Voxlblade perks
Perks are Voxblade's unique abilities: instead of a percentage stat, a perk is a named effect with an amount — Valor: +1, Blessing: +2, Draconic Blood: +1. Gear, races, guilds and enchantments all hand them out, and the amount decides how strong the effect is. This page lists every guild perk with what it actually does, plus the perks that come from weapons, rings and enchants.
Guild perks, rank 1
Each guild grants stat boosts plus one to three perks, and promotion raises the amounts.
| Guild | Perk (rank 1) | What it does |
|---|---|---|
| Cleric | Blessing +2 · Heal Boost +2 · Luminescent Fervor +1 | Healing has a low chance to grant standard buffs at varying potency; bonus healing; healing an ally applies the Luminescent buff |
| Cursed | Cursed +1 | Raises all your perk amounts by 10% per 1 of this perk — the multiplier that makes every other perk better |
| Draconic | Draconic Blood +1 · Draconic Runes +1 | Locks Rune Infusion to a Draconic ability and boosts Draconic damage; all runes gain an elemental damage type by colour |
| Gladiator | Gladiatorial Rage +1 | Halves the Rage rune cooldown, adds potency and duration to Rage sources, and grants armour penetration scaling off your highest offensive boost |
| Knight | Valor +1 · Hardened Will +1 | One-handed weapon or spear gains an offhand shield, weapon arts inflict Taunt and hit taunted enemies harder; low chance to heavily cut damage and ignore stun |
| Monk | Spirit Commune +1 | Basic attacks, mob kills and poise breaks build Spiritual Energy, released differently per glove |
| Scholar | Channeled Weapon +1 · Quickcast +1 · Caster +1 | All damage gains a slight Magic type and weapon art cooldown drops; weapon arts cast faster with less stun; rune and weapon art cooldowns fall with diminishing returns |
| Thief | Thief Training +1 · Stealth +1 | Attacks from behind always crit with a damage boost and your roll cooldown halves; your detection range drops |
| Vampire | Lifesteal +1 · Vampire +1 | Heal for part of damage dealt; in shadow you gain damage and reduction, in sunlight those flip, inns stop healing you and kills do it instead |
How perk amount actually works
- Amount is a multiplier, not a switch —
Blessing +2rolls buffs twice as often as+1in the same slot, andHeal Boost +4at rank 2 is double rank 1. - Cursed is the exception that proves the rule. One point of Cursed gives +10% to every other perk you have, and it stacks multiplicatively with the Perk Effectiveness enchant: 2 of a perk + 1 Cursed + 1 Perk Effectiveness = 2.42.
- Cursed does not affect everything. By the wiki's own note it skips itself, Luminescent Fervor, Valor, Spirit Commune, Channeled Weapon, Quickcast, Thief Training, Vampire, and any perk granted by an enchant.
- Rank ups are the cheapest source. Guild promotion quests raise amounts on the perks you already have before you spend anything on gear.
Perks from weapons and rings
Perks are not only a guild thing; some gear carries them, and a perk can change what a weapon is:
| Source | Perk | Effect |
|---|---|---|
| Vaen Kama (Lord Vaen drop) | Kama Blades | A dagger becomes dual kamas and a spear becomes a scythe; the 60 SP Lord Vaen Blade upgrade keeps the perk |
| Blaster Ring (Astral Present) | Locked And Loaded | Gives you a gun — two guns if you fight unarmed, which turns Fist into Dual Guns |
That second row is the reason "does X perk stack with Y weapon" keeps coming up: the perk is checked against the weapon type, so the same ring behaves differently on a fist build than on a sword build.
Enchantments and perks
Enchant tiers touch perk amounts directly, and one of them zeroes them:
- Mythical sets Perks ×0 — a mythical roll can raise positive stats but it strips perk amounts, which is why a mythical weapon can feel worse than a legendary one on a perk-dependent build.
- Refined multiplies positive stats by 1.35 and does not touch perks.
- Perk Effectiveness (an enchant effect) multiplies perk amounts on top of Cursed — the two stack multiplicatively, so they are worth pairing rather than duplicating.
Should you chase perks or stats?
For a new character, stats first: a perk with amount 1 is usually a behaviour, not a power spike, and the guild that gives it may cost you reputation you do not have yet. Perks become the better investment once you have a guild rank and a weapon line, because then the same point of Cursed multiplies everything you already own.
If a perk reads as "does nothing", check three things in order: your guild rank (rank 1 amounts are the smallest), whether the item is a mythical enchant (perks ×0), and whether the perk is on the list Cursed does not affect.
Related: races and guilds · weapon tree · runes and enchantments · tier list