Perk Interactions
Perks interact in complex ways - some synergize multiplicatively, others conflict or override each other. Understanding these interactions is critical for optimal builds.Multiplicative Damage Stacking
Bullet Damage Perks
Fromsrc/crimson/creatures/damage.py:131-136, bullet damage perks stack multiplicatively:
Fire Damage
Pyromaniac: 1.5x multiplier to fire weapons Applies To: Flamethrower, Blow Torch, HR Flamer (ammo_class=1) Does NOT Stack: Fire weapons can’t use Uranium/Barrel Greaser/Doctor/Living Fortress (bullet type only)Ion Damage
Ion Gun Master: 1.2x damage + 1.2x blast radius Global Effect: Any player’s ion damage scaled (not just perk owner in co-op) Applies To: Ion Rifle, Ion Minigun, Ion Cannon, Ion Shotgun (ammo_class=4)Reload Speed Stacking
Reload Perks
Fastloader: reload_time × 0.7 (30% faster) Stationary Reloader: reload_time × 0.33 (3x faster when not moving) Anxious Loader: -0.05s per fire button press Weapon Power Up Bonus: reload_time × 0.5 (2x faster)Stacking Examples
Fastloader + Stationary Reloader:Fire Rate Stacking
Fire Rate Modifiers
Fastshot: shot_cooldown × 0.88 (12% faster) Sharpshooter: shot_cooldown × 1.05 (5% SLOWER - trade-off) Weapon Power Up Bonus: shot_cooldown × 0.5 (2x faster)Stacking
Fastshot + Weapon Power Up:Dodge Perks - Override Behavior
Dodger vs. Ninja
Dodger: 20% dodge chance (1-in-5) Ninja: 33% dodge chance (1-in-3), requires Dodger Interaction: Ninja overrides Dodger completely From perk 40 description: “Overrides Dodger when both are owned” You Get:- Pick Dodger: 20% dodge
- Pick Dodger then Ninja: 33% dodge (NOT 53% or 48%)
Regeneration Perks
Regeneration + Greater Regeneration
Regeneration: 0.5 HP/sec average (50% chance per frame to heal +dt) Greater Regeneration: 2x heal amount when tick triggers (~1 HP/sec average) Requires: Regeneration (prerequisite) Stacking: Greater Regeneration modifies Regeneration’s heal amount, doesn’t add separate healingDeath Clock Clears Regeneration
From perk 47:“On pick, health is set to 100 and Regeneration / Greater Regeneration are cleared.”Effect: Picking Death Clock removes both regen perks permanently Blocked: Death Clock active prevents Regeneration/Greater Regeneration from being offered
Poison Perks
Veins of Poison → Toxic Avenger
Veins of Poison: Creatures that melee you get poisoned (60 damage/sec) Toxic Avenger: Upgrades poison to 180 damage/sec, requires Veins of Poison Stacking: Toxic Avenger replaces Veins of Poison’s 60/sec with 180/sec (3x stronger) Combined with Poison Bullets:- Poison Bullets: 12.5% chance to poison on projectile hit (60/sec or 180/sec)
- Veins of Poison/Toxic Avenger: Guaranteed poison on melee contact
Movement Speed Interactions
Speed Modifiers
Long Distance Runner: Extends cap from 2.0 to 2.8 while running Alternate Weapon: -20% speed when perk active Speed Bonus: Temporary speed multiplier Reflex Boosted: Game time scale × 0.9 (affects effective speed)Stacking
Long Distance Runner + Speed Bonus:XP Gain Stacking
XP Multipliers
Bloody Mess / Quick Learner: +30% XP from kills (1.3x) Lean Mean Exp Machine: +10 XP per 0.25s (passive generation) Double Experience Bonus: 2x XP multiplier (timed) Instant Winner: Immediate +2500 XP (stackable perk) Grim Deal: +18% of current XP total, then deathStacking
Bloody Mess + Double Experience:Perk Expert + Perk Master
Perk Expert: Selection pool 5 → 7 choices Perk Master: Requires Perk Expert, claims to “double” but also shows 7 choices Actual Behavior (from source analysis): Both add +2 to selection pool You Get:- Base: 5 choices
- Perk Expert: 7 choices
- Perk Master: 7 choices (NOT 14)
Ammunition Perks Conflict
Ammunition Within vs. Regression Bullets
Ammunition Within: Fire during reload, costs HP Regression Bullets: Fire during reload, costs XP Both Owned: Regression Bullets takes priority (from perk 35 description) Reload Restart: Both perks prevent reloading mid-reload (must finish or deplete completely)Trade-Off Perks
Instant HP Reduction
Thick Skinned: HP → HP × 2/3, future damage × 2/3 Breathing Room: HP → HP × 1/3, kills all on-screen enemies (no XP) Infernal Contract: HP → 0.1, grants +3 levels Interaction: These stack (can pick multiple) Example - Thick Skinned then Breathing Room:Death Clock Conflicts
Death Clock Active: Blocks offering of:- Regeneration
- Greater Regeneration
- Thick Skinned
- Highlander
- Jinxed
- Infernal Contract
- MediKit spawns disabled
Co-op Perk Sharing
In two-player mode: Shared: All perks apply to both players when either selects Living Fortress Stacking: Each player’s fortress timer contributes multiplierPerk Availability Conflicts
Quest Mode Exclusions
These perks never appear in quest mode:- Alternate Weapon (perk 9)
- Grim Deal (perk 8)
- Final Revenge (perk 19)
- Highlander (perk 41)
- Breathing Room (perk 46) - two-player only
Two-Player Exclusions
These perks never appear in two-player:- Grim Deal (perk 8)
- Fatal Lottery (perk 15)
- Random Weapon (perk 16)
- Final Revenge (perk 19)
- Highlander (perk 41)
Conditional Suppressions
Plaguebearer: Suppressed in hardcore quest 2.10 Poison Bullets: Suppressed in hardcore quest 2.10 Veins of Poison: Suppressed in hardcore quest 2.10 Pyromaniac: Only offered when player has Flamethrower equippedOptimal Synergy Builds
”Glass Cannon” Build
Goal: Maximum damage output Perks:- Uranium Filled Bullets (2x)
- Barrel Greaser (1.4x)
- Doctor (1.2x)
- Living Fortress (2.5x max)
- Fastshot (1.12x fire rate)
- Fastloader (0.7x reload)
- Ammo Maniac (+25% clip)
”Unkillable Tank” Build
Goal: Maximum survivability Perks:- Dodger (20% dodge)
- Ninja (33% dodge, overrides Dodger)
- Regeneration (0.5 HP/sec)
- Greater Regeneration (1 HP/sec)
- Thick Skinned (damage × 2/3)
- Unstoppable (no knockback)
- Doctor (shows enemy HP)
”XP Farming” Build
Goal: Maximum level gain Perks:- Bloody Mess (1.3x kill XP)
- Lean Mean Exp Machine (40 XP/sec passive, stack 3x = 120 XP/sec)
- Perk Expert (more choices)
- Perk Master (more choices)
- Instant Winner (2500 XP repeatable)
- Bonus Magnet (more bonuses)
”Crowd Control” Build
Goal: Area damage and control Perks:- Radioactive (passive 100-unit aura)
- Plaguebearer (infection spread)
- Hot Tempered (periodic plasma ring)
- Angry Reloader (plasma ring on reload)
- Man Bomb (stand still 4s explosion)
- Pyromaniac (1.5x fire damage)
Related Documentation
- Perks - Individual perk descriptions
- Damage Calculations - How multipliers stack
- Weapons - Weapon types affected by perks
Source Code References
src/crimson/perks/ids.py- Perk flags and availabilitysrc/crimson/perks/impl/- Perk implementation detailssrc/crimson/creatures/damage.py- Damage modifier stacking order