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Perk Tree allows users to get perks. There are two types of perks: Special Abilities and Offense Moves. The player unlocks a new perk/perks every time they level up. Offense moves are the only option when they are unlocked, while two perks unlocked in a level must the player choose one perk from the two. In some levels there are three or four perk options, but only two of them will be available to be chosen according to players previous perk choices.

List of Moves Edit

There are a total of six different offense moves that the player can learn. Offense moves are perks which do not have alternate options. These moves are not present in the beginning of the game and thus cannot be performed by the player until they are learnt. As the player progresses, increasingly damaging offensive moves will be made available for learning.

Image Name Description Level Unlocked
Double sweep
Double Sweep Hold Down+Kick+Kick Level 2
Double jump kick
Double Jump Kick Hold Up+Kick+Kick Level 3
Elbow strike
Elbow Strike Hold diagonally down-left or left-down+Punch Level 7
Two foot jump kick
Fall Kick Hold diagonally down-right or right-down+Kick+Kick Level 10
Back flip kick
Kick-Flip Hold diagonally up-left or left-up+Kick+Kick Level 13
Throw suplex
Suplex

Hold Left+Punch     (Be behind the enemy, and near to the enemy as well.)

Level 16

List of Perks Edit

The maximum level of the perks below are 9 (except for Ricochet and Disorientation, which is 8). No perks work in Underworld, except Enlightenment. (The values changes according to the level of the perk)

Image Name Description
IconCobra
Cobra A 40%-100% chance that during first 3 seconds of a round your First Strike would reduce enemy health by 10%.
IconDesperate
Desperate +15%-47% damage when your health is lower than 20%
IconAvenger
Avenger A 20%-44% chance to trigger Avenger, which grants a Critical Hit with +160%-200% damage for 5 seconds after receiving a Critical Hit.
IconRock
Rock A 40%-80% chance to withstand a Critical Hit without falling to the ground, returning 40%-60% of its damage to the enemy.
IconHelmBreaker
Helm Breaker A 15%-35% cance to increase your Head Hit damage by 35%-51% for 5 seconds after dealing a Head Hit.
IconFurious
Furious A 20% chance to get +10%-30% damage on a successful hit. This effect wears off if you're hit or after 8 seconds.
IconPainRage
Pain Rage A 20% chance to increase damage by 15%-39% for 8 seconds after receiving a Head Hit.
IconConcussion
Concussion A 5%-25% chance to prevent enemy use of magic or ranged weapons for 8 seconds after a Head Hit.
IconEagleEye
Eagle Eye Not using ranged weapons for more than 5 seconds triggers a chance to get +35%-115% ranged damage for 3 seconds.
IconEnergyRush
Full Power A 20%-40% chance to increase your magic damage by +30%-50% for 4 seconds after your magic is fully charged.
IconStunningFoot
Steel Foot A 7%-19% chance to knock down your enemy with a kick. This chance is doubled if you're in the air.
IconBlockBreaker
Block Breaker A 10%-30% chance to bypass your enemy's block.
IconMartialSpirit
Martial Spirit A 10%-30% chance to increase your magic recharge from a successful unarmed attack by 100%.
IconOvercharge
Overcharge After your magic is fully charged, 5 successful melee attacks grants you +30%-50% magic damage for 5 seconds.
IconEnlightenment
Enlightenment A 10%-30% chance to avoid a death blow, replenishing 25% of your health instead.
IconMirror
Mirror Blocking an enemy hit gives you a 30%-50% chance to get +50%-90% damage for 2 seconds.
IconDisorientation
Disorientation A 30%-65% chance to increase your attack by 30%-65% after a ranged attack.
IconRicochet
Ricochet A 15%-50% chance to block all damage from an incoming ranged attack.

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