Perks

**Perks**, also known as **upgrades**, **bonuses**, or **five-star bonuses**, are additional bonuses on equipment which are applied to the player when their associated equipment is equipped.

Perks are unlocked upon reaching five stars for any equipment; most equipment is given at one star and has to be upgraded through a blacksmith, while event and ranked equipment are given at five stars outright and come with their perks already unlocked.

## Types

There are two rough categories of perks: stat perks and effect perks.

### Stat perks

Stat perks, from the name, affect the player's stats directly. Examples include Robustic, which increases the player's attack multiplier, and Distant Shroud, which increases the player's ranged defense. Perks of this type usually have a description in the form "Increases <stat> by <value>."

Stat perks stack additively. For example, equipping the Crusader's Shield, the Harbinger's Suit, and the Rank B Visor grants three stacks of Unyielding which increases the player's maximum health points by 30% total.

### Effect perks

Effect perks, from the name, grant the player a unique effect. Examples include Bedazzle, which has a 10% chance to stun enemies, and Alleviate, which has a 20% chance to restore some of the player's health points when blocking an attack. Effect perks are diverse in description, but in general, perks with "% chance" or a condition like "when blocking" in their description are effect perks.

Perks that grant effects stack but apply their effects individually. For example, equipping the Divine Aegis and the Imperial Armour grants two stacks of Double Edged II which returns 30% of the damage received through melee attacks. Rather than returning 60% of the damage in a single burst, it instead returns 30% of the damage twice. This is still equivalent to 60% because Postknight stores damage as floating-point values and does not round them off.

## Tiers

Some perks have multiple tiers, not to be confused with the "tiers" of equipment. Higher-tier perks are generally stronger than their base counterparts, usually through increasing the effect on the player's stats or providing an effect with a higher success rate or value.

The tier of a perk is roughly dependent on two factors:

* the rarity of the equipment associated with the perk
	+ Common-rarity equipment usually have base-level perks.
	+ Rare and Epic-rarity equipment usually have Tier II perks.
	+ Legendary equipment usually have Tier III perks.
* the tier of the equipment associated with the perk
	+ Equipment in Tiers 1 through 3, obtained in Pompon, Shello Bay and Griffondell, usually have base-level perks, regardless of rarity.
	+ Equipment in Tiers 4 through 6, obtained in Caldemount, Valley of Gold and Fractured Forest, usually have Tier II or III perks, depending on rarity.

## Table of Perks

There are **25** different perks in Postknight, sorted into two columns with the first being the "dominant" type, and the second being the rest split by rows according to the type.

**5** perks are unique to a specific type of equipment (like how all equipment with Thrive High are headgear). This is illustrated visually by the equipment being centered.

**7** perks are unique to a specific equipment. Equipment with those specific perks are **bolded** and centered.

note 1 The Adventurer's Shield does not affect Ranged Magic Defense, unlike the rest of the equipment with Divine Protection.

note 2 The Everlast Visor does not affect Ranged Magic Defense and increases Magic Defense by 10 twice.

note 3 The Sinister Suit increases movement speed by 25% instead of 20%.

note 4 The Prime Dime perk would have most likely had the description "Increases gold gain by 5%."

note 5 The Rank A Uniform increases damage by 15% instead of increasing defense by 15%. Also noted is how the primary stat boost for the Rank A Uniform is "Attack +30" rather than "Defense +30"

## Trivia

* Perks do not provide the bonuses by themselves. The bonuses are encoded into the equipment itself and the perks are there simply to indicate what the bonus is.
	+ Part of why bugs exist with perks is due to stat boosts being assigned incorrectly. A notable issue is with perks that increase "magic defense", due to the stat being split into two types (melee and ranged) despite very few melee attacks being magical.
* There is an unused image for a perk named **Dual Boost**. Judging from the icon, it was most likely intended to increase damage and defense by 5% each in a similar manner to Tag Team.
* While perks exist in many equipment that increase damage, there are no perks that directly increase Attack.