Perks are minor passives that a Hero can get by collecting together the right combination of Gears. Each Hero has access to 7 individual Perks, but only is able to access higher level Perks by attaining higher rarity Gear.
Overview[]
Perks, as mentioned above, are passives that offer a Hero some minor buffs. These buffs are not meant to be stronger than a Tier 1 Feat, although they can still change the way a Hero fights.
Perks are not automatically unlocked, as the player has to collect Gear that have perk values assigned to them. The perk value of the Perk has to total 600 for a Perk to be activated; having more will not grant any bonus. A Hero has seven Perks from a list of 21 available to them, formed from three distinct groups of Perks: Offense, Defense and Assist. How many of these Perks are accessible to the Hero is based on the Gear's rarity, with Common Gear only offering the first three Perks, while Legendary offers all seven. See more details below in "combinations."
Perk List[]
Before explaining what Perk Combinations may look like, the following is a list of Perks from each group. Perks 1 through 3 are Common perks; perk 4 and 5 will always be a Rare and Heroic respectively; perks 6 and 7 can operate as either an Epic or Legendary perk. This affects perk combination, as Heroes cannot have certain perks from different groups together.
- Take note that buffs such as damage bonuses and stamina reduction won't stack, instead only taking the highest value available.
Detailed explanation of the perk system has been published in an official article.
- Disclaimer: At the time of making this article, the editor didn't have access to all Perks being fully maxed out, resulting in some Perk icons being their greyed out version. Maxed out icons for other perks will be added at a later date.
The perk group that focuses on gaining bonuses on kills, stamina cost reduction and increased damage, all rewarding aggressive playstyles.
The perk group that focuses on survival either through shields or health gain, or rewarding a defensive playstyle, such as defending a point.
Name | Icon | Description |
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Aegis | ![]() ![]() |
All shields received are increased by 20%. Note that Revenge Shield cannot exceed maximum health. |
Shields Up | ![]() ![]() |
When Revived, receive a 25 health shield for 15 seconds. |
Bastion | ![]() ![]() |
When in a zone (capture/archer points, healing zone, ram) or carrying a banner/offering, gain 10% damage resistance. |
Vengeful Barrier | ![]() ![]() |
When exiting Revenge, gain a 25 health shield for 15 seconds. |
Last Stand | ![]() ![]() |
When in critical health (under 25 health), gain 40% damage resistance. Works under Shields. |
Fresh Focus | ![]() ![]() |
When Exhausted, counter guardbreaks, blocks and parries regenerate 20% Stamina. |
Bulk Up | ![]() ![]() |
When gaining a Renown level, increase maximum health by 4 (up to 16 bonus health). |
The perk group that covers other areas of combat not covered by the two other groups, such as mobility, revives and objective based strategy.
Combinations[]

Perk not Filled vs Perk Filled
Each gear piece has either one or two perks associated with them. Depending on its rarity and level, a gear piece will have different values for the perks. Rarity affects the maximum perk value a piece of gear can have and what perks are available, while the level will designate how fulfilled or unfulfilled these perks are in potential value. At Epic and Legendary rarity, all gear will have two perks.

Demonstration of Perk Gain, Loss and Potential
A perk becomes active when the total value for it across all equipped pieces is at least 600. If the value for a perk is below 600, it will not activate and will be greyed out. However, the menu will show the potential amount of value a Hero may attain if they maximize their equipped gear, shown in yellow; meanwhile, when switching gears out, gained Gear value will be indicated in green while lost Gear value will be indicated in red.
Even at common rarity, it is possible to have two perks active at any time. At Epic and Legendary rarity, it even becomes possible to have a third perk available for use. More about this is explained in the "potential combinations" section below.
Perk Pool[]
Each Hero has 7 perks designated to them from a perk pool of 21. The 7 perks will be selected from two of three of the perk groups mentioned before. A Hero is unable to have Perks from all three perk groups. Which groups a Hero takes from and how the Perks are distributed determines the passive play style the Hero may go for.
However, a Hero does not have access to all 7 perks from the start, as common rarity gear will only choose 3 perks to start with. With each rarity tier, a new perk becomes accessible. As a result, players should not be afraid to use other lower rarity perks until new ones are unlocked.
Hero List[]
The following is a list of all the Heroes and their assigned Perks.
Hero | Perk Groups | Tiers | ||||
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Common | Rare | Heroic | Epic | Legendary | ||
Warden | Offense/Defense | ![]() ![]() ![]() |
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Conqueror | Assist/Defense | ![]() ![]() ![]() |
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Peacekeeper | Offense | ![]() ![]() ![]() |
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Lawbringer | Assist/Defense | ![]() ![]() ![]() |
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Centurion | Offense | ![]() ![]() ![]() |
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Gladiator | Offense | ![]() ![]() ![]() |
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Black Prior | Assist/Defense | ![]() ![]() ![]() |
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Warmonger | Offense/Defense | ![]() ![]() ![]() |
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Gryphon | Assist | ![]() ![]() ![]() |
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Hero | Perk Groups | Tiers | ||||
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Common | Rare | Heroic | Epic | Legendary | ||
Raider | Offense/Defense | ![]() ![]() ![]() |
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Warlord | Defense | ![]() ![]() ![]() |
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Berserker | Offense | ![]() ![]() ![]() |
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Valkyrie | Assist | ![]() ![]() ![]() |
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Highlander | Defense | ![]() ![]() ![]() |
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Shaman | Offense/Assist | ![]() ![]() ![]() |
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Jormungandr | Defense | ![]() ![]() ![]() |
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Varangian Guard | Assist | ![]() ![]() ![]() |
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Hero | Perk Groups | Tiers | ||||
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Common | Rare | Heroic | Epic | Legendary | ||
Kensei | Offense/Defense | ![]() ![]() ![]() |
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Shugoki | Assist/Defense | ![]() ![]() ![]() |
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Orochi | Offense | ![]() ![]() ![]() |
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Nobushi | Assist | ![]() ![]() ![]() |
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Shinobi | Offense/Assist | ![]() ![]() ![]() |
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Aramusha | Defense | ![]() ![]() ![]() |
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Hitokiri | Defense | ![]() ![]() ![]() |
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Kyoshin | Offense | ![]() ![]() ![]() |
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Potential Combinations[]
Because of how each piece of Gear can have up to two different Perks assigned to them, there are a multitude of perk combinations that a Hero can go for, even reaching three total active perks. However, there are still restrictions on what perks are available, thus there are a few perk combinations that are not available, particularly when it comes to having three active perks.
Perk value distribution will be represented with 1 Level being equal to a maxed perk (for example, 200 at common level). While some combinations will note itself as 3 Levels, this just means 3 maxed value will be distributed between the perks noted; no perk can go beyond 2 levels.
- Common:
- 2 Levels in Perk 1
- 1 Level in Perk 1; 1 Level in Perks 2 or 3
- Rare:
- 2 Levels between Perks 1, 2, 3 or 4.
- Heroic:
- 2 Levels between Perks 1, 2, 3 or 4.
- 1 Level in Perks 1, 2 or 3; 1 Level in Perk 5
- Epic:
- 3 Levels between Perks 1, 2 or 3.
- 2 Levels between Perks 1, 2, 3 or 4.
- 1 Levels in Perks 1, 2, 3 or 4; 1 Level in Perks 5 or 6.
- Legendary:
- 3 Levels between Perks 1, 2, 3 or 4.
- 2 Levels in Perks 1, 2, 3 or 4; 1 Level in Perks 5, 6 or 7
- 2 Levels between Perks 5, 6 or 7.
Value Distribution[]
Rarity for a gear determines the possible maximum value that gear can have when fully leveled together with what combinations are available to them. The lowest level Gear of a Rarity will start out with 100 Perk value missing; leveling the gear will allow the Gear to attain these missing points, granting 20 points per level.
At Epic and Legendary rarity, there is a possibility for two things to happen to a gear (both can be present on a single gear, and is much more guaranteed when scavenging for gear at higher Reputation levels):
- The gear's maximum value is increased, while increasing drastically the amount of points one perk has by up to 60% (called "doubling"). This is marked in italics in the below value distribution graph.
- Most Legendary gear will automatically have this increased perk points, and is guaranteed past Reputation 9 for all Perk combinations except the highest rarity.
- Both perks receive a ♦ called "Refinement," designating a bonus to their maximum value points. When levelling a gear through Refinement, it only adds 10 Perk points compared to the usual 20 for normal levels.
- Maximum value points earned from Refinement is affected by the above increased perk value.
- At Legendary levels, there is an even smaller chance of receiving one more rank of Refinement, shown by having both perks have two ♦ instead of only 1. This becomes guaranteed past Reputation 12.
- Refinement is shown as a separate category.
Rarity Tier | Unleveled Value | Maximum Value | 2-Perk Distribution | Hero Reputation |
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Default (Common) | N/A (Always maxed) | 150 | N/A | Rep 0 |
Common | 100 | 200 | 100 + 100 | Rep 0 |
Rare | 110 | 210 | 105 + 105 | Rep 1 |
Heroic | 120 | 220 | 110 + 110 | Rep 3 |
Epic | 130 (245) | 230 (345) | 115 + 115 (115 + 230) | Rep 5 |
Epic 2♦ | 120 (240) | 240 (360) | 120 + 120 (120 + 240) | Rep 6 |
Legendary | 160 (280) | 260 (380) | 130 + 130 (120 + 260) | Rep 7 |
Legendary 2♦ | 160 (290) | 280 (410) | 140 + 140 (130 + 280) | Rep 9 |
Legendary 4♦ | 150 (290) | 290 (430) | 145 + 145 (140 + 290) | Rep 12 |
Trivia[]
- Gear perks replaced gear stats in the Marching Fire update 2.01.0.