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Note: This page of Darkest PD is up to date with the just previous than the current version 0.6.0, v.0.5.0-fix1212. That said, the only three significant changes in version 0.6.0 as far as perks are concerned are:

  • The addition of the Ease new perk, which has the in-game description: "You have a 50% chance to only reveal the trap instead of triggering it when stepping on a hidden trap." Practically this means that in the reveal-but-not trigger scenario, the hero steps on the hidden trap, it becomes visible under him/her, but does not get activated. This also works in the same way for the beneficial Treasure "traps".
  • The extension of the Good Appetite perk to include also the Sorceress as a starting perk. In her case it just makes her more satisfied by eating (for example an overpriced food ration or one piece of chargrilled meat will get her from Starving to not hungry at all). The Warrior and the Mage classes keep their existing bonus effects from eating (minor healing and minor recharging buff) unchanged.
  • There is a chance when the hero drinks specifically the 4th / 9th / 15th potion of Healing, the Efficient Potion of Healing perk will be obtained automatically (this is not guaranteed to happen though, and if the perk has already been chosen in the regular way, it can't get "upgraded").

Few minor details of other already existing perks have been changed as well, which will soon be added to the wiki.

Perks[]

Perks

Perks are effects that passively and permanently affect the hero's abilities or stats. This is a drastic change in Darkest PD's gameplay in comparison to Shattered PD. As of version 0.5.0 there are 59 perks in Darkest PD, with the vast majority of them (56) being available to all classes in one way or another, and the player gets to choose a perk every 4 level ups, from a perk selection window that offers 3 specific perks + 1 reroll choice (the first perk selection is granted in level 2 of the hero and then the "4 level ups rate" starts). It should be noted that the pool of almost all perks is common for all classes and 3 of them (or 2 after te reroll) are offered each time without any class-related rationale, so with a bit of unfavourable RNG a Warrior might get to choose very often between wand-related perks and a Mage in contrast never etc.

  • Reroll - Reroll all options.
    • In previous versions a perk of the same name used to assign randomly a perk to the hero, but it now it actually rerolls new perks. After the regular 3 perks + 1 reroll offer the new rerolled offer is only 2 perks, and after the increased 5 perks + 1 reroll offer the new rerolled offer is 3 perks.
39

Reroll

Perks have their own tab in the hero's menu and some of the class and subclass attributes are now noted as perks. Some perks can be upgraded once or many times (these upgradeable perks at first display the number "1" pinned at their top right image corner, but when they are reoffered and chosen the number will become 2, 3 etc.). In the list below in each first bullet the titles and the descriptions of the perks outside brackets are copied and pasted from the game's github, but the titles are not displayed in-game, while the text inside brackets has been added by the wiki or the developer and is also not displayed in-game. The secondary bullets have all been added by the wiki or the developer. The perks available to all classes that get offered many times are listed first, those that get offered only once or twice are listed second, the subclass-specific or RNG-specific perks third, and the perks not yet implemented or with no effect last.

[Note: Very few of the perks added or changed from v.0.4.1 and on have no image uploaded for them in the wiki so far, so they have no image in this page, but all perks appear with a specific image in-game without exception.]

Reappliable[]

  • Arcane Crits – Wand damage has critical chance equal to physical critical chance and deals +75% damage on critical hits. Upgrading this perk can offer additional critical chance [+9% per level but from level 2 and on, bonus damage is not increased more.]
Arcane critical

Arcane critical

  • Extra Critical Probability – Additional chance for critical hits [6% for level 1 and +5% for every new level].
    • Starting perk of the Rogue that can be also offered randomly to all the other classes.
Extra critical chance

Extra crit chance

  • Extra Dexterous – You gain additional [+3 per level] evasion.
Extra dexterous

Extra dexterous

  • Extra Dexterous Growth – You gain more [+50% on the regular increase per level] evasion on levelling up.
Extra dexterous growth

Extra dexterous growth

  • Extra Evasion: You gain additional [+7.5% per level] chance to dodge attacks.

Image missing.

  • Extra Strength – Permanently increases strength by one point [and +1 for every added level].
Extra strength

Extra strength

  • Extra Strength Power – Additional excess strength damage bonus on melee weapons.
    • Note that there is a default damage bonus from excess strength already from Original PD. This perk means that the default bonus has +1 extra damage point for each point of excess strength added to it per level of the perk.
Extra strength power

Extra strength power

  • Fast RegenerationFaster [+15% per level] health regeneration.
    • Each perk level grants +0.1 HP per turn.
Faster regeneration

Faster regeneration

  • Harder Criticals – Higher damage bonus for critical hits [+30% for level 1 and +25% for every added level].
Hard criticals

Harder criticals

  • Keen Perception – You gain keen perception which can help you detect hidden doors and traps.
    • It increases the awareness stat by +10% per level.
    • Starting perk of the Rogue that can be also offered to the other classes as well.
Keen perception

Keen perception

  • Knowledgeable – Chance [25% initially + 20% for every added level] to identify properties of an equippable item [or the type of a potion or scroll] when picking it up.
    • Putting potions and scrolls aside, for which the identification result is straightforward, this perk has either the chance to fully identify an equippable item or partly identify only if it is cursed or not. Both alternatives are chosen randomly and their chance of getting chosen is not affected by the perk's level. Dropping and picking up already owned items does not trigger its effect.
Knowledgeable

Knowledgeable

  • Low Health Dexterous – You become more evasive below 30% HP.
    • The bonus to evasion is +20% * (1.5 * perk's Level), so it will be +30% at level 1, +60% at level 2 etc.
Low health dexterous

Low health dexterous

  • Low Health RegenerationGain much extra regeneration when taking damage at low health [< (20%+ 5% * level) of max HP], until health reaches a certain degree [(40%+ 10% * level) of max HP]. The higher perk level, the higher health [regeneration] rate is triggered and the higher recovery limit is reached.
    • Starting perk of the Exile.
    • It used to be available also in previous versions, but its details have changed in the current version. It now grants the "Regeneration Burst" buff at low health, which is very similar to the subsequent regeneration effect of the potion of Healing, after the instant healing of the potion first gets applied (the buff does not have an instant healing effect, other than that of the first turn of regeneration).
    • Upgrading this perk increases even more the regeneration speed and the detach cap, as well as the trigger threshold.
Low health regeneration

Low health regeneration

  • Magical resistance – Gain additional [+20% at level 1 and +15% with every new level] magical resistance.
Magical resistance

Magical resistance

  • Optimistic – "The so-called darkness is nothing to fear", you have a chance to avoid mental damage [15% chance at level 1 and +10% for every added level].
    • Starting perk of the Sorceress. By choosing the Stargazer subclass, this perk levels up to +2, so to 25% chance.
Optimistic

Optimistic

  • Quick Learner – Gain additional [+15%] experience.
    • Each perk level grants an additional +10% instead of +15% each time it is reapplied.
Extra experience

Quick learner

  • Strong Constitution – You gain more [+2 extra HP * perk's Level] max health on levelling up.
Strong constitution

Strong constitution

  • Vampiric Criticals – Your critical hits are vampiric.
    • Each perk level increases the chance to trigger the effect and also the amount of healing.
Vampiric criticals

Vampiric criticals

  • Wand Arcane – Your wand deals more [+120% at level 1 and +20% with every added level] damage.
Wand arcane

Wand arcane

  • Wand Charger – Your wand recharges faster [Almost triple recharging speed at level 1 (+280%) and +80% with every added level].
Wand charge

Wand charger

Offered only once or twice[]

  • Bared Angry – You are addicted to being naked. You will gain significant bonus [+30%] on attack speed and damage [+25%] without armor.
    • It is not reoffered.

It can be very useful in early game while the Hero still has the starting cloth armor, but with an upgraded ring of Evasion and increased ranged damage by a ring of Sharpshooting or Ranger's Headband it can also make not wearing an armor viable for end-game, especially for Rogues that can become invisible on demand with their Cloak.

Angry bared

Bared angry


  • Bared Swiftness – You will gain significant bonus on moving speed [+20%] and evasion [+12%] without armor.
    • It is not reoffered.
    • All the tips mentioned for the Bared Angry perk just above apply to this perk as well. It can be also useful in the Talented challenge, in which items can't be upgraded at all, so having this perk and no armor will be probably better for the hero in end-game than the low defense of an unupgraded armor.
Barred swiftness

Bared swiftness

  • Blur - Deny lethal damage once for some time after three dodges in a short period.
    • Three successful dodges in succession (without an unsuccessful one intermitting), grants the "Tenacity" buff for a limited amount of turns (usually from 10 to 15), which is similar but not identical with the subclass ability of the Berserker: the hero doesn't die after a normally lethal blow, but survives with 1 HP. After the surviving occurs, the buff gets spent, regardless of the turns remaining previously.
    • It is not reoffered.
Blur

Blur

  • Brew Enhanced Potions – You may get [30% chance] reinforced ones when brewing potions.
    • It is similar, but not the same with the Witch's ability to brew enhanced potions, as she chooses to strengthen a potion by combining it with a random seed in her extraction flask, while this perk produces them randomly and for free from regular brewing in alchemy pots.
    • This perk can affect the Sorceress' Extraction Flask in the same way it affects alchemy pots, and the flask can produce randomly a strengthened potion from its regular option "Extract".
    • Note that this perk used to be upgradeable - reappliable, but it is not anymore, and gets offered only once.
Brew enhanced potions

Enhanced brew

  • Close Zap Mastery - The damage of wands increases if the distance is within 4 tiles - a zap from melee distance can even boost the chance of critical hits.
    • It is not reoffered.


Close Zap Mastery

Close Zap Mastery

  • Counter Strike – Every time you dodge a melee attack of an enemy you see through your enemy's motion, and your next attack towards it will deal Accurate & Pure damage.
    • Every successful dodge grants the "See Through" buff for one attack turn, that has the effects described above.
    • It is not reoffered.
Counter strike

Counter strike

  • Dieting - You are now more able to withstand hunger [It basicaly decreases the rate of hunger accumulation].
    • Starting perk of the Rogue that can be "learned" by any other class after starving for a long time, but is only applied once. Note that the "Ravenous Appetite" perk of the Warrior does not prevent him from obtaining this perk as well if its prerequisites are met, but these two perks practically neutralize each other. It is never offered in the perk selection window.
Dieting

Dieting

  • Discount – Always get a discount [-25% per level] at the shop for whatever reason. A below zero level perk will work the opposite.
    • Starting perk of the Sorceress, that can be offered to any other class as well.
    • It can now also be down to -1 for the Exile (no other class can be subject to that), which will be making items cost +25% more for the Exile. Note also that if the Exile gets the positive Discount perk from the perk selection menu during the game, the first time the negative perk just gets erased, and the Exile simply has access to normal shop prices, with neither a positive or negative perk affecting them. For the positive Discount perk to get displayed for the Exile in his perks tab and to have a cheapening effect on the game's prices, he must choose it for a second time.
    • It can be applied twice by most classes or thrice by the Exile, but in any case at its highest level (2) the hero will be getting -50% discount.
Discount

Discount

  • DrunkardWine gets more efficient when it comes to reduce stress. Additionally, it won't get you drunk.
    • It is not reoffered.
    • Starting perk of the Warrior that can be offered to any other class as well.
Wine drunkard

Drunkard

  • Efficient Potion Healing – Significantly increases [see second bullet below] overall healing amount of healing potions.
    • It is not reoffered.
    • Normally the potion of Healing recovers about (max HP/3+40) in total, which means that if your max HP > 60, then a single potion may not recover you to full. With this perk, the total amount is (max HP + max HP/2), which is much more.
Efficient potion healing

Efficient potion healing

  • Efficient Search – You can detect 1 tile more when searching.
    • It is not reoffered.
Efficient search

Efficient search

  • Evasion Tenacity: every successful evasion accumulates shield for the hero.
    • The shielding granted after each successful dodge is identical to that offered by the warrior's Broken Seal, and it is also displayed as a grey sub-bar, in the hero's HP bar. This perk does not offer any shield buff displayed in the relevant hero's tab.
    • It is not reoffered.
Evasion Tenacity

Evasion Tenacity


  • Exploding Broken ShotMissile weapon explodes when broken and deals considerable AOE damage.
    • It is not reoffered.
Exploding shot

Exploding shot

  • Extra Perk Choice – You have 5 choices when selecting a new perk.
    • It is not reoffered.
    • When this perk is offered in the beginning of the run, it is very useful as it greatly increases the player's available choices, but from the middle of the run and on when perk offering becomes rarer due to the slower levelling up it becomes less useful.
    • The hero obtains this perk automatically when the player chooses the "Talented" challenge in the beginning of the run.
Extra choice

Extra choice

  • Extra Rune Regularly – Summon a random rune every half day [meaning game day, in which 1 turn = 1 minute, so half day = 720 turns].
    • It is not reoffered.
    • A game message announces each time a rune is generated: "A [X rune] has appeared in your dew vial."
Extra rune

Extra rune

  • Fearless – You are fearless of wound on low HP.
    • Acquired perk of the Berserker by choosing his subclass, that can be offered to the other classes, but is generally not reoffered. For details about its function, read about the Berserker subclass in the main page.
Fearless

Fearless

  • Finishing Shot – Your next few movements take less time [generally almost half, but this is also partially affected by the equipped weapon's specific attack delay] after you kill an enemy with a missile weapon.
    • For the duration of its effect there is also the "Time Dilation" buff icon displayed under the HP bar along with a description in the hero's tab, and also the game screen gets a cyan hue.
Finishing shot

Finishing shot

  • Greedy Midas – 33% chance to get 3.33x more gold and 0.1% chance to get 10x more gold when using Hand of Midas.
    • It is not reoffered.
    • In the Evil Greed challenge it affects in the same way the Evil Greed hand, but can also grant increased gold from transformed enemies.
Greedy Midas

Greedy Midas

  • Low Weight Dexterous - You evade attacks easier with excess strength to equip current armor.
    • It is not reoffered.
    • Starting perk of the Rogue that can be also offered to the other classes as well. It is basically the reintroduction of Rogue's perk from Original PD that his evasion gets increased by equipping lighter armor.
Low Weight Dextrous

Low Weight Dexterous

  • Manadrine - a small amount of charges (0.25) is recovered for all wands everytime the hero kills an enemy with a wand zap.
    • It basically triggers the Recharging buff for a very short period after every enemy kill with a finishing wand zap.
    • It is not reoffered.
Manadrine

Manadrine


  • Maniac - The more enemies in your FOV [field of vision] the faster you attack.
    • It is not reoffered.
    • Although this perk is available randomly to all classes, it is basically the reintroduction of Berserker's perk from Original PD that his attack speed increases with more enemies around him.
    • No effect with only one enemy in vision.
    • Also note that since v.0.4.3 hero's minimal attack delay is bounded to a floor of 0.25 - 4 attacks per turn, regardless of the existence of this perk, an equipped weapon with decreased delay etc.
Maniac

Maniac

  • Night Vision – Your view distance is increased by 1 tile during the night.
    • Starting perk of the Huntress that is also offered to the other classes as well but only once.
Night vision

Night vision

  • Preheated Zap - The next zap must be critical after a miscast.
    • It is not reoffered.
    • It is one of the starting perks of mages.
Preheated Zap

Preheated Zap


  • Polearm Mastery - When holding a polearm weapon your attack is more accurate and has a chance to cripple the traget. Close [melee] attack has a chance to knock back the target.
    • It is not reoffered by the perk selection window, but the Lancer subclass of the Exile gets it automatically upgraded upon the choice of this subclass.
    • It is available randomly to all the other classes as well, but only for level 1, and upgrading it to level 2 is only available to the Exile by becoming a Lancer.
    • Polearms are considered by the game the t2 Spear, t3 Dagger Axe, t4 Enhanced Pitchfork and t4 Halberd, t5 Glaive and t5 Lance. Note also that despite its default extra reach the whip is not considered a polearm by the game, and neither any other weapon with the projecting enchantment.
Polearm

Polearm Mastery


  • Pressure is Power"Pressure is power", you can give additional damage based on your pressure.
    • It is not reoffered.
Pressure power

Pressure power

  • Pressure Relief – You feel less pain when concentrated and gain additional defense for normal damage.
    • This perk can be applied twice.
Pressure relief

Pressure relief

  • Pure Criticals – Your critical hits deal pure damage.
    • It is not reoffered.
Pure criticals

Pure criticals

  • Quick ZapYou can cast spells much faster [0.45 of a turn, so practically two wand zaps are available per attack turn].
    • It is not reoffered.
Quick wand zap

Quick zap

  • Ranged Shot – Missile weapon damage increases with distance.
    • It is not reoffered.
Ranged shot

Ranged shot

  • Stealth Caster – No longer expose yourself when using wand under invisibility [wand zaps don't break invisibility].
    • It is not reoffered.
Stealth caster

Stealth caster

  • TelepathyYou are able to detect enemies nearby even if they are behind walls. Levlling up this perk will increase detect range.
    • Starting perk of the Huntress that can be offered to the other classes as well but only once.
Telepathy

Telepathy

  • Wand Perception - 1. You can primarily identify a wand on zapping. 2. You can know all secrets of a wand on zapping.
    • Starting perk of the Mage. It can also be offered to the other classes twice (and to the Mage once).
    • Max perk level: 2. At level 1 wand's max charges are revealed on the first zap. Upgrading to level 2 reveals both max and available charges on the first use - a wand is fully identified.
Wand perception

Wand perception

  • Wand Piercing – missile spells reduce magical resistance of target by 15% on hit.
    • Note that not all combat wands are considered casting missile spells, but only the wands of Abel, Blast Wave, Frost, Magic Missile, and Venom. Hence if the hero is offered this perk after mid-game, when the wand inventory would have been formed at least partially, he/she might have from little to no use for this perk.
    • It is not reoffered.
Wand piercing

Wand piercing

Unique[]

  • Assassin – Deal additional damage when performing a surprise attack.
    • Unique perk of the Assassin; cannot be obtained by other hero subclasses.
Assassin perk

Assassin

  • Good Appetite – You are flowing with happiness to feel satisfied from food and feel more comfortable after eating.
    • Starting perk of the Mage and Warrior; not offered to other classes.
    • Grants Healing to the Warrior (+5 HP), and the Recharging buff to the Mage (4 turns) when eating food.
Good appetite

Good appetite

  • Intended Transportation – You are able to select the destination when reading a scroll of Teleportation.
    • It can be learnt exclusively from saved Yvette and only if she is offered food before giving her the scroll of Teleportation, and it is not offered otherwise.
    • This perk does not affect fadeleaf plants and teleportation traps, but only scrolls of Teleportation.
Intended transportation

Intended transportation

  • Ravenous Appetite – Having a ravenous appetite isn't always good, as this can cause starvation quicker.
    • Starting perk of the Warrior; not offered to other classes. It is basically a just negative perk, as It increases the rate of hunger accumulation (the opposite of the Dieting perk). Note that this perk does not prevent the Warrior from obtaining the Dieting perk as well if its prerequisites are met, but these two perks practically neutralize each other.
Ravenous appetite

Ravenous appetite

Not offered or with no effects[]

  • Level Perception – You are always aware of hidden rooms when you descend to a new floor.
    • Not offered currently, although it exists in the game code for future use.
Level perception

Level perception


  • Luck from Author – Happy dungeoneering! - Egoal.
    • It has no effect and it is offered very rarely in current Darkest PD. It was added to prevent the generation of a specific game crash in future game versions, when the Hero had picked already all the other perks (impossible in the current version). It has a number at the top right, because in theory it is reappliable.
Luck from me

Luck from Author

Among the hero subclasses only the Assassin and Berserker display a perk which sort of resembles the unique characteristc ability of these subclasses in Original PD. All the other subclasses acquire no resembling perk, and just get the subclass-related ability.

Heroes who complete the game will be normally around 25-26 level ("normally" meaning, without a lot of luck in finding potions of Experience or cooking Starfruits and without a "Quick Learner" perk, as these can get them to level 27 or even beyond), so the player will be able to apply/reapply perks from 6 up to 7 times in a complete run by levelling up and twice more by using the Tome of Perk dropped by Tengu (perk selection), and the Tome of Upgrade dropped by the Dwarf King (existing pek upgrde), so 8 to 9 times in sum (the 6th time by levelling up will be at level 22 and the 7th at level 26). There are also some specific perks granted and not offered after a hero chooses a certain subclass (Assassin, Fearless, +1 Discount, +1 Polearm Mastery), starves for long (Dieting), or completes a quest (Intended Transportation), which will increase the regular amount of perks mentioned just above. The Tome of Retrain dropped by DM-300 removes a perk before adding a new one. This limited number of available applications (7 - 8 + one retrain and one perk level increase + possible extra perks by choosing a specific subclass etc.) along with the general availability of 59 different perks gives an extra element of uniqueness to each run in Darkest PD.

Summary table[]

Reappliable Offered once Class/RNG-specific Not offered/No effect
Arcane Crits Bared Angry Assassin Level Perception
Extra Critical Probability Bared Swiftness Good Appetite Luck from Author
Extra Dexterous Blur Int. Transportation
Extra Dexterous Growth Brew Enh. Potions Ravenous Appetite
Extra Evasion Close Zap Mastery
Extra Strength Counter Strike

Extra Strength Power

Dieting

Fast Regeneration Drunkard
Harder Criticals Efficient P. Healing
Keen Perception Efficient Search
Knowledgeable Evasion Tenacity
Low Health Dexterous Exploding Broken Shot
Low Health Regeneration Extra Perk Choice
Magical Resistance Extra Rune Regularly
Optimistic Fearless
Quick Learner Finishing Shot
Strong Constitution Greedy Midas
Vampiric Criticals Low Weight Dexterous
Wand Arcane Manadrine
Wand Charger Maniac
Night Vision
Offered twice Preheated Zap
Discount Pressure is Power
Polearm Mastery Pure Criticals
Pressure Relief Quick Zap
Wand Perception Ranged Shot
Stealth Caster
Telepathy
Wand Piercing

Perks most useful for a specific class or subclass[]

All of the perks offered by the game can be useful for all classes and subclasses, and their degree of usefulness will depend on the player's gameplay style. That said, some of them can be even more useful to a specific class or subclass and specifically the wand-related perks for Mages, and the ranged-combat-related perks for Snipers. The table below lists perks that are even more useful for Mages and Snipers, but it should be noted that there is not any perk that is useless for any class or subclass.

Mages Snipers
Arcane Crits Exploding Broken Shot
Close Zap Mastery Finishing Shot
Manadrine Night Vision
Preheated Zap Ranged Shot
Quick Zap
Stealth Caster
Wand Arcane

Wand Charger

Wand Perception
Wand Piercing

Notes: It is obvious in the smalll number of the perks listed in the table above that most perks are equally useful for all classes. The Fearless perk is obviously most useful to Berserkers, but it is offered by default to them when they choose their subclass, and the same applies to the Assassin perk for Assassins, but which is exclusive to them and is not offered to any other subclass. The Good Appetite perk could have been useful to all classes but it is exclusive to Mages and Warriors.

Perks organized based on the ability or stat they affect[]

  • Alchemy / Potions: Brew Enhanced Potions, Efficient Potion Healing (also in regeneration)
  • Awareness / Perception: Efficient Search, Keen Perception, Night Vision, Telepathy
  • Critical Hits / Increased Damage: Assassin, Bared Angry (also in no armor), Counter Strike (also in evasion), Extra Critical Probability, Fearless, Harder Criticals, Preheated Zap (also in wand use), Pure Criticals, Vampiric Criticals (also in regeneration), Wand Piercing (also in wand use)
  • Dew Vial: Extra Rune Regularly
  • Eating / Hunger: Dieting, Good Appetite, Ravenous Appetite (negative)
  • Evasion: Bared Swiftness (also in no armor), Blur, Counter Strike (also in increased damage), Evasion Tenacity, Extra Dexterous, Extra Dexterous Growth, Extra Evasion, Low Health Dexterous, Low Weight Dexterous
  • Experience gain: Quick Learner
  • Identification: Knowledgeable, Wand Perception (also in wand use)
  • Increased Attack / Movement Speed: Bared Angry (also in no armor), Bared Swiftness (also in no armor), Finishing shot (also in ranged combat), Maniac
  • Max HP: Strong Constitution
  • No armor: Bared Angry, Bared Swiftness
  • No effect / Unavailable: Level Perception, Luck from Author
  • Perk Management: Extra Perk Choice, Reroll
  • Ranged Combat: Exploding Broken Shot, Finishing Shot (also in increased attack speed), Ranged Shot
  • Regeneration: Efficient Potion Healing (also in regeneration), Fast Regeneration, Low Health Regeneration, Vampiric Criticals (also in critical hits)
  • Resistances: Drunkard, Magical resistance, Optimistic, Pressure is Power, Pressure Relief
  • Scroll Use: Intended Transportation
  • Selling / Shopping: Discount, Greedy Midas
  • Strength: Extra Strength, Extra Strength Power
  • Wand Use: Arcane Crits, Close Zap Mastery, Manadrine, Preheated Zap (also in critical hits), Quick Zap, Stealth Caster, Wand Arcane, Wand Charger, Wand Perception (also in identification), Wand Piercing (also in critical hits)
  • Weapon Use: Polearm Mastery

History[]

Update Change
v.0.4.2 Changed: The perk selection window now appears after a red button under the Hero status menu is pressed, and does not open automatically.
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