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Revision as of 04:59, 20 March 2026 by PinkEv3 (talk | contribs) (Base Text (Unorganized))

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Perks can be equipped by talking to the Perk Broker. Perks are buffs players can equip to drastically change combat. There are 2 types of Perks, Healing and Utility. Players can equip 1 Healing Perk and 2 Utility Perks, with a 3rd being unlockable through the Renown Upgrade Triple Utility.

A healing perk must be equipped at all times, but players can choose to unequip any utility perks. Players can use the Healing Swapinator Item to change healing perks outside of combat without returning to spawn.

Players first start with 1 Healing perk and 4 Utility perks, with additional perks being unlocked through gameplay.

Healing Perks:

Healing Perks

Golden Apples Upon killing an enemy, gain a consumable golden apple that grants 5 absorption (2 and a half full absorption hearts) and regen 2 for 8 seconds

Golden apples take 2 seconds to eat

Max held: 3

Golden Apples

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Gain a Golden Apple on-kill | Max: 3

Golden Apple

Regeneration II (0:08)

2.5💛 Absorption

“The classics”

Golden Carrot Upon killing an enemy, gain a consumable golden carrot that grants 4 absorption (2 hearts), regen 2 for 6 seconds, and speed 1 for 15 seconds

Carrots take 1 second to eat

Max held: 4

Golden Carrot

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Gain a quickly consumable Golden Carrot on-kill | Max: 4

Golden Carrot

Regeneration II (0:06)

Speed I (0:15)

2💛 Absorption

Golden Melon Upon killing an enemy OR getting an assist, gain an instant eat glistering melon that grants 1 health (half a heart), 2 absorption (1 heart) and regen 2 for 4 seconds

Golden Melons are instantly consumed with a 1s cooldown

Max held: 8

Golden Melon

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Gain an instantly consumable Golden Melon from kills & assists | Max: 8

Golden Melon

0.5❤️ Heal

Regeneration II (0:04)

1💛 Absorption

1 second between eats

Jeebus Juice Upon killing an enemy, gain a Jeebus Juice. Upon drinking, gain regeneration 2 for 12s, speed 2 for 6s, resistance 2 for 6s, and +25% xp for 30s. It must be consumed outside of middle Jeebus Juice

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Gain a Jeebus Juice on-kill | Max: 1

Jeebus Juice

Regeneration II (0:12)

Speed II (0:06)

Resistance II (0:06)

+25% XP (0:30)

Must be consumed outside of middle

Soup? Upon killing an enemy, gain 2 “soups?” (stack in the same slot). Each soup is instantly eaten, but with a 0.5 second cooldown between soups.

Upon eating, you will always receive 1 absorption heart, but the other effects for eating are random and can be:

Regen 2-4 for 5 seconds (30% chance, the rest even)

Poison 1-2 for 5 seconds

Blindness for 5 seconds

1-2 heart of damage

2-4 additional absorption hearts

+15% extra damage on next hit

Jump boost 1-5 for 10 seconds

Speed 1-4 for 10 seconds

Resistance 1-2 for 10 seconds

Slowness 1-4 for 5 seconds

100 gold

100 xp

+50% Damage for 10 Seconds

Random teleport within 10 blocks (goes through walls)

Max: 32

Soup?

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Gain 2 instantly consumable Soup? on-kill. | Max: 32

Soup is cool and tasty!

Soup?

1💛 Absorption

A random effect

0.5 seconds between eats

“it needs to be justttttt right.”

Mythic Meat If any non-blank Mythic items are in your inventory while using this perk, no healing items are received.

Upon killing an enemy, gain a consumable steak that grants:

+30% damage against Mythic users for 15s

Regen 3 for 10 seconds

Speed 1 for 7s

Resistance 2 for 7s

Max: 1

Mythic Meat

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Gain a Mythic Meat on-kill. If any enchanted Mythics are in your inventory, no healing items are received | Max: 1

Mythic Meat

Regeneration III (0:10)

Speed I (0:07)

Resistance II (0:07)

+30% Damage against Mythic users (0:15)

“lightning quick larcenist”

Eve’s Fried Chicken Upon killing an enemy, gain a consumable cooked chicken that grants regen 3 for 7 seconds and a 5% damage reduction for 50 seconds (this effect can stack up to 25%.) Each chicken has its own timer

Max: 3

Eve’s Fried Chicken

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Gain an Eve’s Fried Chicken on-kill | Max: 3

Eve’s Fried Chicken

Regeneration III (0:07)

+5% Damage Reduction (0:50, +25% Max)

“Brought to you in part by Pyre Inc.”

Juggernaut No healing items (including Insignia), fully restore health on-kill, increase damage taken by 15%

Juggernaut should heal the player to whatever max hearts they have, not just 10

Don’t earn healing items

Take +15% Damage but fully restore health on-kill

Souper Soup Upon killing a player, gain 3 soups (that stack in the same slot). Each soup is instantly eaten, but with a 1 second cooldown between soups. Each soup heals 1.5 hearts, grants 0.5 absorption and increases your next melee strike by 10% (stacking up to 50%)

Max: 12

Souper Soup

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Gain 3 instantly consumable Souper Soup on-kill | Max: 12

Souper Soup

1❤️ Heal + 0.5💛 Absorption

Stackable +10% damage on-hit (+50% Max)

1 second between eats

Honey, where is my souper soup?”

Soul Siphon No healing items, Heal 0.6 health on hit, heal 1.2 health on fully charged bow shot

Healing is halved on clanmates (unless 1v1)

Regeneration I (0:06) on Kill

0.4s cooldown

Don't earn healing items

Heal 0.6❤️ on-hit. Doubled for charged bow shots, halved on clanmates.

Gain Regeneration I (0:06) on-kill.

0.4s Cooldown

Relentless Assault Gain an instantly consumable assault cookie every 5 seconds if the player has dealt melee damage in the last 8 seconds (aka in combat).

Assault cookies grant the following:

Heal 3 Hearts

1 Absorption Heart

+10% damage for 2s

One of the two: Speed 1 for 4s or Resistance 1 for 4s.

Max Held: 1

Assault Cookie

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Gain an instantly consumable Assault Cookie every 5s | Max: 1

Assault Cookie

3❤️ Heal

1💛 Absorption

Speed I or Resistance I (0:04)

+10% Damage (0:02)

“looks like I finally have a real weapon”                                    

Utility Perks

Utility Perks

No Skill Required After you die, your next 3 kills grant between 1.5x and 4x XP and between 1.25x & 1.75x Gold.

Includes bounties.

No Skill Required

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After you die, your next 3 kills grant 1.5-4x XP & 1.25-1.75x Gold.

Consistency Every 5 kills, gain a double reward kill. Every 8 kills, gain Speed 1 for 7s & a stacking +1% damage (max +10%). Every 25 kills, gain 5 absorption hearts Consistency

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Every 5 kills, gain 2x Rewards on the next kill.

Every 8 kills, gain Speed II (7s) and a stacking +1% Damage (+10% Max).

Every 15 kills, gain 5💛 Absorption.

Spongy Shield After not taking damage for 20 seconds, gain 4 absorption (2 hearts), and 50% of damage dealt is gained as absorption hearts for 3s when re-entering combat Spongy Shield

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After not taking damage for 20 seconds, gain 2💛 Absorption.  

After not dealing damage for 60 seconds, 20% of damage dealt is gained as Absorption for 6 seconds.

Central Getaway Resistance 2 for 10 seconds, Speed 1 for 20 seconds and Jump boost 3 for 30 seconds on spawn. Deal -50% damage for the first 20s Central Getaway

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Gain Resistance II (10s), Speed I (20s), and Jump Boost III (30s), but deal -50% Damage (20s) after leaving spawn.

XP Galore For every kill above 50 kills, gain an additional 1 increasing kill xp up to || 350XP Max

50 kills - 10 xp

51 kills - 11 xp

52 kills - 13 xp

53 kills - 16 xp

54 kills - 20 xp

55 kills - 25 xp

n(n + 1)/2

The maximum is reduced by 25 for every Player also using this perk within 20 blocks, up to 4 players.

XP Galore

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For every kill past 50, gain incrementing additional kill XP. (+350 XP Max).

The maximum is reduced by 25 per Player with this perk active within 20 blocks (4 Max)

Speedster All speed potion effects grant +10% additional speed (additive) Speedster

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Speed potion effects grant +10% Bonus Speed.

Liquid Gold A random enemy (including the user) is lit on fire for 5s when the user gets a kill, with a 5 second cooldown.

If the user is on fire, they gain +20% Gold on-kill. If any enemies within 15 blocks are on fire, the user gains +10% Gold on-kill, up to +100%.

Liquid Gold

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On-kill, ignite (0:05) a random Enemy within 5 blocks | Cooldown: 5s

If the User is ignited, gain +20% Gold on-kill.

For every Enemy ignited within 15 blocks, gain +10% Gold on-kill. (+100% Max)

Golden Connoisseur Earn +25% Gold from all sources.

Earn +1 Gold on-kill for every 10 hits (+150 Max).

Replace boots with Protection II Gold Boots that grant +5% Speed and cannot be taken off.

Enemies killed gain +25 Gold

Golden Connoisseur

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Gain +25% Gold from all sources. For every 10 hits against Enemies, gain +1 Gold on-kill for the remainder of the streak (+150 Max).

However, gain permanent Protection II Gold Boots, and Enemies killed gain +25 Gold.

Gold Boots grant +5% Speed when worn.

Pebble Tactics Gain a Pebble Packer (gold horse armor). Gold ingot rewards are decreased by 50% (additive)

Collect gold ingots to fuel the packer, up to 32. At max ammo, gold ingot rewards are increased by 75% (additive)

Ability 1: Supreme Dominance

Left-clicking fires a gold block that explodes on contact into 8 gold ingots. The block also creates an explosion 2x the size of a tnt that deals 10 damage, inflicts Slowness 2 (4s) and deals 4 blocks of knockback to enemies. The user also takes 8 blocks of recoil knockback in the opposing direction.

Ability 2: Pebble Burst

Holding right click begins to fire a gold ingot every 0.2s that deals 3 damage. The user is recoiled by 2 blocks in the opposing direction per shot.

This should basically allow for a janky flight, as looking down will recoil the player 2 blocks up.

This item loses all charges when changing instances, being in spawn, or going into a duel

Pebble Tactics

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Gain a Pebble Packer that can be charged by picking up Gold Ingots. Gold Ingot rewards are decreased by 50%.

Item is not displayed on perk (bc too much text)

Pebble Packer

Collect Gold Ingots to fuel this item, up to 32. Gold Ingot rewards are increased by 75% when fully charged.

Ingot Count: _

Ability: Supreme Dominance

Left-click to fire a Gold Block that detonates into an explosion that deals 5❤️ and inflicts Slowness II (4s) on Enemies. | Cooldown: 3s

The User takes 8 blocks of recoil knockback.

Consumes 16 Gold Ingots

Ability: Pebble Burst

Right-click to fire 2 Gold Ingots every 0.2s that deal 1❤️.

The User takes 4 blocks of recoil knockback.

Clean Counter Gain Resistance 2 & Speed 1 for 6 seconds on-kill Clean Counter

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Gain Resistance II & Speed I (6s) on-kill.

Chain Chomping Upon killing an enemy, gain a stacking 5% damage boost up to 40% extra damage. This effect lasts for as long as the player can “chain” the kills, which is getting a kill every 6 seconds. Chain Chomping

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Gain a 5% damage boost on-kill (+40% Max).

A kill is required within 6s to maintain and increase the boost.

Stress-Free Grinding On death, the user’s inventory is saved. 24h Cooldown

The cooldown is decreased by 12h if the player doesnt manage to get above a 500 killstreak.

If this perk is equipped and on cooldown, kills reduce the cooldown by 30s.

Stress-Free Grinding

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On death, your inventory is saved. | Cooldown: 24h

Reduce the cooldown by 50% if dying with less than a 500 Killstreak. Kills then reduce it by 30s.

Super Saiyan You can no longer deal damage with melee weapons (bows still work). Fists deal 7 attack damage. Deal 1.25 True damage every fourth hit and gain the ability to right click while holding no items, dashing 5 blocks forward every six hits. Super Saiyan

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Cannot deal sword damage.

Instead, your fists deal increased damage.

Deal 1.25🤍 True Damage every fourth hit.

Every six hits, crouch to dash 5 blocks forwards.

Field Agent Gain a compass that points to the nearest bountied player. For every 1,000 gold on their bounty, gain 0.5% extra damage, and when you are within 10 blocks of a bountied player, gain Speed 1. You take 25% more damage from non bountied enemies Field Agent

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The compass can track the nearest bountied player.

Deal +0.5% damage for every 1000g Bounty on an Enemy, and gain Speed I when within 10 blocks of a bountied Player.

The User takes +25% Damage from non-bountied Enemies.

Forged in Blood Upgrade a piece of armor (excluding mythic pants) by a level every 100 kills. There is a 30% chance for the piece to upgrade twice

Chain → Iron → Diamond → Protection 1 Diamond

Double upgrade cannot bypass the highest tier: Prot 1 diamond

Forged in Blood

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Every 100 kills, upgrade 1 random piece of armor by a tier. There is a 30% chance for the piece to upgrade twice.

Upgrades: Chain -> Iron -> Diamond -> P1 Diamond

Goliath Adds 4 max hearts and decreases the player’s damage by 25% Goliath

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Gain 4❤️, but deal -25% Damage.

Relapse Every 7 kills, gain a charge, up to 10. Upon reaching 3❤️, heal for 1❤️, gain +5% Damage for 10s, and +2.5% Damage Reduction for 10s per charge. Cleanse all negative effects if at 5 or more charges

Healing is applied before the damage (so any hit that would e

Charges are not an item and are not displayed for the player. However, a few gold / red particles fire outwards from the player when the ability activates.

Relapse

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Gain a Relapse Charge every 10 kills (10 Max).

Upon reaching 3❤️, all charges are consumed.

Each charge heals 1❤️, and grants +5% Damage & +2% Damage Reduction (10s).

If the User has 5+ charges, cleanse all negative effects.

Overseer’s Providence When the player receives a positive effect, (original effect) a random positive effect will also be applied, from the following list:

Speed, Resistance, Regeneration, Jump Boost, & “Strength” (+15% Damage)

The positive effect applied will have a duration that is 75% of the original effect’s duration, up to a maximum of 20s, and a tier below the original effect, with a minimum tier of 1 and a maximum tier of 3

If the random effect is an effect that the player already has, then the player instead gains Absorption. They gain:

Absorption = 0.5 + (tier / 2) + (duration / 10)

Tier = effect level, Duration = effect duration

Negative status effects inflicted on the player have 75% of the original duration and deal 2x damage.

Overseer’s Providence

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When a positive effect is applied, gain a random additional positive effect that is 1 tier lower (Min 1, Max 3) and has 75% of the original effect’s duration (20s Max). If the User already has the positive effect, instead gain 0.5 💛Absorption.

Negative status effects have -25% duration but deal +100% Damage.

“insert fireball joke”

Grimbo’s Challenge Begins Grimbo’s Challenge

Takes up 2 perk slots. Replaces the second perk slot with the “locked” bedrock item, but with the description:

Grimbo’s Challenge forbids this!

Grimbo’s Challenge

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Begin Grimbo’s Challenge

Disables your second utility perk slot