Perks ErisEn
Perks
Perks on Eris denote a special ability or effect for individual characters for the duration of a round. There is 3 tiers of perks currently that are available to the players: Profession Perks, Fate Perks, and Oddity Perks. Profession perks come with your selected job, and most faction jobs will have round-start perks that they share. Fate perks are completely optional and some even have negative effects stemming from which “Fate” background you select during character creation(under Backgrounds tab). Oddity perks are gained during the course of the round as a consequence of using an Oddity to fulfill your Insight desire. Once you reach a stat boost with that oddity, you will receive the perk that is tied to it for the rest of the round.
Profession Perks
Ironhammer
Perk | Description |
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Survivor | This perk effectively halves the sanity loss you would incur from seeing someone die. This makes you more resistant to breakdowns if you end up killing somebody or witnessing a death. |
Moebius
Perk | Description |
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Self-Medicated | This provides a total increase on your maximum NSA limit, which means you will be able to ingest more potent reagents together, without having any adverse side effects such as Overdose or Vomiting. Also, halves the chance of you becoming addicted to any reagent. |
Asters Guild
Perk | Description |
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Merchant | This perk essentially lets you use a stack of money as an Oddity. The more money you have, the bigger the effects of the stat boost. This perk is exclusive to the Guild Merchant profession. |
Deep Connections | This provides you with one of 4 things when you start your round:
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Technomancers League
Perk | Description |
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Exotic Inspiration | This boosts your Cognition and Mechanical stats any time you imbibe any alcohol. This will make you faster with tools and decrease your chance to fail any kind of mechanical work, including robot limb repair. This perk will tell you if its active under the “Show Stats and Perks” window. |
Church of Neotheology
Perk | Description |
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True Faith | Your sanity recovers much quicker (50% faster) when you are in range of a Neotheology Obelisk. Everybody with a cruciform has this perk, so you can visit the chapel for some time to recover your sanity quite rapidly. |
Vagabonds
Perk | Description |
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Vagabond | This perk puts a smaller limit on the total amount of sanity damage you can incur from what is in your view. Where a regular crew member can incur 40 points of sanity loss due to environmental factors, you will only incur a maximum of 20. Beware the Noble, and Rejected Genius fates will cancel out this perk. |
Fate Perks
Perk | Description |
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Paper Worm | This fate gives you a -10 to all stats when you begin, in exchange for a bigger chance of rolling a positive outcome when you suffer a breakdown. |
Freelancer | This perk will take into account your starting stat values and take your biggest one and lower it by 10 points, while boosting all of your other stats by 4. |
Nihilist | This increases chance of positive breakdowns by 10% and negative breakdowns by 20%. Seeing someone die has a random effect on you: sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition. |
Moralist | Your Insight gain is faster when you are around sane people(above 60% sanity) and they will recover sanity when around you. When you are around people that are less that 50% health or less than 30% sanity, you will take sanity damage from them. |
Drug Addict | You will start with an addiction to a random drug, as well as a bottle of pills containing the drug. This explicitly applies to all the reagents under the “Drug” category in the MIRC program. |
Alcoholic | Grants a +10 bonus to Robustness stat while under the influence of alcohol. You also start with a major alcohol addiction and -10 to Cognition. |
Noble | Indicates that you are a person of nobility, giving you a bigger chance to become a target for antagonist contracts. The contract value for your head is worth more telecrystals then regular crew members. Your environmental sanity loss is no longer limited, so the sight of blood and any discomforts will cause rapid sanity decline. You start with a family heirloom weapon that also acts as an oddity, and has your family name engraved on it. |
Rat | You start with a +10 to Mechanical stat and -10 to Vigilance. You will have a -10 to overall sanity health, meaning you will incur a breakdown faster than most. However, your footsteps become much more silent and you gain a chance to ignore a trap when walking over it. This includes things like wire splices, bear traps, mousetraps, and mines. |
Rejected Genius | Your environmental sanity loss cap is removed, meaning you will incur breakdowns by spending too much time around things like blood and corpses. Your maximum sanity health is decreased by 20, and your chance of a positive breakdown is always at 0%. Your insight gain speed is increased by 50%. This allows you to reach stat boosts and oddity perks much quicker; as long as you can keep your sanity from dragging you into ruin. |
Oborin Syndrome | A mysterious disease of which those afflicted, see the world in a black and white palette and cannot make out the taste of food. This grants you an increase of 20 to your total sanity pool. |
Lowborn | You are the lowest rung of society. Your family name doesn’t matter to anyone, so you have long since abandoned it. You cannot play as any Command roles. With this perk, you are allowed to have a singular first name, so make sure to change your characters name to just utilize the first name slot. Examples would include “Imp”, ”Brick” or “Rat”. You also gain a +10 increase to your total sanity pool. |
Oddity Perks
These perks are specifically tied to oddity items found in game. You can find them laying around maintenance or buy them from vagabonds, or sometimes the Asters Guild. You must get an insight and fulfill your desire with the oddity in your inventory to gain the perk. Simply examine the oddity to learn which perk it can grant you.
Perk | Description |
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Fast Walker | You will move slightly faster than others. |
Ear of Quicksilver | You will be able to hear what others are say from further away. However, flashbang grenades and such will stun you for double the time. |
Junkborn | There is a chance that a rare item will spawn upon clearing any trash pile with a shovel and taking out all of its contents. |
Balls of Plasteel | You will be able to take about 20 more points of damage before falling into pain crit state from any source. This is the equivalent to about 20 extra points in Toughness stat. |
Absolute Grab | You can leap towards people by using Grab Intent from 1 tile away and initiate grappling. Wont work if anything is in between you and the target. |
Quiet as Mouse | Your noise coefficient is permanently lowered by 50%. |
Sure Step | You have an additional chance to avoid a trap such a wire splice, bear trap or mine while running. |
Night Crawler | You move 50% faster in the darkness, instead of being slowed down by it. |
Chaingun Smoker | Nicotine now recovers additional sanity and heals a slight amount of brute and toxic damage. |
Blood of Lead | You only incur 50% of incoming toxic damage. |
Lungs of Iron | You will only incur 50% of incoming respiratory damage. |
Parkour | Climbing tables, ladders and up z-levels is now 50% faster. |
Charming Personality | People around you will recover sanity. |
Horrible Deeds | People around you will lose sanity. This can cause people to have breakdowns. |
Terrible Fate | Anyone who is around you at the moment of your death must roll a Vigilance sanity check. If they fail, their sanity will instant be dropped to 0 resulting in a breakdown. |
Toxic Revenger | People around you will cough periodically and incur a small amount of toxic damage, unless they are wearing internals. |
Ass of Concrete | Nobody can move past you, even on help intent. You wont slip in gravity. Beware that you can still be pushed, disarmed and grabbed but nobody will be able to move past unless you initiate the movement. |
Unfinished Delivery | Upon your death, there is a 33% chance of your organs healing themselves and essentially bringing you back to life. The perk will disappear after this happens and you will be asleep for about 30 seconds, but alive as long as your brain is intact in your skull. |
Space Asshole | You take 40% less fall damage, and gain 25 points of bomb resistance. |
Gunslinger | Any gun that doesn’t require 2 hands to use will fire 33% faster. |
Fast Fingers | You can silently empty pockets of others and steal things from their hands and ear slots by clicking on their sprite and dragging it to yourself and using the menu. Placing things silently into their hands also works. |