Perks

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Description[edit | edit source]

Perks are a large assortment of passive abilities that the player obtains as they descend deeper into the mountain, augmenting the player and their abilities in many ways.

A set of three perks are offered at the end of each Holy Mountain that the player visits. Upon selecting one, the other two perks disappear.

List of Perks[edit | edit source]

Icon Name Message Notes
Perk critical hit.png Critical Hit + Increased critical hit chance. Affects all of the player's spells.
Perk breath underwater.png Breathless You won't drown when submerged. Immunity to suffocating in liquids, gasses, and even being buried in powders, like snow and coal. You will still be damaged by acid and lava.

If you are polymorphed into a small worm or similar and transform back while inside of a wall, you will not suffocate in the wall.

Perk extra money.png Greed You gain 2x gold per nugget.
Perk extra money trick kill.png Trick Greed 4x instead of 2x gold is dropped when death is an accident. Extra gold spawns on the condition that the enemy dies via physics kills, chemistry kills, and infighting kills.
Perk hover boost.png Strong Levitation You can fly 100% longer. Your levitation bar is doubled.

Because it is a direct extension, to recharge your flight to max capacity, you must also wait on the ground for twice as long.

Perk movement faster.png Faster Movement Your movement speed is increased. You move about ~40% faster.
Perk low gravity.png Low Gravity Your movement is floatier and you jump and fly higher. Greatly reduces the player's gravity, making it far easier to remain airborne, yet reduces your falling speed.
Perk speed diver.png Faster Swimming You are an expert swimmer!
Perk strong kick.png Never Skip Leg Day Your kicks deal extra damage and knockback. Damage is boosted from 1 to 4. Knockback boost is likewise unimpressive. Always skip leg day.
Perk repelling cape.png Repelling Cape Stains drop at a fast rate (when moving). Stains go away much faster while you are moving.

This also applies to potions, making the effects they grant much harder to maintain. Synergizes well with perks that require a clean cape, such as Invisibility or Stainless Armor.

Being constantly dry will make you much more likely to be set on fire.

Perk exploding corpses.png Exploding Corpses Enemies explode upon death. Explosions often scatter gold, set off traps, and start fires.

By destroying at least most of the corpse, this perk may lessen the amount of blood and overall clutter.

Perk saving grace.png Saving Grace If you would die and have more than 1 HP, your HP is set to 1 instead. Prevents death from a single high-power attack, but is ineffective against rapid damage.
Perk invisibility.png Invisibility You're invisible. Stains, casting spells, kicking and taking damage removes the effect temporarily. Grants the player an infinite Invisiblium effect. Synergizes well with Repelling Cape.
Perk global gore.png More Blood Blood blood blood. All creatures (including the player) bleed more. This includes non-standard blood, such as creatures who bleed slime or lava when hurt.
Perk remove fog of war.png All Seeing Eye You can now see everywhere. Removes all darkness from the world, revealing the entire screen without needing to see an area first.

Some areas, notably Dark Cave, will stay dark.

Perk vampirism.png Vampirism You regain health from drinking blood, but lose one third of your max health. Press down in red blood to consume it and gain health.

Max Health removed is calculated from your current total Max Health.

Perk extra hp.png Extra HP 50% extra max health. Bonus calculated from player's current maximum Health at time the time of acquiring. Does not amplify the effect of future health pickups.
Perk hearts more extra hp.png Extra Maximum HP from Hearts Hearts give double the maximum HP. Increases from +25 to +50 for large HP up, and from +10 to +20 for small HP up.
Perk glass cannon.png Glass Cannon Your spells deal 5x damage and have larger blast ranges, but your maximum health is capped to 50. Explosions and blasts caused by the player are 5x larger.

Health reduction can stack with Vampirism and Destruction.

Perk respawn.png Extra Life Upon death you respawn with 100 health. Upon dying, you do not actually 'respawn' somewhere safe - you are still in the same predicament.

This perk merely sets your health to 100 if you lose all of it, and only once.

Perk worm attractor.png Worm Attractor Worms of the world come to you. Causes worms to be attracted towards the player's general area but not necessarily the player. Seems to also increase rate of Giant Worms and decrease the rate of smaller worms.
Perk worm detractor.png Worm Detractor Worms of the world run from you.
Perk protection fire.png Fire Immunity You take no damage from fire. You can no longer be set on fire. Does not prevent damage from lava, fiery explosions, and direct fire attacks, like those from a Stendari.
Perk protection radioactivity.png Toxic Sludge Immunity You take no damage from toxic sludge. Prevents the toxic sludge stain, causing toxic sludge to remove stains instead.

Does not prevent damage from acid, frozen acid, frozen toxic sludge, toxic rock, toxic gas, poison liquid, and poison stains.

Perk protection explosion.png Explosion Immunity You take no direct damage from explosions. Player is still affected by harmful material generated by certain explosions, including fire, toxic sludge, acid, electricity, and freezing vapour.
Perk protection melee.png Melee Immunity You take no damage from close-range enemy attacks. Can cause many enemies to become completely harmless to the player.
Perk protection electricity.png Electricity Immunity You take no damage from electric shocks. This perk may be preferable over the Electricity perk, due to the latter being capable of activating traps.

Note that many electric spells also deal explosive damage.

Perk teleportitis.png Teleportitis Damage is reduced by 20%. Every time you take damage, you teleport away. Any amount of damage (including damage-over-time effects like fire or toxic sludge) will make player randomly teleport to a random off-screen location. Can teleport into harmful material, such as lava or acid.

Blocked damage will still trigger the teleport effect.

Perk stainless armour.png Stainless Armour You take 50% less damage as long as you have no active stain status effect. Synergizes well with Repelling Cape.
Perk edit wands everywhere.png Edit Wands Everywhere Divine blessing allows you to edit wands everywhere. Enables the editing of wands outside of Holy Mountains.

Allows you to strip away the spells from any wand you find, as well as replace spells with depleted charges with fresh counterparts on a whim.

Perk ability actions materialized.png Bombs Materialized Bomb-like spells can be placed in the ITEMS space in inventory and thrown without a wand. Applies to TNT, Bombs, and Holy Bombs.

Spells can only be moved around the inventory in Holy Mountain, except with Edit Wands Everywhere perk.

Perk projectile homing.png Homing Shots All your spells home towards enemies very slightly. Static projectiles such as Death Cross and Slime Mist will reliably follow targets, while fast projectiles like Magic Arrow will only shift slightly.
Perk projectile homing shooter.png Boomerang Spells Almost all your spells arc towards you; you have higher projectile resistance. Be wary of using explosives with this perk. Long-lasting spells, such as Dormant Crystal, can follow you around indefinitely.

Conversely, high-velocity spells like Spark Bolt may curve up or down in an odd manner due to their attraction to you. This quirk can throw off your aim, so this perk is not recommended for novice players.

Perk freeze field.png Freeze Field Freezes liquids around you. Extinguishes fires, causes lava to instantly cool, and freezes various other liquids. But will not freeze liquids that do not have a frozen material counterpart (like oil or magic potions).

Frozen toxic sludge will still damage the player with Toxic Sludge Immunity.

Synergyzes poorly with "Slime Blood" and "More Blood" perks, frequently causing the player to become trapped in their own frozen blood mid-battle. Also removes the ability to gather freezable liquids.

Perk dissolve powders.png Dissolve Powders Sand and other soft, powdery materials dissolve quickly in your presence. A small radius around the player will instantly destroy things like Coal, Gunpowder, Sand, solid terrain Snow, Bone Dust, and more.

See the Materials page for more details.

Perk slime blood.png Slime Blood You bleed slime, but slime no longer slows you down. Hidden stat of 40% projectile resistance.
Perk oil blood.png Oil Blood You bleed fast-burning oil. Hidden stat of 40% explosion resistance.
Perk shield.png Permanent Shield You gain a small, permanent shield. A small shield will make smaller projectiles bounce off and break after a certain amount of damage. The shield will reappear shortly after breaking.

Stacks with other shield spells for increased protection. Damaging projectiles bounce off of shields, potentially hitting enemies or explosives. Due to its smallness, the shield may not always protect you from very high-velocity or large-hitbox projectiles.

Perk revenge explosion.png Revenge Explosion Often when you take damage, you release a magical explosion that hurts enemies. The perk will trigger on any amount of damage.

Your explosion can activate other explosives and create fires.

Perk revenge tentacle.png Revenge Tentacle You call a monstrous tentacle against those who harm you. Causes a tentacle to emerge from the player and hit anything that damages the player. This also includes taking damage from various passive sources of damage, like lava or damage-over-time effects, causing the tentacle to sometimes flail randomly.
Perk attack foot.png Lukki Mutation You grow curious additional limbs that fight for you. *Note* These limbs will attack nearby explosives as well as enemies

Also, slightly increases movement speed.

Perk plague rats.png Plague Rats Enemies that die near you spawn hungry rats to serve your bidding. Rats no longer attempt to harm you, except after friendly fire or due to Berserkium.

Plague Rats are much stronger than regular rats but disappear after a while.

Perk projectile repulsion.png Projectile Repulsion Field Most projectiles are repulsed by your presence, but you take slightly more projectile damage. You take 26% more damage from projectiles.
Perk electricity.png Electricity You're immune to electric damage but metal and liquids electrify around you constantly. Look out! Electrified metals and liquids can cause combustion and activation of explosive boxes. Also makes collecting flasks in liquids much harder.
Perk attract items.png Attract Physical Items Physical items such as gold nuggets gravitate towards you. Slightly attracts gold nuggets towards the player and increases in strength the closer it is to the player. Also attracts other items like potions which can cause them to fall or otherwise break.
Perk extra knockback.png Extra Enemy Knockback Your spells knock enemies back more. This perk is likely to cause any enemy to flinch, at the expense of flinging them far away. Useful for fighting melee enemies.

When using weak, but fast spells like Bouncing Burst, you may find yourself disadvantaged by the fact that your aim is thrown off by the enemy's recoiling.

Perk lower spread.png Concentrated Spells Your spells have lower spread but they push you back more. In addition to the direct benefit of more accurate spells, the added recoil can be used as a crude jetpack or jump extender by firing opposite of where you wish to go. Might slow digging operations, as you will be pushed back from whatever you're digging without careful spell arrangement.
Perk bounce.png Bouncing Spells Almost all your spells bounce around. This perk will cause spells like Energy Orb and Magic Missile to no longer immediately detonate on impact with terrain.

As a result, their digging potential becomes greatly hampered.

Perk extra perk.png Extra Perk Every temple from now on spawns an additional perk to choose from.
Perk perks lottery.png Perk Lottery When you pick a perk, there's a 50% chance the others won't disappear. Can also trigger when Perk Lottery itself is first picked.
Perk genome more hatred.png More Hatred Creatures in the world are more aggressive towards each other. Causes enemies not of the same group (e.g. Hurtta and Haulikkohiisi) to attack each other on sight.

May cause a loss of gold from off-screen deaths.

Perk genome more love.png More Love Creatures in the world are more friendly to each other. Reduces infighting, such as making most enemies passive to Rats.

Essences[edit | edit source]

Essences are special perks that are not in the normal perk rotation, and instead only spawn in specific locations on the map. Having 4 or more essences in hand allows the player to break open the Moon.

Icon Name Message Notes
Special Perk essence fire.png Essence of Fire Your entire being is fluctuating! Found in the center of the island at the Lake, under the wooden statue. Explodes few tiles around player, blocks invisibility, and may set the player on fire if player isn't wet or immune to fire.
Special Perk essence water.png Essence of Water The earth flows around your being! Found in ??? to the left of The Work (Hell). Regularly shoots a "touch"-type projectile from the player in a random direction from the player, which turns a small radius around whatever material it hits into lava.
Special Perk essence air.png Essence of Air Your being controls the air around you! Found in ??? in the center of the Cloudscape. Regularly shoots air blast projectiles in a circle around the player, pushing away powders, enemies, and objects.
Special Perk essence earth.png Essence of Earth Your being releases damaging light! Found in ??? along the map's east wall. Every few seconds it fire 8 evenly-spaced explosive projectiles from the player that destroys terrain. The explosions can damage the player unless the player has Explosion Immunity.
Special Perk essence alcohol.png Essence of Spirits That was not the best of ideas Found in ??? at the bottom of the Lake. Adds an alcohol trail to all your projectiles (may result in major lag with very fast wands), and makes the player permanently afflicted with the drunk status.