Perks
articlePerks

Perks enhance the player in one way or another, whether it be by reducing stamina costs or susceptibility to harmful effects, increasing carrying capacity, experience, damage, etc. Perks can either be temporary, indefinite, or permanent. Some environmental or enemy afflicted perks instead act as debuffs, reducing the player's movement speed, causing damage, etc.
Temporary

Temporary perks must be activated or initiated and will deplete or end after a set amount of time.
- Regardless of equipment, the player can acquire: One to two perk(s) from infusionsOne to three perk(s) from foodOne perk from potions
- While wielding a weapon: One perk from items, such as Whetstone or Magical Focus.One perk from spells, such as Enchant Weapon: Fire, Enchant Weapon: Air or Spectral Arrows.
Infusions
- The duration of these perks can be reset with the use of Internal Alchemy.
- The player can only maintain one to two perk(s) from infusions. Any previous perk will be overwritten by the most recently consumed infusion.
- Only one source of infusion can provide the perk(s). For example, the player cannot drink two one-perk infusion to have them both.
- However, the player can drink Dirty Water, Clean Water, or Strong Tea without overriding the previous perk(s).
Back to Top
Foods
- The duration of these perks can be reset with the use of Internal Alchemy.
- The player can only maintain one to three perk(s) from food. Any previous perk will be overwritten by the most recently consumed food.
- Only one source of food can provide the perk(s). For example, the player cannot eat two one-perk foods to have them both.
- However, the player can eat any other food that does not provide a perk without overriding the previous perk(s).
Back to Top
Potions
- These perks cannot be reset with the use of Internal Alchemy.
- The player can only maintain one perk from potions. Any previous perk will be overwritten by the most recently consumed potion.
Back to Top
Item/Spell Perks
- Items and Enchant Weapon spells can be placed on multiple melee weapons, and will continue to dwindle even while stored.
- However, only one enchant per rune type can be active at a time.
| Name | Duration | Description |
|---|---|---|
| Whetstone | 10 minutes | Increases equipped melee weapon damage by +2 |
| Magical Focus | 10 minutes | Increases equipped staff with a 15% damage multiplier for magical attacks |
| Enchant Weapon: Air | 2 minutes | Increases equipped melee weapon attack speed by at least 15%, (see this table) for details |
| Enchant Weapon: Fire | 2 minutes | Increases equipped melee weapon damage by 33% and critical hits inflict Burning |
| Spectral Arrows | 2 minutes | Enchants equipped bow with Astral Magic, causing arrows to penetrate through multiple targets. |
Back to Top
Environmental Perks
- Certain perks are applied either by consuming food or drink, being near a claimed bed, by enemy attacks, or by the environment.
| Name | Duration | Description |
|---|---|---|
| Fresh Start | 180s | Reduced dwindle rate for the following: RestHydrationSustenance |
| Dwindle Delay | 60s | Delays the dwindling of either hydration or sustenance immediately after consumption for 60s. |
| Cosiness | Indefinite when near and then 240s when 20m away from a claimed bed | Reduced dwindle rate for the following: RestHydrationSustenance |
| Soulscourge | 5s | Once gauge is full (from drinking too much dirty water), deals 50 damage over 5 seconds. |
| Over Eating | Instant | Once gauge is full (about 200 sustenance over the base 100), can't eat any food for 15 seconds. |
| Hunted | Nighttime | Allows the player to be hunted by enemies |
| Poison | Deals either 3 HP/s, or 4 HP/s, depending on source | |
| Shocked | Instant | Once gauge is full, completely drains the player's stamina |
| Bleed | Instant | Once gauge is full, deals 30 (or whip, 32) damage instantly |
| Burning | 6s | 48 damage over 6 seconds, does not bypass lifeward |
| Wither | Instant | Once gauge is full, the player will Soul Rifted. |
| Scorch | Instant | Once gauge is full, player will lose health and hydration at a fast rate. |
- ↑ Only active when creating a world/character for the first time.
- ↑ Not currently working
Back to Top
Indefinite
Indefinite perks are only active when an item is equipped or the player is in a certain environment and remain until the item is unequipped or the player leaves the environment. For more info on indefinite perks from equippable items, see special effects.
Environmental
| Name | Buff/Debuff | Description |
|---|---|---|
| Roof | Shelter | Prevents random events |
| Cosiness | Indefinite when near and then 240s when 20m away from a claimed bed | Reduced dwindle rate for the following: RestHydrationSustenance |
| Bodies of water | Water Wading | Reduces player speed by 40% and cannot run |
| Carry Weight | Encumbered | Reduces player speed by 40% and cannot run |
| Rest | Fatigue | See rest for all debuff thresholds, including: Reduced maximum staminaReduced maximum carrying capacity by 100Reduced maximum sustenance and hydration to 75/100Increased sustenance and hydration dwindling by 1s/pt |
Back to Top
Permanent
These do not require any additional items to be on the player to activate, and are unlocked for permanent use.
- These perks are typically unlocked via levelling up skills and make the player more effective in that skill. Most skill levels improve the perk, while other levels unlock certain spells or abilities.
| Skill | Perk / skill level |
|---|---|
| Attack | -1% attack stamina costs |
| Magic | -1% magic stamina costs |
| Ranged | +0.46% arrow recovery chance |
| Mining | +0.5% mining critical hit chance |
| Woodcutting | -1% woodcutting stamina costs |
| Artisan | -1% durability loss on equipment |
| Construction | N/A |
| Cooking | -5% chance to burn ingredients |
| Runecrafting | +0.6% attunement phase duration |
| Farming | +1% chance to recover seeds upon harvest |
| Fishing | +1% increase to the stamina drain rate of the fish |
Back to Top
Update history
This information is based on the changelogs of the game.
- Lifeward, Wardstones, and Health Potions were removed, and instead Health was increased via Sanguine Urns and added to all foods.
- Soul Food was changed from restoring 2 lifeward to 8 health every 5 seconds, and Warding Fish was removed.
- Sea Legs and Sea Life were removed from many cooked fish and dishes, but the health of those dishes was greatly increased to encourage their use as in-combat healing.
- An Over Eating debuff was added to encourage using the more efficient health-to-sustenance foods. Infusions with two perks were added with 600s durations, notable for the combat-focused Perks.
- The Weak and Lesser Focused Fishing Perks were combined into Focused Fishing, and the previous Focused Fishing Perk was changed to Focused Fishing II to be in line with the other Focused potions.
- Super potions were also made available via the Imbuing Barrel.