if you plan on using this ability.
6. Improved Defense(Passive, level 1)
Effect: Increase your base AC based on your monster's base AC.
Bonus: 25% of chosen monster's base AC.
Extra points: +25% of chosen monster's base AC to base AC.
This passive ability increases your base AC based on how much the monster you
chose has as innate base AC. Depending on the chosen monster, this ability
can provide a significant bonus, which is further improved greatly by
Agility. However, note that lower depth monsters have very low base AC and
if you play as one, you might not get much out of this ability, which is
meant to be used by monsters with high AC.
Things just gets better for Monsters.
Inner Elemental Mastery will allow you to truly enjoy Elementals and other element-themed monsters. Improved Essences Activations is an ability that will allow Essences activations to be greatly improved, and will give a chance to any monsters to get some spellcasting power. And Improved Defense, well, nothing special I guess, a base AC booster that does just that, but improved from the previous version where it only boosted by 10%. Great for monsters with high AC such as dragon and golems.