{toc}
Below is a list of perks which you can choose at character creation. You can also submit an application to have a perk changed if you made an error during selection. It is unlikely established characters will have this approved.
Skill and spell maximums apply only to classes that get those skills. They are not granted to you unless otherwise specified.
## Selection Order
The order perks appear in during character creation.
{row}
1. Overweight
2. Underweight
3. Athletic
4. Healthy
5. Educated
6. Stout
7. Nimble
8. Aristocratic
9. Tall
10. Short
11. Alcoholic
{col}
12. Addict
13. Lucky
14. Pious
15. Magical
16. Artificer
17. Tinkerer
18. Eagle-eye
19. Adventurer
20. Heroic
21. Miser
22. None
{/row}
## Addict
- No negative effects from drug use.
## Adventurer
- Lore skill is 100% accurate and functions like the spell identify.
- Lose 50% fewer experience points on death.
- Gain 15% more experience points when killing mobs.
Proficiency caps: Lore 101%, Identify 101%.
## Alcoholic
- No negative skill, spell, or song proficiencies when drunk.
- When using vomit, you are treated as 5 levels higher to dispel poison.
- Liquids quench your thirst more.
Proficiency caps: Water to Wine 101%, Drunken Stance 103%.
## Aristocratic
- Chance to call beast +5%.
- Mobs stop being aggressive to you once they are more than three levels lower than you, instead of five.
Proficiency caps: Haggle 105%, Leadership 105%, Charm Person 101%, Beast Call 101%, Guard Captain 101%, Inquisitor 101%, Bodyguard 101%, Serpent 101%.
## Artificer
- Crafted daggers and shuriken gain one additional die of damage on creation. A 14d6 stack becomes 15d6.
- Damage taken from mana flares is halved.
- Create projectiles in bundles of 110. Bundles increase to 150 when fletchery proficiency is 106% or higher.
- Easier to level malformed and crusader weapons.
- Gain +1 weapon experience per kill.
Proficiency caps: Fletchery 101%, Bowyer 101%, Edgecraft 101%, Instrumentalist 101%, Enhance Armor 105%, Enchant Armor 105%, Enchant Weapon 105%, Bless Arms 105%, Mana Charge 105%.
## Athletic
- +1 hitroll at level 1 to 19, +2 at 20 to 39, +3 at 40 or higher. Only the highest applies.
- +1 damroll at level 10 to 29, +2 at 30 to 49, +3 at 50 or higher. Only the highest applies.
- +1 move per level.
- Restores 5% more move points per tick, calculated after all other modifiers.
## Eagle-eye
- +2 hitroll.
- 10% chance to sense motion on walk-in messages.
- Scan distance increases by 2 rooms.
- Scout distance increases by 3 to 5 rooms.
- Maximum range with fired weapons increases by 1 room.
- Always see traps 10 or more levels lower than you.
## Educated
- +2 bonus to learning skills, spells, and songs. Does not stack with half-elf and half-drow bonuses.
- 10% better chance to learn anatomies against other players.
Proficiency caps: Staves 102%, Wands 102%, Scrolls 102%.
## Healthy
- Lose 1 constitution every 6 deaths instead of every 5.
- Restores +16 hit points per tick. Calculated after skill and edge modifiers but before all others, so it may not be a full +16.
Proficiency caps: Fast Healing 102%, Regeneration 102%.
## Heroic
- Use the mercy command even if your class normally cannot. Does not apply to dark-knights and crusaders.
- Save against fear as if it were 10 levels lower. Equivalent to an additional -30 to Save vs Fear, a 75% increase to the base save.
- Save against hysteria as if it were 10 levels lower, instead of the normal 3. Equivalent to an additional -21 to Save vs Hysteria, a 52.5% increase to the base save.
Proficiency caps: Charge 101%, Heroism 101%.
## Lucky
- -10 to all AC values.
- Immunity to hex.
- Better chance that luck fluctuation raises your luck, raising the average by about 5.
## Magical
- -1 bonus to Saves vs Spell.
- +2 mana per level.
- Restores 5% more mana per tick, calculated after all other modifiers.
- Automatically learns meditation, trance, and mana shield at 100%.
Proficiency caps: Meditation 102%, Trance 102%, Mana Shield 102%.
## Miser
- No fees when depositing gold into your bank account.
- No fees for owning a locker.
- Items from shops cost 25% less.
Proficiency caps: Pawn 102%, Haggle 105%, Panhandle 105%.
## Nimble
- +5% chance to dodge bash, bodyslam, trip, thrust, blackjack, strangle, throw, tackle, and armored rush.
- Carry approximately 20% more items than others of your race.
Proficiency caps: Balance 101%.
## None
- You forfeit the option to acquire a perk during character creation.
## Overweight
- +25% damage on bash, bodyslam, trip, thrust, tear, grapple, and armored rush.
- Carry 20% more weight, before edges.
- Defecate timer halved to 12 ticks instead of 24.
- Vomit timer halved to 12 ticks instead of 24.
## Pious
- Chance to be affected by corruption reduced by 50%.
- Chance to be affected by blasphemy reduced by 50%.
- Lag from word of recall reduced by 16%.
- Lag from portal reduced by 20%.
- Gain 50% more gold when sacrificing objects.
## Short
- Chance to hide increased by 3.
- Chance to camouflage increased by 3.
- Lag from trample and trip reduced by one-quarter round.
Proficiency caps: Dodge 101%, Hide 103%, Camouflage 103%, Sneak 103%, Quiet Movement 103%.
## Stout
- Half damage from bash, bodyslam, trip, charge, thrust, tear, and armored rush.
- Chance to fall asleep from being cleaved reduced by about 40%.
- +1 hp per level.
## Tall
- +1 hitroll.
- +1 damroll.
- +2 moves per level.
Proficiency caps: Parry 101%, First Parry 101%, Kick 105%, Double Kick 105%.
## Tinkerer
- Reduces flesh golem cooldown by 6 hours.
- Reduces stone golem cooldown by 6 hours.
- Reduces animate minion cooldown by up to 6 hours, depending on the time of day the spell is cast.
- Cuts the decoy cooldown timer in half.
Proficiency caps: Sharpen 105%, Defuse 101%, Decoy 101%, Flesh Golem 101%, Stone Golem 101%, Animate Minion 101%.
## Underweight
- Restores 5% more hit, mana, and move points per tick, calculated after all other modifiers.
- While hungry (hunger < 5), hitgain and managain are two-thirds normal instead of half.
- While thirsty (thirst < 5), hitgain and managain are two-thirds normal instead of half.
- 50% chance to not lose hunger and thirst each tick, which can prevent hunger or thirst damage that tick.